i dont know how you guys see it. but mining is one of the most boring things in the game. besides it does not realy require a lot of attention. but you need to do a few clicks here and there all the time. maybe some ppl like this while watching a movie or doing something else, i just dont see here any real fun in it. its a "nessessary evil" and a annoyance.

you need to to it but the thing itself is no fun. no action and i personaly think should be replaced with somthing diffrent.

so here is the idea:

instead of a mining bot that stands on a spot why not drop a "mining robot" out of your cargo. lets call it "mining robot", we allso could call it "pos" or "pbs" or whatever. its just a thing that stands on a spot and will mine this field in a certain area.
you could do this with the same skills and you could even have diffrents of these "mining bots" you could also make it fitable. so you can use the same mechanics you have in mining right now. you can fit it you can build it, you can destroy it, but you dont have to be there physicaly with your character while it works.
of cource it needs a realy big cargo just like a container.

im not giving anything how fast this will mine, how long it will be operational or how large the area will be where it will mine. this is a thing of ballanceing i dont want to point out here. of cource you would only be allowed to have one active one out in the field per character. call it a remote contol and that needs some of your sparks data prcessing ability and that is limited...

you also could go on and make some comination of this with actual combat. (yes i have seen something like that in another game.
so you can have some special high yield "mining bots" that will atract the attention of the nians. so npcs will spawn and attack that "mining bot". and it will be your job or the one of your corp to defend it. you can do it in diffrent scales. so small ones you can do solo with a bit better yield up to a high end with lots more yield ant you will need quite a good squad to defend it. of cource you will also have loot form the npcs. but you also need a reward for the defending ppl.

i personaly think this will make mining way less boring and everything else way more intresting.

/discuss

102

(19 replies, posted in Feature discussion and requests)

Mark Zima wrote:

-1
I'll repeat my answer from a different thread:
Introducing "diminishing returns" for modules like tunings, range exteners and such will just kill fitting variery and freedom, because the best choice will always be "fit one of each for max effect".

Don't use shield tank problems as an excuse to just nerf everything. Current fitting system is very good. You can put pretty much any combination of ew/dmg/rep/range mods into the head slots and it will make sense (at least in some situations and setups). Diminishing returns will skew it towards "max 1 of each" or "max 2 of each" which will greatly reduce the number of viable/possible combinations.

exactly. nothing more needs to be said.

103

(19 replies, posted in Balancing)

you always cry when something gets ajusted any you have a "negative" effect from it. strange that the same does not goes around when something getts buffed. i never heard anybody demand a complexity increase when something got better.

stop crying and face reality... fuuu

good as it is.

little anni stop crying or should i get you a tissue? all you complains are for nothing. all you do is pointing out that it has been better. yes that is true. but that is not the question. the real question is:

where you get the stuff for recycling? yes from npc loot.
is that all the loot you get from npcs? no!
so whats it for? the yield from recycling is one part of the npc loot!
what does it men when recycling gets lowered a bit? it means that the mineral yield you get additionaly to the rest of the loot is a bit too high atm. so we reduse recycling to ajust it. we could also lower the drop rate, but i guess that will be way more complicated to implement.

*edit: Offensive. - DEV Zoom

and even with comlexity 3 its s single fu***** skill with not much ep you have to spend for a reasonable bonus on your recycling. a bonus you got until now and you took that one for granted. wrong thinking pattern little boy.

no further comments on that topic from me...

oh jea i wil make friends with this post... lol

104

(3 replies, posted in Buying Items)

i can offer you a 50% cam only, i hope we are talking about mk2...

Annihilator wrote:

Sundial... you got a really really strange interpretation of what "Dimishing returns" means

Look at the DPS!

so.. you can get your dps with tunings to ~2,2x the one without them. for that you have to sacrifice range and all your high slots. and need a mk2 heavy so you get that high slots...

i cant see your problem...

yep not a new idea, but a good one and not a trollish one as expected from obi...
alone for that you would earn a
+1

its not. just like in windows you need a active window that also is highlighted from the rest. problem solved...

kustom wrote:

Looks like a Gropho stepped on it   tongue

maybe a seth tryed to make love to it... scyylla just did not tell all the truth... lol

109

(44 replies, posted in Balancing)

i always enjoy the wine from ppl that cant get enough.

this is ablsoutley no problem. you can strip only 1% from anni´s recycling skill and the result will be the same.
yes things have been reballanced. but just a little bit. a little less for alpha a bit more for beta.
and if you ask me. its still was too good for alpha or way to bad for beta. the diffrence is still not good enough! and thats a fact.

so keep whining. no problem with the patch.
but you get a +1 for the ep refunding from me. that would be fair. so stop crying...

DEV Gargaj wrote:

The most annoying thing about this is that the GUI was built without having a "focus" feature, so assuming you wanna split two stacks and the two windows are next to each other, pressing ENTER wouldn't know which to fire.

well how does a operation system that i dont want to name here handle that?

well for that you have a active window. thats the one you clicked on last so any commad only works on the active window. thats most likely the one you just put in the numbers where you wanna split the stuff.

well it may be that perpetuum dont have this active and inactive window feature. well then its indeed hard to determin for what the enter or esc is. but thats defenetly one solution to the problem you just pointed out.

and here we go again...
think the unpolished ui has been brought up quite a few times.

+1

112

(14 replies, posted in Selling Items)

he is selling the prototype. thats why its so expensive lol

i think a plsamabomb may be way overpowerd. but something like a minelayer as module may sound intresting.

diffrent types of mines could be fun.
- dmg
- demob
- ecm
- neut
...

found it on mmorpg.com as i browsed the list.

well i think walls like all PBS should be buildable...

but in general very good to see you finaly starting to add sand to the box big_smile

this is indee the first step into the right direction. hope the PBS department will go further ahead in the next months.

p.s.: we need "siege walls" they have a ramp at the back and you can walk up at the back side. on the front side you will have some part with cover and some without cover... smile
castel wars... big_smile

p.s.s.:
oh and before i forget it: if you have walls then you also need gates...

happy new year to friends and foes.

for a new and better perpetuum year to come...

one additional thing

atm we have 2 options for each hangar.

i think its way to few.

full access: as it says
limited access: you can only put stuff in there.

but where is the "i can only see whats inside" option?

this may be very important. to have the stuff somewhere. but others (for example producer) should see how much it is but dont have access there to grab it (security reasons)...

and so on...

118

(26 replies, posted in Feature discussion and requests)

Annihilator wrote:
Syrissa wrote:

... Wall of text

i wonder why some guys never get the rhetorical questions.

if you dant want a answer then dont ask.
if you dont want to read a lot dont post in in feature discussion
this is not for your personal fun, its to discuss the perpetuum features and ideas
and yes some things are complex so its gets long

...

119

(26 replies, posted in Feature discussion and requests)

Annihilator wrote:

syrissa - thats to complicated thinking. remove weapon damage bonus from any bot = what you want. Kain, artemis having two missile slots, arbalest and baphomet each one, even yagel and prometheus having them. why dont you use them?

because ist is stupid senseless.

kain:
4 guns 2 missiles.
missiles do less dmg than em guns.
if you want missiles you have to skill them. so lot of ep to spend
so what do you get for the ep?
2 weapons that dont get any boni from the bot itself.
what does it cost. a lot. try to fit 4 ems and 2 missiles on a kain then try to add a tank. if you dont have absolutly high end skills then you will find that you can not fit much in either low or high slots. and im not even talking about a T4 fit...

so lets say you have the skills you can fit it (that would even be harder then fit a messmer).
lets keep it moderate lets say you have advanced robotics 8. then you have a 40% modifier missing on your missiles. so you have 2 of 6 weapons that my be worth half or max one em gun in firepower.
and you still have to cut down on high slots (dps and range) or low slots (tank).
and you dont get any boni from em-weapon tunings...

and now you can ask again why i dont fit them. basicly because its not worth it.

if oyu can fit diffrent weapon categorys on a bot then give that bot the boni for both weapons. then it might be woth for some builds to fit it. atm its not worth it.

p.s.: my pve arbalest (for killing small bots) that has not seen the sun in the last month or so, has a missile launcher fitted. but that was more for fun (and for style) then for any real benefit.

but im not talking only about the kain. thats simply an example because its a bot i can pilot and so i know more about then about a artemis or a tyrannos.
but its about these bots as well. so that it might make sence to fit 2 guns on a tyrannos, and so on.

and last thing. when this comes then we will need universal weapon tunings. and not the ones that bring only half as the standart, because then it will be senseless again to fit more than one weapon category...

...

120

(44 replies, posted in Balancing)

Annihilator wrote:

now you got 50 injections 10U -> thats 8 Minutes wink

that is still a realy long time in a fight.

121

(26 replies, posted in Feature discussion and requests)

i had a similar idea once. but i thought it would be senceless because i think the devs would never make such drastic combat mechanic changes.

my idea was similar, but with a bit more details.

1.: green bots would have another gun type as main weapons (whatever that will be)
2.: missiles would be for all races. some bots would have more some would have less.
3.: bonuses of the bots would always habe their gun plus missiles
4.: missiles would have higher burst as guns but lower dps.

that means missiles would have very slow rate of fire. but each hit would hurt a lot more then any gun.

so whats the benefit of that?
1.: rockets would make sense on most damage bots. even with guns fitted. (see kain for example)
2.: it would make sense to learn both weapon types. so it will be more for a long time goal.
3.: have way bigger bot diversty
       - bots with only guns (highest dps)
       - bots with guns and few missiles
       - bots with more missles than guns
       - bots with only missiles (high burst low dps) [or maybe that not ^^]
       or any combination that may make sence. maybe even some diverity over the races

so this would bring a hole new aspekt to the game. not only dps and los.
as i said it would be important that the rof of misiles would be very low (something around 5 times slower that guns) or something around that. you would need to test that so that missles would not instant pop bots in group fights.

having tis it might bring intresting tactial elements. so when and where to fire the missles, then if a few players do it, that might bring faster results. independent from gun fire.

as i said that an idea. that i think would be great. but thats just an idea. so i give the op a
+1
with no hope that this will ever happen. then this would require a total reballance of every bot every gun every missle. all weapon skills would have to be reseted ... and so on. this would be a major chnage in the game.

DEV Zoom wrote:

To set things straight, I don't think we ever stated that we don't want alliance features. Back in June Gremrod asked me to tell him a topic they could discuss in the podcast, and I said we would be interested what our players would expect from an alliance/conglomerate feature.

The result was that the majority of our players thought that an alliance feature would be premature or even unnecessary at that point.

Link: http://forums.perpetuum-online.com/topi … iscussion/

Has the general consensus changed? Would alliances make a better game right now?

as othe rplayers have pointed out with intrusion 2.0:
yes it would make it a better game. the "used" beta outposts are a living place for mostly not only one corp. so it would be very usefull to have the auras not only for the holding but also for the corps that also "defend" that outpost. so yes alliance features would make it a better game. just to point out a single reason.

i could go on quite a while.. but i think thats unnesesary.

123

(5 replies, posted in Balancing)

Annihilator wrote:

btw:
Standard is written with a "d" at the end - in german and english!

smarta**

124

(5 replies, posted in Balancing)

i think you have the wrong idea here.

T1 is the standart item. T2-T4 will give you besides the standart commodities additionaly more expensive commodities.

T0 is the big diffrence. as you might know you get them only in artifacts and can not be build, and they are not part of the standart tier line. they are so crapy that noone would ever fit them. you could call them a high tech mod that lost its quality over the years in the grounds. so it yields a lot high minerals because its hight tech, but has no good stats. T0 is just a bonus for the artefact scanner to gain some quality resources. because its way more easy to pack them into a item. that way it is way more easy to transport for the scanner. the commodities itself might be a bit much volume to transport for a small scanning bot.

you can complain about the recycle yield of the T2-T4 but forget about the T0...

125

(17 replies, posted in Feature discussion and requests)

Eng Daniel wrote:

I think is better something to control the minimum units left in plant to not kill them.

that is indeed worth a new charge.. or maybe a change in game mechanic in general would be nice here.
for example that the harvesters shut down at 1 unit left. and only if you activate it at one unit left that then you can willingly destroy the plant.