476

(71 replies, posted in Guides and Resources)

Doek wrote:
Phantomburn wrote:

I thought Mark Zima did some kind of fitting tool from there or something?

That's me. Mark Zima does Perpetuum Planner. Etil DeLaFuente does a stand-alone version of a fitting tool.

Are you talking about some updated fitting tool that works for today's game updated with new mods? I would love to see that if you have a link, and it's public.

Currently seems other fitting tools outdated. And they never worked for me anyway. neutral

Agree on need for PvE updates and new player focused updates. I'm not holding my breath on new mechs.

But it occurs to me that it would make sense if an attacker-built structure could breach enemy defenses/walls. I guess that's what a "Siege Tower" would be. Hmmmm.

Seems odd to use the building of a structure as a means to breach defenses. I saw another thread about Chaos undocking from base over and over to enter enemy base. That seems odd as well.

Are there siege mechs in the works yet? Rather than all this nerfing, how about providing attackers some new tools? Perhaps some anti-terraforming siege weapon that can blast down walls...

Just saying. Looking forward to seeing more of these mechanics up close rather than from my current forum seat. See you in game soon...

479

(117 replies, posted in News and information)

DEV Gargaj wrote:

So great news is that Steam has already greenlit the Top 10.

The less cathartic part is that we were #11.

Dammit smile

Second string still plays. I think the writing is on the wall

Good Job Devs!!!

Celebro wrote:

There goes arganos and combat lights, just throw away noob bots for a week use. Way to throw a 1/4 of the game content in the first week of playing.

You're worried about making the argano and other lights useless? The game is way ahead of you on that one. Even if the argano does have a roll in this game it's currently only in the first few weeks. So by "throw away noob bots" you mean throw away three weeks of practice in bots you'll never use again, I don't think that is a very good argument against EP acceleration/bonus. But it's a great argument for the fact that many lights have little/no use in the game and need to be re-evaluated.

EDIT: I don't mean to pick on you specifically, Celebro, but you happen to state concisely what many others have been arguing.

This is a long term game, and anyone who plays more than a month will be out of light bots regardless. What difference does is make if they skip that first useless month of learning the ins an outs of useless bots?

  • Fix lights for long term effectiveness.

  • Give the month extra EP on subscription, one way or another.

Also, @Anni I did one reset for Rex Amelius and I'd never reset again, for this account. But I would love to lose some useless EP here and there. Either way my point was for the community, not necessarily myself.

  • EP for noobs then EP for Vets.

  • Resets for noobs, then Resets for Vets.

The objective is more about new subs and a better FEELING for them to 'catch up'. Let them figure out later ...they can never catch up yarr

Also, 40k was derived simply from rounding 30 days of EP, which is 43,200. Maybe you can advertise as buy firstonth sub and get extra month EP

... Or something like that.

Just get them in so I can shootz them

Annihilator wrote:

one thing you should offer upon subscription, is a account reset, once...

If the noobs get one I'll take one too wink

DEV BoyC wrote:

Guys, we heard you.
EP selling in any form has been canned. The idea is bound to raise its head from time to time, but we got the picture.
However we'd still like to give a larger incentive for players to go from a trial account to the first subscription - what are your thoughts on giving a bunch of EP to players subscribing from a trial account? Of course however much this EP is, it'd be retroactively granted to all accounts that have ever subscribed.

As for ICE, it's in the works.

I still like Acceleration, but it may be making it more complicated than it needs to be. Whether EP is accelerated for a while or given out in one chunk you will have issues with players using EP very unwisely.

Do new accounts get to downgrade extensions still before hitting level 7? Maybe that will be enough for correcting mistakes.

So, give 40K bonus EP for first month sub. That gives potential day one sub 60-80k (depending if they bought kickstarter) and 124,800 to 144,800 by day 45 (one month plus 15 day trial). That's as competitive as anyone needs to be as a beginner, imo.

And still listen to community on light bots and give us some new bots while you're at it!

Great work on Greenlight. I think I'm gonna be playing again soon...

Way I see it these are good problems for the Devs that I'm sure will be worked out in time. More people want to buy your product! Bravo! wink

1. Sure, why not

2. Only a little, but it should be automatic for new accounts, not purchased separately

First, I did not know that the Amazon Kickstarter pack included bonus EP until Gunner told me last night. Funny thing was he called it the Camel's Nose, and now today I see this thread...

EP Acceleration
I think this is a fair modification to make for say 45 days, give or take for balancing and exploits. Whether that is double or 1.5 or some other % variation is also debatable. Whatever the % all existing accounts should also be credited for EP for this time. And no trial accounts should be allowed acceleration until purchase. If trial account purchases after 2 weeks then they can have retroactive EP immediately that would have accumulated at the accelerated rate would they have purchased on day one.

But after the 45 days, or whatever time period, EP should accumulate normally.

Others have made good points regarding rebalancing needs for light bots and some extensions. But I still think, psychologically it can only help to get more players to commit to the game long-term, rather than FEEL left behind right off the bat.

And come on guys, we need all the new player incentives we can get.

Important points

  • If Devs do this they need to boost all existing accounts as if we all had this from the start.

  • Automatic for subscription, not an additional purchase and definitively not on unpaid trials (simply for exploit)

  • No New EP Purchases. Amazon is the limit. DO NOT sell any more EP!!!

SirPrizedofTen wrote:

I came across a little gem in the update notes suggesting there is no helioptris on Daoden anymore.

I loled at this. I think that may be true. As Dev Zoom stated it's being fixed, including a number of issues with PvE. There are even rumors of an entire PvE revamp but the community is sitting by restless waiting for more news on that.

While the Population is low, the people actually playing are quite passionate about the game and you'll find that most are very helpful. I suggest you seek them in-game though. Forums are infested with Trolls, and they are quite passionate too ...about entertaining themselves.

487

(44 replies, posted in Feature discussion and requests)

Celebro wrote:

I would say remove LWF for Lights they are a must as they are too dependent on speed, and I really hate the overdrive, jump jet idea for the reasons Sinceto says.

Perhaps I don't read well on my iPhone, but what negative reasons does Sinceto state for jump jets? I get that it has major balancing needs and would certainly require a debuff, like a long charge up and recovery time. I don't think it's like an active speed mod. It's more about bouncing over impassable terrain.

It would probably only work by selecting a target tile to jump to, one that is within whatever the required range and over whatever slope. My understanding is that one of the reason Artillery is still not in the game is that there is no way to select targetable tiles for delivering Artillery. I could be waaay off on that as my knowledge on Perpetuum Development History is not all that great.

I suppose at this point something like jump jets is a pipe-dream way off in the distant future ...if there is one.

488

(4 replies, posted in Services and Discussion)

Edit: post irrelevant after forum moderation and removals. Delete me too

A theme park in the middle of my beach? gasp

Sure, why not. And have some yellow bots invading blue islands. Call it factional warefare.

Only kidding about the name. Anything that gets noobs excited is a plus as long as the sand surrounding the park remains.

490

(1 replies, posted in Feature discussion and requests)

OK, this may sound weird and it's just a random thought...

How about a mod (headslot) that sends out signal that your bot is an NPC. Other NPCs would not fire upon you (unless you aggress) so you could travel and navigate without worry if all your intention is to navigate.

Going further, perhaps Players would see you as NPC as well, from a distance until they get closer. Perhaps trick turrets and beacons too. This could be kinda cool way for infiltrating enemy territory and spying from pack of NPC and roaming spawns. And obviously, people would know if some NPC was acting kinda suspicious, so it's not nearly as powerful as something like a cloak.

Just a thought. Go ahead and tear it down or ignore as terrible.


Miner One: "Hey guys, this new liquid epriton is juicey"
Miner Two: "Yeah I love it. Just keep eyes out for any roaming spawns."
Miner One: "What about pirates and those CIR meanies?"
Miner Three: "Hah, they'll never get past our beacon network!"
Miner Two: "Here comes a roaming spawn, but it looks like we're well out of it's path. I feel so safe. Let's keep mining."
Miner One: "Wait a second, those NPCs look kinda suspicious. And they've turned into our direction ...wtf"
Miner Three: "That's no roaming spawn. OMG run, log, hide, noooooo...

491

(56 replies, posted in Feature discussion and requests)

Sundial wrote:

changing it will only make vets with full trees angry.

Yeah, all three of them. Seriously though, of course it COULD upset those who have spent 1000 hours farming kernals.

I like the idea above about gaining research points and applying them as you see fit. If the system changed to something like that I'm sure those with 'full' trees could be granted enough research points to train right back up to that point. And surely those points would be used more effectively, so i think those with close-to-full trees would LOVE the idea of using their hard work to more effective use.

492

(56 replies, posted in Feature discussion and requests)

Celebro wrote:

Research is intended for a group effort

Oh really? If it were INTENDED for group effort then why not make research knowledge attainable by the group (corp)? As all knowledge is contained at the character level you will always have problems sharing the responsibility among the group, especially when that character stops playing or joins another group.

Of course it's faster to team up for kernal farming, but don't tell me it's INTENDED.

Cannot disagree, but would also like to see more options for getting onto island. Surely there is a thread somewhere requesting mobile TPs for jump-to points (like cyno tongue). Insert drawbacks, balancing, etc. Stealth bots, perhaps. But for now... sure, z nerf

494

(15 replies, posted in General discussion)

I've always liked the idea of jumpjets/jetpacks. Why not add more mods and complexity to the game? Your specifics are pretty fair, though not so sure about game mechanics accommodating water and slope damage. There definitely need to be drawbacks to using it.

It could even be an entire class of bot or derived from the new hover set. Hopefully we see some new bots soon even if this ain't one of them. Eventually would like to see something like this, though.

KUSTOMROD wrote:

I really think that the nerf to spawns on all the islands that happened ages ago was the point where what the OP is talking about occured.

I remember when I first started you had to learn quick that the NPCs didnt mess around.  I lost quite a few castels in the early days but it was exciting, heart in your throat stuff.  Running out in your new bot to kill or be killed and getting away with 3hp got the heart going and hooked me.

Looking at the alpha 1 islands now its Arkhes every where (NPCs).  You need to go a long way to find a spawn that will give you a run for your money.  Bring back the alpha spawns close to the terminals and the roaming mobs/observers.  First time I meet an observer it supprised the ^$#* outa me, was only a Baph but trying to work out a way to kill them in a light bot gave me hours of fun.

Not sure this has made sence but I have had dealings with a few new players over the last couple of weeks trying to get some of them to stay, but trying to find a spawn close to terminal enough as they need to use plates due to only starting out which means they are going slow so a 10min walk or longer looking for a spawn for just the 3U cargo of a light bot minus the ammo they are carrying I will admit is very dull.

Hope they bring back the good old days...

That's damn right! I remember thinking how cool it was that the NPCs could eat me alive if I went the wrong way. NPCs in EVE bored the *** out of me from day one, so I was always impressed with Perp's more dangerous NPCs.

When I first read the idea about making all Alpha spawns fire-only-when-fired-upon I thought it was a fair idea. After reading Kustom's post and remembering my experience and thoughts with NPCs... Hell NO, it's a bad idea.

NPCs should be plentiful AND powerful AND drop good loot. If you MUST limit their aggressiveness do it surgically without the sweeping broad strokes. ALL of Alpha for ALL bot types seems way too harsh. Perhaps do it by region and/or bot type (like indies). But I'll let others with far more PVE experience argue the details...

EDIT: also my first days were in Feb 2011, so that is the timeframe for my 1st impressions on NPCs. When I picked up the game again in Oct and reset my character, I really did not focus much at all on NPCs. Perhaps they already sucked by then.

496

(18 replies, posted in General discussion)

Ville wrote:

And for those of you that ever wondered to what Ville listens too while pvping here it is:
http://www.youtube.com/watch?v=kE0pwJ5PMDg

* attaches to Ville's head

497

(12 replies, posted in General discussion)

You guys want analogies? Try comparing the process of defining 'themepark' and 'sandbox' to the political process of defining fun words like democrat, republican, socialist, capitalist, liberal, conservative. Have fun with that! Everyone will have his own subjective idea of what they mean and many will skew definitions to bolster their own arguments.

My opinion ...don't waste your time trying to define themeparks and sandboxes for Perpetuum. Focus on what will make the game better. It's subjective enough without inserting more cloudy concepts.

I, too, am confused by this new structure. It's not clear what is old with new names and what is or may be new entirely. With all the other current PRIORITIES I do not see how this is important right now.

I'm kinda sold on the PVE revamp for newer players coming into the game. PVPers need carebears to be happy healthy and at least feeling safe.

And of course MARKETING!

Ludlow Bursar wrote:
Syndic wrote:

I'm curious, and I'm sure a lot of other people are too. Why shouldn't I know? What's the big deal?

No big deal, it was a genuine question.

At current levels of population, though, I think it will probably be detrimental to the game to display logged in characters. Firstly, the low number could put-off some new players before they give the game a fair stab. Second, to know how many players are on, players currently have to get out there in Nia and do stuff (roam etc) rather than log in, see the number and just think 'Nah! won't bother".

I am, however, also curious.

Pretty much summarizes my thoughts. As much as I'd like to see and know I fear it would be off-putting to any new people who happen across.

+1/2

500

(41 replies, posted in General discussion)

Lemon wrote:
Annihilator wrote:

syndic, you just came back to early.

steamrolling every station on gamma that pops out of the ground with your force helped very much with getting more player out into that playground. You want it as "elite only feature" and "complaining that there is no other elite as yourself out there"

He arrived precisely on time. Sadly one can not classify just showing up to see no enemy as being "elite" but gamma allows players to force pvp or else large losses are to be had. One would assume this would cause or promote pvp. Time and time again we saw nothing from anyone, just crickets in the background. I could link every time someone attacked our island but we all know how that went with us defending it every time (Oh it forced pvp wouldn't you ya know)

"If the pace is just to fast, you just wont last"

Jelan wrote:

We are a beta island corp

Source

bureaucracy wrote:

-We represent a simple desire:
Be better than everyone else.
-If you play to win, join us.

Source

When i joined a pace was set for pvpers to meet in order to be competitive, not our problem if we achieved it, surpassed it and no one else was able to keep up. "If your not first your last, so step it up or die trying" that is content.

And you cant expect Beta corps to go to Gamma just like a alpha corp wont hold beta oh wait AIC does... there goes the neighborhood, stepping it up? why yes they are.

OMG you're so super cute