DEV Zoom wrote:

They will be introduced soon, even for decorational plants too.

Simply, thank you.

552

(22 replies, posted in General discussion)

2000 masking!!

lol ...gotta get within 40-60 to find them

I'm at work and not ingame
How expensive?
How long to 'activate'?
How many hit points?
Do we have to target a buddy to kill them (like plants) or can we target them directly?
If shot directly, there is an aggression flag on Alpha/Beta when you shoot them right?
Any notification they are being shot? besides the sudden loss of sight...
Can I build 100 feet of walls around it when those come out?

553

(44 replies, posted in Balancing)

lol at the tough guys talking about tears and beta incentives. Show me how reducing ALL of recycling incentives people to move to Beta. The skill is reduced everywhere, right? I didn't see the part where it was reduced from 3% to 2% but only when on Alpha. Show me the math!

At the end of the day it affects all and all will readjust ...except the EP I wasted getting to level 8. I was juuuust about to bump that to 9 so I guess it's good where it's at.

I will take a reset though, and perhaps an EP cost decrease to go with it. Yay!

Kaldenines wrote:

I second what Rex said.  Word for word.  I know we sound harsh at times but were are here because we love the game and don't want it to die.

Yes, I think I came across pretty harsh. That's not my intention. I want this game to succeed. I want the Devs sweating the problem of too many players!!! ohhh noo

Getting too many people to play the game and crash your servers is GREAT problem to have. I look forward to the whining on lag and overcrowding.

Whatever happens I'll be playing till you drag me out (or I get a new girlfriend)

I've read most of this forum and before this thread I've never seen any statements from Devs about Advertising and Marketing. Maybe I missed it. I have seen numerous posts and threads in this forum asking the Devs about it, requesting input, begging for some more marketing for this game.

Before this thread I attributed the Dev's silence to a simple policy of not publicly sharing their marketing strategy. I can respect that, as I had assumed there at least was a strategy and plan.

I assumed that until this thread. I now assume you guys have no plan, no strategy. Based on the two Dev posts above, it seems you guys are clueless in that department. Maybe someone else on the team can clarify and build up some confidence about your efforts.

Trying, failing and giving up does not build confidence. Speculating does not build confidence.

Currently that's all we have to go on ...and it blows big balls. Perhaps it's time your team shared some positive news with the community regarding your advertising and marketing strategy/plans.

I simply cannot believe you'd develop such a great game only to allow it to get lost in the darkness.

----

EDIT: there are many in this community that truly love this game, and I'm one of them. If you need help in the marketing arena I'm sure it's better to reach out to the community for it than linger in silence and confusion. What is the alternative ...hoping for miracles? allowing the game to die?

God I hope you guys have a plan!

556

(29 replies, posted in Feature discussion and requests)

I posted this in the 'general' forum thread but I think it was drowned out in politics ...or it's just a bad idea. But here it is again.

Integrate some NPC activity into the SAPs for two reasons:
1.) Give defenders something to do when no one comes to attack. Currently, it's boring.
2.) Force outpost owners to actively increase stability. Currently, outpost owners do not need to even log in or be anywhere near their outpost to increase stability. As long as no one attacks they will gain points. This doesn't really promote active living on Beta.

The general idea is to spawn NPCs on or near an active SAP. Those NPCs interact with the SAP (depending on which one) to prevent outpost owners from passively gaining stability points. But NPCs should not directly make owners lose points, either. Only players aggressors' actions should decrease outpost stability. If the owner wants to gain outpost stability the owner has to be there to stop the NPCs. Obviously, if player attackers show up then you have bigger problems. yarr

NPC specifics for some of the current SAPs

  • Destructive SAPs
    Spawn Combat NPCs that shoot at your Destructive SAP, player defenders, and player aggressors. Perhaps the NPCs shoot the SAP when no one is around but directs all fire to ANY player in the area. If NPCs succeeds at 'destroying' the SAP, the defender gains no stability points. If defender stops the NPC (destroys them or tanks their fire), defender gains points. If player attacker succeeds at destroying the SAP, defender loses points.


    The mechanics here may have to get tricky since, we don't want NPCs to shoot down 90% of HP only so player can ninja the last 10%. Nor do we want NPCs to take down Destructive before player attacker gets the full hour's chance to do the same. So there may need to be some dual system: NPC shoots one thing and players shoots another, perhaps. I'm still thinking about this one. We don't want one directly affecting the other.

  • Passive SAPs
    Spawn Combat NPC roaming spawn somewhere near SAP. Defender must stop the NPCs from roaming to the SAP and sitting on the passive. Same gain/no-gain/loss rules from above. Perhaps another dual system.

  • Specimen SAPs
    Spawn Industrial NPCs that carry all the specimen components for the SAP. Defenders must stop them. Attackers can actually use them to gather the necessary specimen stuff. Same gain/no-gain/loss rules.

  • Hacking SAPs
    Spawn Combat NPCs to hack your SAP... more or less the same as above.

The details and specifics have lots of options. Difficulty of the NPCs, how many, etc? More difficult with increased stability?

Of course, those NPCs should drop some really nice loot to the benefit of both attackers and defenders.

Overall the purpose is to incentive activity on Beta, whether it's for attackers or defenders. The system can have something for everyone. Right now it seems the defenders have little incentive to come out and play. Give them kernals.

557

(217 replies, posted in General discussion)

Thread is degenerating into 'who' is organized with 'whom' and how should 'we' organize to counter 'them'

Specific groups' behaviors and policies are well and good and difficult to keep out of the conversation, but we're talking about Game Mechanics here gentlemen and how to adjust game mechanics to better cater to all playstyles, thus attract more people to a FUN game. Face it, you can't change people, and you certainly should never change a game based on the current group x or group y behaviors and policies. I'm not making predictions on specific groups but time changes everything, and those 'relevant' today may be 'irrelevant' tomorrow.

Naismith wrote:

The patch by itself cannot change one fundamental thing: If I have 200 people and the enemy has 20, I can put 50 people at 4 different locations, pursuing different strategic objectives. Manpower and strategy always trumps tactics and opportunism.

This is precisely where the focus should be: change this 'fundamental thing'

Some people like to build empires and/or influence and manage lots of people and/or control large swaths of land and/or have long-term goals to work toward ...fine. Play your game and have the tools to build your empires. Have your alliances for all I care.

Some people like to chill with small groups and/or focus on skills and/or tactics and/or short term goals. Give them the tools to find advantages for that play style.

If one playstyle can dominate every aspect of a game, the game is BROKEN. Blob "I win" button blows for the second group, and trust me Mr. Empire Builders, you want the independents around to keep you from your goals or else you'll reach them easily and get bored.

After many many years of life in general, and MMOs specifically ...Devs, you will have $$$MAD MONEY$$$ if you can succeed at giving both these groups (lots of groups, really) tools to be successful in their own playstyle.

Good Luck

back to mechanics....

Give me some NPC feedback bitgiz

558

(217 replies, posted in General discussion)

Another thought...

I'm on board with the idea that defenders need something to do for two reason:
1.) it's boring sitting around doing nothing.
2.) the objective is to promote activity on Beta. Current system theoretically allows a corp to take an outpost and never come back again. As long as no one is taking the SAPs, the 'defender' gets increases in stability. Stupid. Defender should DO something to increase stability or at least increase it more than doing nothing.

Enter NPCs
Just like beacons, perhaps you devs can spawn some NPCs to chew down while the defenders are sitting around protecting SAPs. Which NPCs? How many? How hard? Do they spawn on the SAP? Around the station? I don't know.

That could help with the boredom issue, but not even gonna attempt to go there on how it could affect SAP gain/loss.

...just an initial idea


------EDIT, I've decided to 'go there'

Combat NPCs sits or roams toward passive: No point loss if NPC succeeds. Point gain if you keep them off. Point loss if player sits there.

Combat NPCs shoot at your Destructive. No point loss if NPC succeeds. Point gain if you save the Destructive. Point loss if player kills it.

Industrial NPCs do, uh something, and carry all the specimen requirements. No point loss if NPCs succeed at whatever they doing. Point gain if defender stops them. Point loss if player succeeds at the specimen.

Hacking?, I'm getting tired...

559

(217 replies, posted in General discussion)

DEV Zoom wrote:

Just so you know, we did some devtalk today about I2, and everyone agreed that it's still way too early to tell whether this works fine or not. Even if it's not, we will take small steps only.

We agreed that SAPs are too easy to complete compared to the 1 hour of defense necessary, so as the first step, we're increasing some timers/HP/etc there in the next patch (along with making the times persistent and fixing specimen processing of course).

increasing some timers?

I sure as hell hope you guys don't plan on extending the 8-16 hour timer. Lower timer is more SAPs up and more ACTION or potential for action.

There are many other ways to tweak the system to buff defense, which I agree, it should be buffed.

  • You can reduce the points awarded for talking/defending SAPs. By doing this it becomes less critical to defend every SAP which right now, you have to defend every one. Losing a few points while I sleep ain't so bad, but alarm clocking every day with the threat of losing 20 will get exhausting. The point of stability is to reward you for using and defending you island over time.

  • Tweak the difficulty in taking or buff the ability in defending specific SAPs (I'll leave that one to the math wizards to give specifics)

  • Scale the difficulty of taking SAPs so that it's harder to take them at low stability and easier to take them at high stability. You can wrap up the logic by saying the outpost has xyz energy and as stability goes up you can divert that energy to facility upgrades and auras. While stability goes down, all energy diverts to defense. Eh? This way lethargy will never reward you with high stability as you gotta be on your toes to keep the pirates from jacking you over. And if you truly want to own an outpost and live in it, higher defense at lower stability forces you to truly grind for it. As a pirate I just want to get some ~good fights~ and some GREAT loot from high stability outposts. I don't want to live in your outposts.

BUT DO NOT EXTEND THE 8-16 TIME AND THEREBY DECREASE THE POTENTIAL FOR ACTION!!!

And yes, baby steps please ...baby steps.

560

(217 replies, posted in General discussion)

As much as I've learned about this game over the last 2 months of playing I'm VERY reluctant to ask for specific changes. I am still learning the mechanics and the implications of % changes here and there. I leave that to to others.

However, and this is just a thought, it may be cool to see T4 CTs come out of high stability SAP cans in a similar fashion as with Artifacting. Some % chance to find 25/50/75 in a balanced fashion that does not screw those guys who spend 10000 hours farming kernals for research.

Again its about balancing playstyles; carebears v. killers. Give both the same *** but through means that each enjoy. I would love to have T4 mods to make you cry but why should i have to spend gazillion hours farming when i may find one by chance doing something I love ...*** on your territory. Even better if I can 'passive hack' it out of your outpost inventory:P:yarr:

At the same time farmers may not like roaming ... you guys see where I'm coming from here? Give us ALL advantages, but let us play the game in different ways to achieve those advantages.

*** man, I'm gonna get fired at work if I don't stop reading these forums.

By the way devs, I love your game!

561

(217 replies, posted in General discussion)

It makes zero sense to build a game with a highly complex research & manufacturing process that takes months or years to skill up to and plan game time around and then say you have play like a pirate all by yourself only Pvping. Hey I can give a *** about research and manufacturing, I just want the finished product to shove up your ***. That's my game. I don't want to force it on you.

Anyone saying "you have to play this way cause it's what I like" is going to be lonely soon.

I don't like blobs. But I'm not going to say "kill them" because all that does is drive away a significant player base. All I want are mechanics that give small groups and tactical thinking significant advantages over blundering sheepish blob mentalities.

The problem often is that there is no counter to blobs when there always should be. If a blob is the "I win" button then you just drive the pirates out of the game and what do you have? Sesame Street.

The mechanics are good just need some adjustments.

562

(217 replies, posted in General discussion)

Overall I think the system is good. It may just need some adjustments.

Specifically, the ease of taking SAPs and gaining or losing stability is pretty off balance. But I have some different ideas on tweaking than what I've read so far.

I like the aggressive nature of the system, but I can really see the annoyance of sitting around waiting for something that never comes. Even if you only have one outpost it can become exhausting defending it on average TWICE a day. That requires multiple timezones and lots of manpower. Period.

Right now the difficulty of taking SAPs seems linear, though I could be wrong. Is it just as easy to take an outpost from 10 to 25 as it is to take it from 60 to 75? Or do the SAPs get easier or more difficult as you go up the stability ladder? I'm not sure.

Perhaps the difficulty should scale. Or perhaps the points you lose or gain can be adjusted. Or some combination of both. But leave the 8-16 hour timers!

One suggestion: reduce the points you lose or gain when taking or defending an SAP. This allows aggressors to get their loot or a potential fight everyday all over the map. It also gives defenders the option of prioritizing and choosing their own battles. If every SAP loss or gain is critical to your stability and operations then you are going to get burned out really quick. But if the gains and losses are not as critical a defender can afford to lose a few SAPs without terribly affecting their real life sleep. But in no way should a defender be allowed to remain lethargic forever. Eventually you have to defend yourself or you're out! It makes more sense that it takes a long time to stabilize or destabilize an outpost, not just a few days. Hence the word: stability.

Another option: Scale the difficulty of taking SAPs as they increase in points/stability. If I'm defending my home and I'm down to the last 5 points of stability I kinda like the idea that it should be HARDER for an aggressor to cross that final line of taking the outpost. We're talking final LAST STAND baby. It should not be easy for the attacker to send in some paltry force and finish it off. It should be an organized operation that defenders and attackers know is coming as points dwindle down to the last.

Continuing the scaling difficulty option, as an outpost gets closer to 100 in stability it should be EASIER for an aggressor to take SAPs. Thus raiders can get the awesome loot from high stability outposts and also make it really hard for defenders to get and maintain perfect stability. Devs say 100 should be hard, so make it easy to attack when its high.

I realize high stability / easy SAPs may be counter-intuitive but screw reality man, I want a FUN game. Reality is offline.

Also, I like the scanning process for timers, for aggressors at least. I think intelligence gathering is right on. But I do not like the in-game SAP notification that ANYONE can see when they enter an island. Perhaps only corps and/or friendly settings should see them. Finally, passive hacking is kinda gay.


edited like 3 fkkn times for grammar and clarity

563

(102 replies, posted in General discussion)

Grim Faust wrote:

You know why there's no sand in this sandbox MMO anymore?

It's stuck up all your ***.

I'm typically not the type to troll on any forums, though I do make exceptions on occasion. I think this may be the second time Grim has inspired me to post a reply. Once again he says it perfectly.

All I think about when I read this thread is tears and ***.

Jeeeez guys, give it a damn shot! Worst case is you fight and lose your stations. Giving up, you still lose stations AND any dignity you may have. Nova Alliance can't be everywhere at once and SAPs will be up so damn often your head will spin to keep track of them. It may not be hard to ninja stabilize an outpost that no one is paying attention to. I don't know, but we'll soon see. Hopefully more will participate and not quit.

Quit thinking so defensively. This is an offensive system. Be aggressive!

This thread is embarrassing.

564

(35 replies, posted in General discussion)

Alexander wrote:

However yes, this is moving beta to a warfront rather than somewhere to live as miners will require a lot more guarding, island will be even more scouted by Arkhe alt (A problem that has needed fixing to a long time)

Well a war front is what many people want, not a nice safe place to sit and mine epi unmolested.

I've heard this complaint about Arkhe scouts and it simply perplexes me that anyone would see it as a 'problem.' Since when is it a problem to post sentries and report enemy movements? That's called teamwork and intelligence gathering. Whether in life or in game they are fundamental components to any fighting force.

If anything the game could develop alternative methods to getting on island, but that's something for the Feature Discussion and Requests thread.

565

(6 replies, posted in General discussion)

Can we add some type of Hedge Fund to make bets on which characters will swap corps before the tourney? tongue

566

(0 replies, posted in Selling Items)

Nothing to see here

567

(7 replies, posted in Agents seeking corporations)

Egil wrote:

I'm guessing you are in the US-TZ when looking at the time of your post.
Have a look at this thread below:

http://forums.perpetuum-online.com/topi … orp-found/

I'd suggest you look into War Dec. Great crew of players there.

Good luck and hope you'll enjoy the game! smile

yikes My recruitment post? If you want to know a little about me I guess that's a place to start. But I doubt you'd care.

Perhaps this thread on USTZ players and Pvp corps is what Egil meant to link. I think that would be a tad more helpful if you are in fact USTZ and looking for pew.

Since I'm here I can tell you I'm a brand new member of War Dec, who have been very helpful and friendly in getting me going with proper skill focus, bots, fits, efficient NIC earning, and general game tactics. I just got myself situated with them this weekend and so far it's been fun. Now I'm looking forward to getting out there actually blowing someone up.

Whichever side you choose I'm sure I'll see you around wink