I don't think your topic could be broader, nor the call for random speculation louder. It almost seems a troll to demand not to be trolled.

On topic, game is going to Gamma in the short term even if only one faction actually participates. Otherwise I suspect developers will refocus on PVE while the population that remains continues to complain mostly. Shocking perspective, isn't it? Perhaps someone can spice it up.

EDIT: Also OP, I think you should add your own opinion rather than just throw out the question for others. I thought OPs required content.

102

(60 replies, posted in General discussion)

Progenator wrote:

Losing is part of the game, if you can't handle it, then "harden the *** up" or play a theme park mmo. I've already lost some bots stupidly, but I have thick skin and can handle it.

Oh you're going to be hugely popular. I can tell these things.

EDIT: Also, doesn't your name mean something forcefully sexual?

103

(39 replies, posted in Feature discussion and requests)

Account sharing provides for equal opportunity abuse, meaning ANYONE can do it.

But that's not what this is about. This is about DEFAMING and ENTIRE GROUP at every corner and turn in the game while PRETENDING that everyone else is innocent as the driven snow is pure.

Oh you're all such poor VICTIMS. Don't you guys ever tire of hunting witches?

Did you know there are two ways to discover a witch: (1) drown them and if they survive they are a witch, or (2) burn them and again if they survive they are a witch. I don't know then how to kill a witch, but I'm pretty sure once you discover one you're totally *** as they don't like to be discovered. Likely they will drown you, revive you before you die and then burn you till you die again for good. So it's perhaps not the best idea to go hunting witches. You have much better odds recruiting players, training them to pvp and sending them out to Beta to hunt 77/CIR.

104

(7 replies, posted in General discussion)

Gunner wrote:

remove sparks instead

just to irk the p2w folks, let's make sparks cost those perpetuum credit thingies

Cost to place a spark
Cost to activate spark
Cost per Kilometer

Perhaps even put  in some Hungarian maths to make sparks more expensive the more you place and the more often you use them.

Alternatively, REMOVE THEM FROM BETA

105

(62 replies, posted in Testing server)

Annihilator wrote:
Jita wrote:
Jita wrote:

What mechanics are built in to the system to prevent any entity from placing three bases on each of the new three islands on release and then responding to reinforce timers?

The station limitation makes base capping all of gamma competitively easy. Drip feeding in gammas three at a time is going to make it even easier.

Is this even a concern because it *** should be?

I think it isnt after spark teleporting was disabled and gamma is released at a time where someone wants to play a different game release.

Huh? Sparks disabled? Playing a different game? What are you talking about? Wait ...don't answer.

------

I still think the base cap is stupid and lazy idea. Base cap exploitation was bad enough with 10. With 3 it will be a breeze to lock down an island.

Anyone who does not lock down islands with 3 bases is a total FOOL.

I can already read the forum QQ about ~exploits~ and ~bad behavior~ as some of our favorite names blame players for using mechanics to there advantage rather than play Perpetuum Philanthropy with kitty gloves and free tea.

106

(45 replies, posted in Balancing)

Jita wrote:
Goffer wrote:

Is not a bad idea as soon as the player number beeing active at the same time is never below 10k.
With the current playerbase no way.

If you did it then it would kill the population. If you did it now some blowhards would whine but still keep playing.

I think you have the record for longest forum temper tantrum. Keep it up and it will be a long time before you're unseated.

Before sparks no one ever even came close monopolizing Beta.
After sparks it's the now the norm

How more *** obvious could the problem be?

Just noticed OP's 'cliff' illustration as something I read describing EVE like almost 10 years ago. Find something original like also a solution to Beta issues that don't involve opening up outposts to the enemy.

You cant have rabbit holes to hide in and
You cant have your stuff back.

Bad idea all around so I guess Zoom will implement it soon

...instead of fixing sparks (max 1 on Beta and only in corp owned outpost) and
...adding an activity requirement to SAP defense point accumulation

Elimination of lockout would make outpost ownership almost totally pointless in a world already lacking incentives for ownership.

Get off this short sighted campaign and spend your influence advocating REAL solutions to the broken mechanics allowing easy control of outpost ownership. Beta is lying on the ground with two broken legs. Don't kick it in the balls.

Annihilator wrote:

im just reflecting on what someone from CIR or PHM always says when someone said something about GC as population indicator ("when i log in i see hundreds online in squad chat") wink

and I'm just poking fun wink

Annihilator wrote:
Gremrod wrote:

I use to log on to find 15 ppl in GC. So yeah more ppl right now than when STC controlled everything. But non-the-less let's hope the game pop grows.

you know, not everyone is in GC... wink, they all have been hiding in alliance chat channels.

Yeah, GC is no indication AT ALL of how many people may be logged in and playing. And when you're hoping around from island to island and you don't see anyone, it's because they're all masked or perhaps your lagging out, or more likely DDOSing your PC to keep you from seeing the truth. I know for a fact when I log in people are watching me and following me all the time. You can't even trust your own eyes.

111

(60 replies, posted in General discussion)

Game is not dead, just in a coma.

STC reigned over the server for long time too. I'm sure they were also blamed by some for its 'death.'

A few voices may point fingers of blame but reasonable people see through the bullshit. Game's issues are development, content, and mechanics, NOT player Behavior.

This game will always have *** ...like me. If you don't like it you can take my venerable Old Man's advice and Get Your Tough *** Card Punched.

112

(45 replies, posted in Balancing)

Jita wrote:

It would be east to spot people using Alt accounts tbh and they would get reported unless you were very careful.

Yeah, report those evil multi-account abusers ..ruining the game ...RUINING MY GAME

I guess to be 'careful' I will have to change my two miners names to Rex and Notrex to avoid suspicion when mining together.

Oh and my hauler Whosrex.

Gremrod wrote:

If they tweak it. I think zoom said he wouldn't mind tweaking so the lockout feature doesn't happen until higher stability then current 50.

As for more tweaks beyond that it is up to them at this point. After gamma is in game I don't think this will be a big issue again for a bit.

Yes I read that and I think that is a useless tweak. It seems more like an attempt to placate the current forum campaign on lockout. It is NOT a solution to the problem ...the problem being easy control of all Beta outpost for whomever is the Dominant Power.

With Active defense requirement (corp only, no allies) and
More severe limitation of Sparks on Beta (if any allowed at all)
Imminent island distance change reducing IZ effectiveness
and return of Gamma as a place to draw some activity away from Beta

We may, may see a more accessible Beta. At least that is the goal. Fully achieving that goal will never come, in my opinion, with out massive increase in island count, but we all know the development time on that given current constraints.

Gremrod wrote:
Rex Amelius wrote:
Kaldenines wrote:

I think the problem is not locking itself but that SAP stability goes up when nobody shows up. Imo it should just stay the same when nobody does the SAP.

Also the pvp zones are too small for the current mechanics (sparks, interzone and other TPs, pvp alts, gate alts, detectors, probes ).  There are too few islands, too few connections leading on/off pvp isalnds and the lack of connections between different beta pairs is just mind boggling (any news on the new TP network?).

This. 

As for SAPs I've always considered the auto defense mechanic broken. One of the objectives of Intrusion 2.0 was to encourage active usage of the outpost you own. Despite the time it may take to scan a dozen SAP timer that hardly constitutes a good reason to leave it. We're not supposed to be able to manage so many outposts.   

I like idea of some type of action for Defender to take, such as simply right clicking some panel for few seconds just to register a presence. This would not defend the SAP only activate the points received if no successful attack. A compromise would be to have reduced auto defense points, like 1/5 the current. So if you have an active SAP and no Defender is there to activate the thingy-mcbob, and no one attacks, defender gets 3 points. If defender activates thingy-mcgiggle  a d no successful attack then standard 15 points.

Point is that active presence should mean something.

Oh yeah, also *** kill sparks on Beta (or permit one and only one and only if you own outpost).

I have always consider the current intrusion 2.0 system broken as a whole. That is why I don't think it would be wise to keep making small changes to something that needs to be removed from the game and replaced with a new system.

I agree that in general the whole thing needs a full revamp, but priorities and development time, etc. You know a full revamp is a large endeavor. Though hardly perfect I think we can survive it in it's current form with a few tweaks...

1.) Max 1 spark per character on Beta and only if in corp that owns outpost
2.) "Action" requirement to earn the points from a successful defense of SAP
3.) Maybe passive income incentive for owner in form of SAP loot auto-dropped into to corp hanger 15 minutes after successful Defense (giving ninjas and whomever that 15 minutes to collect it first).

But again who is listening? I know Zoom ain't.

Kaldenines wrote:

I think the problem is not locking itself but that SAP stability goes up when nobody shows up. Imo it should just stay the same when nobody does the SAP.

Also the pvp zones are too small for the current mechanics (sparks, interzone and other TPs, pvp alts, gate alts, detectors, probes ).  There are too few islands, too few connections leading on/off pvp isalnds and the lack of connections between different beta pairs is just mind boggling (any news on the new TP network?).

This. 

As for SAPs I've always considered the auto defense mechanic broken. One of the objectives of Intrusion 2.0 was to encourage active usage of the outpost you own. Despite the time it may take to scan a dozen SAP timer that hardly constitutes a good reason to leave it. We're not supposed to be able to manage so many outposts.   

I like idea of some type of action for Defender to take, such as simply right clicking some panel for few seconds just to register a presence. This would not defend the SAP only activate the points received if no successful attack. A compromise would be to have reduced auto defense points, like 1/5 the current. So if you have an active SAP and no Defender is there to activate the thingy-mcbob, and no one attacks, defender gets 3 points. If defender activates thingy-mcgiggle  a d no successful attack then standard 15 points.

Point is that active presence should mean something.

Oh yeah, also *** kill sparks on Beta (or permit one and only one and only if you own outpost).

116

(12 replies, posted in Feature discussion and requests)

I think the only thing that should be modified about SAP loot is that after the can expires the loot drop into the outpost owners corp hanger -- passive income incentive to own outpost.

But such a mechanic would be a disaster given current state of Beta and the BROKEN mechanics that permit a dominating power to monopolize outposts. At minimum, sparks need to be removed from all Beta.

Apparently IZ is getting it's fix with new island distances.

...and dreaming you are.

Even if you can access the stations you won't be able to do much of anything on Beta except hide. The brick wall you speak of is mobile and will surround whatever outpost you decide to work from.

Another thread/post count forum crusade by half dozen dudes who dont like current political climate.

Solution to dominating power projection issue lies elsewhere. Devs just need to listen.

SmokeyIndustries wrote:

Screw everyone else so long as number one is having fun.

Frankly, I think that sums up my motto. Ya know, games, fun. Since when is playing a video an act of philanthropy? To each his own, etc.

But notice the lack of intent on 'ruining the game' in your quote. If YOUR game is ruined by my actions ...what's for lunch?

119

(64 replies, posted in Testing server)

Shadowmine wrote:

but could have some serious balancing issues to go with it...

Ya think!

Prepare for the river of QQ as creative pvpers find new interesting ways to push in your ***.

New tactics, new fits, new fleet comps. My mind boggles with the new pvp possibilities.

Dude, it's gonna be a whole new game.

120

(21 replies, posted in Balancing)

I think probes were added due to complaints of the ubiquitous gate scouts.

I'm not sure they are a problem but I don't like the arbitrary corp cap.

Perhaps a cap per corp per island instead.
Perhaps force them x distance from TPs
Perhaps lower masking to give intruders more ability to avoid them.

Then it becomes cool minigame of finding the best choke points to place them and best ways to avoid them.

121

(21 replies, posted in General discussion)

Burial wrote:
Rex Amelius wrote:

Also Zoom

1.) Sparks - Remove them completely from Beta

2.) Interzon TP - Restrict IZ so that you cannot go from Alpha > Beta or Beta > Beta.

2) Betas need more entrances in that case. Without Interzones, it's practically impossible to enter even remotely used islands unnoticed. Surprise is half of the battle.

Yes, of course ...don't want to eliminate the ability of stealthy entry. I just want to find ways to eliminate easy mobility of forces across ALL Beta. IZ ain't helping my Anti-Spark Crusade.

EDIT: just read above post and sound very promising.

122

(45 replies, posted in Balancing)

Jita wrote:

While I agree it's unfair to the multiple account folks making the right decision for the thousands that could play outweighs the impact on the existing players. Add in to that at least the ability to monetise your other accounts and it's not so bad.

How many people would hold on to all their current accounts if you could sell them @ $200 per million ep even without this change?

Unfairness is just the beginning. It's not practical. How do you even enforce it?

And what of all the unintended consequences? In order to eliminate a few unfortunate side affects of multii-accounts you would sledge hammer all the legitimate ones?

I really don't feel the need to elaborate much more on this point. I know it will NEVER happen.

123

(45 replies, posted in Balancing)

Burial wrote:

It's additional longevity for content. The game has a handful of professions that are unlocked by the EP player accumulates. The gain of EP, and therefore content, is multiplied by the number of alts a player has. If a player has 5 specialized alts, his accumulation of operative EP is 5 times over any single-accounter.

A player having the ability to be completely independent of others around him is hindering player interaction. Once a player can personally obtain and use everything he needs, it's unlikely to see any of the goods ever change hands. We end up with demand stuck behind gimped supply since it's detrimental to sell anything as NIC has lost nearly all of it's value to these players. This has huge economical impact.

It considerably decreases the gap between veterans and newer players. It's a great deal easier to be competitive against 10 veterans with 10 accounts than 10 veterans with 50 accounts, but that's somewhat mitigated by a healthy population.

On the other hand, there's veterans that abuse alt characters to overcome game mechanic restrictions. The benefit for a 1-account rule is distinctly seen here. Alt characters are the perfect scouting tools for Betas. They can be placed to the entrance of every Beta island while being unkillable with just a mouse click away from safety. This can be accomplished by just a single dedicated player. It's less likely to regularly have multiple dedicated single-accounters observing hostile Beta islands entrances 10+ hours a day. Other noteworthy abuse, among a stinking pile of others, is the overcoming of Spark Teleportation limitations. Spark Teleportation is restricted by the number of destinations character can fit on it's 10 possible points. Since no corporation has infinite number of players, every alt character gives extra potency to it's power projection. Wherewith 1-account rule forces would have to be divided to cover equal ground, alt characters are now used instead.

All of these points not only give clear advantage to multi-accounters but also negatively affect anyone playing with just one account. This suggestion should be taken more seriously. Perpetuum is no longer a subscription-based game. Not suggesting anyone to jump on any bandwagon after just a couple of posts, but just throwing the suggestion under the bus is silly. There are clear advantages that would benefit the game in the long run, if the players are willing to make the sacrifice.

All valid points, well articulated and thankfully lacking the typical ugly finger pointing seen too much on the forum lately.

Even if you are completely right to point out all these Problems, I cannot agree that forcing players into one account is the Solution. Aside from being impractical it's totally unfair to those individuals who own multiple accounts.

There are countless threads out there detailing all the shortcomings of Perpetuum with regard to content, playability, competitiveness, and general fun. Rather than work through the development of all these issues you would simply short cut those problems and implement a draconian solution that would certainly eliminate the vast majority of vets. And how long before the new players, seeing the deficiencies of single account ownership, jump ship Themistocles?

Forcing one-account accessibility in the short tern is a death sentence.

124

(21 replies, posted in General discussion)

Also Zoom

1.) Sparks - Remove them completely from Beta

2.) Interzon TP - Restrict IZ so that you cannot go from Alpha > Beta or Beta > Beta.

This may help with current Power Projection Issues on Beta.

125

(21 replies, posted in General discussion)

Celebro wrote:

Faster boring walks does not make it any less boring , just saying.

+100 with respect to REPETITIVE activities on a single island.