1

(3 replies, posted in Open discussion)

.. does not make you a bigger fish.

2

(9 replies, posted in Bugs)

So I was playing, and then suddenly both clients get dropped. I try reconnecting and get 'Connection Lost' screen, with the green 'the server is online' text, but it simply keeps failing to connect.

The two possible reasons (perp offline, internet connection dropped) are clearly not true, I am running both as admin and have tried rebooting and it is still the same.

Any ideas?


Stats:
ping game-live.perpetuum-online.com

Pinging game-live.perpetuum-online.com [195.228.152.156] with 32 bytes of data:
Reply from 195.228.152.156: bytes=32 time=59ms TTL=114
Reply from 195.228.152.156: bytes=32 time=57ms TTL=114

Ping statistics for 195.228.152.156:
    Packets: Sent = 2, Received = 2, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 57ms, Maximum = 59ms, Average = 58ms

tracert game-live.perpetuum-online.com

Tracing route to game-live.perpetuum-online.com [195.228.152.156]
over a maximum of 30 hops:

  1    <1 ms    <1 ms    <1 ms  routerlogin.net [192.168.0.1]
  2     7 ms     6 ms    25 ms  cpc65578-sgyl33-2-0-gw.18-2.cable.virginm.net [82.29.172.1]
  3    24 ms     8 ms     7 ms  sgyl-geam-1a-ge329.network.virginmedia.net [81.97.50.221]
  4    16 ms    13 ms    13 ms  sgyl-geam-1b-v15.network.virginmedia.net [80.195.0.6]
  5     8 ms    14 ms    10 ms  sgyl-core-2b-ae2-0.network.virginmedia.net [195.182.178.94]
  6    12 ms    15 ms    20 ms  leed-bb-1b-ae5-0.network.virginmedia.net [81.97.48.81]
  7    18 ms    20 ms    48 ms  leed-bb-2a-ae2-0.network.virginmedia.net [62.254.42.121]
  8    13 ms    53 ms    25 ms  leed-bb-1c-ae0-0.network.virginmedia.net [62.254.42.126]
  9    22 ms    21 ms    17 ms  62.252.224.238
10    35 ms    30 ms    23 ms  ae13-xcr1.lnd.cw.net [195.2.10.241]
11    22 ms    22 ms    28 ms  ae15-xcr1.lns.cw.net [195.2.30.114]
12    20 ms    22 ms    20 ms  ldn-b5-link.telia.net [213.248.100.25]
13    23 ms    22 ms    21 ms  ldn-bb2-link.telia.net [80.91.249.181]
14    36 ms    33 ms    34 ms  hbg-bb2-link.telia.net [80.91.247.168]
15    50 ms    53 ms    55 ms  win-bb2-link.telia.net [80.91.246.25]
16    62 ms    59 ms    58 ms  bpt-b4-link.telia.net [80.91.250.65]
17    59 ms    57 ms    60 ms  magyar-ic-301209-bpt-b4.c.telia.net [62.115.14.2]
18    62 ms    61 ms    59 ms  xe-10-1-0.ic0-ip3.net.telekom.hu [81.183.0.96]
19    82 ms    66 ms    57 ms  xe-11-3-2.ic1-dplex.net.telekom.hu [81.183.0.35]
20    56 ms    89 ms    66 ms  81.183.2.210
21    57 ms    59 ms    59 ms  195.228.152.156

Trace complete.

3

(34 replies, posted in Balancing)

From what I can see, the devs are focusing more on 'game changing' patches, like Intrusion, Walls, PBS etc, and the quality of life improvements (that would make a big difference to a lot of people) go completely un-noticed.

Issues like:

Map Crash Bug,
Teleport / Enter Terminal Crash Bug.
Unpredictable latency changes

Improvements like:
More variety in spawns,
An assignment system that works. (can I dock at your base to do a mission? no. ok thanks.)
Some PvE content.
Some solo content.

A lot of this stuff would take a lot less developer time and effort to do than 'new cool features' like Scarabs or Decorational Plant Incubators.

However badly the assigment system is implemented behind-the-sceens, it can not be that hard to make some more assigments, be a bit creative with the challanges, invent some that actually benefit from doing as a group, make some challenges where a bunch of mechs/ewar/support bots would need to work together etc etc etc.

As a programmer myself I can see a lot of time going into things that would be fun to code, but the hard work of re-factoring and bug fixing that is needed to keep the game running seems lacking.

I remember crashing from time to time when teleporting during Beta, and thinking 'Well it is only beta, I am sure it is probably something that they missed in internal testing and they will patch it soon enough'. Well a year later and it is still as bad as ever, even a complete re-write of the teleport / enter building code would not be that hard if they really can't find the bugs, but I get the feeling it is simply not a priority and as a small team they end up prioritising other features over it again and again.

4

(11 replies, posted in Balancing)

There is a big mission revamp in the pipeline, so I guess it is the usual 'wait and see what we did' since they specifically asked for the details to be kept secret, and so they are.

There is so much scope for the missions, especially high end PvE ones using groups of mechs to do stuff (escorts, assaults, defences etc etc) or even pvp ones (do blabla, watch the game announce that you are doing it and if successful gain stability) that I am interested to see what they come up with.

The current system is there more or less by accident and did not survive the transition to intrusion controlled outposts at all well. I have managed to get 4 or 5 relations to the 4.2 ~ 4.6 mark, but that was difficult and with the corps responsible for the higher level missions generally too scared to open their outposts to anyone there is no possibility for going higher, other than obviously taking on some of the most powerful alliances in game and evicting them...

5

(65 replies, posted in General discussion)

With the wall changes I guess building an arena will have to wait until PBS and Gamma are in, and then you will be able to build a well defended area to fight in to your exact specifications, something I am sure plenty of people will be interested in helping out with smile

I personally think that most of the emo over pvp is due to imbalanced team sizes and having some official events with rules will allow people to sort out who is good and who isn't, what creative fits are amazing and what fits are just a bit over the top smile

There are some bowl like arenas on Shin, some of them quite large, but I am not entirely sure what your requirements are, I assume a mix of cover and size that would allow most fits the freedom to play their style.

7

(58 replies, posted in Balancing)

First off, great post Lemon, I think for the first time in a long time a logical well thought out post has been made, and I agree smile

There are a few uses of the walls you did not include - writing you name in the sand, trolling enemies by blocking their roads; creating a path to access an area to attack it and then blocking the path as you leave to cover your escape, but in general I think you covered it very well.

We put a fair amount of effort and thought into the walls we had. They were never a substitute for pvp, the best we could ever hope for from them was to (a) alert us to incoming forces and (b) slow those forces down a little to give us time to respond.

For many of the veterans they have a slew of bots ready to go with good fits worked out long in advance, for many of our players they are busy putting some EP into some extension to allow them to fit what it is they are trying to equip, so it can take quite some time to muster a force to defend and the walls allowed us to do that.

Some people suggest using gate scouts instead of walls/probes, and yes we do when we are doing certain operations, but TOG policy is against using trial accounts for anything other than trailing a game, so it comes down to asking someone to cover a certain point for a certain period, rather than just making up another 3 email addresses and turning up the sound on a spare PC. Likewise to those who suggest the Alsbale population is not interested in pvp, we deliberately split TOG into two to allow those who did not want to pvp to live on alpha without feeling obliged to come over and fight, so everyone left in TOG is by definition interested in PvP.

<snip off topic>

I personally think that the walls were great, they were easily (but not trivially) counter able, and if people put together a well thought out defensive position the attackers would have to think through their attack and plan a little, as it should be.

The ability to just randomly build walls wherever you wanted (within reason) and also blow them up was a true sandbox feature, a bold move by the devs and really helped revitalise the Beta island population.

The walls-only-around-the-outpost-but-not-too-close-and-also-not-near-any-SAPs are more or less irrelevant and do not bring with them any of the control that the nearly-unlimited walling had, and also remove probes as any kind of early warning system, forcing people to afk at gates or spam trial accounts once again.

DEV Zoom wrote:

The basic issue here is (and always has been) the number of attackers, which we have no control over. We have to find a reasonable value for building armor HPs, the cycle time of repairers, how much energy they consume, how hard the turrets hit, and so on.

This is the issue. and I think you can solve it using the same way the EP system works, with exponential diminishing returns.

Since you can't build a PBS system that works well now and still works with 10* or 50* the server population, you will have to leave that balancing to the players themselves.

If you are allowed to add an unlimited number of armour plates to a structure, but each one adds a diminishing number of hitpoints then each corp will work on a balance between the armour of each building, the redundancy in their network, the risk of being attacked and their ability to defend.

If you have a large corp with a big 'off time' then you can pump more resources into defending it during your off time, if your corp is smaller but has 24/7 activity you could defend with less.

There will be corps/alliances that are too small or with too little coverage to be able to defend, but that is the way it goes.

I think the walls show a way of doing it: The 'proper' way to break through is to use a bomb, but this is expensive and requires cargo capacity so requires some logistics and planning. The 'cheap' way of doing it is to hit it with a mech, this requires an error on the defenders part of leaving something targetable on the other side, and will be totally countered by a compiler bot or repair drone on the part of the defenders. The 'fail' way is to spend a few weeks shooting it with a light bot and hopefully you can get through eventually.

So for PBS the 'proper' way to take a base is to build your own control structures and slowly invade their network, cutting ties and converting buildings. This requires a lot of planning, coordination and investment.

The cheap way is to turn up with a bunch of mechs and blow up all their reactors, and who cares what the fail way is. The important thing is that the cheap way should not be too cheap (c.f. the wall resistance change) to be able to circumvent the defences, and that people with off time zone vulnerabilities are given the opportunity to compensate for them with additional (excessive?) expenditure.

No-one is claiming everything is perfectly balanced, obviously some fits are better than others, some better in certain situations than others.

Clearly EP has a big impact too, but with the low and high brackets, that is at least mitigated.

But part of the tournament is to show what the best you can do is. If the top 4 or whatever are all running the same mechs with the same fits and similar EP, then we still get to see who is the best pilot, which is the point of the competition.

The point of the thread is to decide on what formats should be available, and in enough time for everyone to get their set-ups ready.

The T1 fit bracket is the most accessible and will discourage the least players, and anyone wanting to participate in a more open bracket should be able to bring a T1 mech along as well, so would be able to play in both.

As to what the more expensive brackets should be I like the point system the most. It removes the fear of running into an insanely expensive fit that has so much more spent on it that the competition comes down to who has the most resources to risk and not the best skills.

However I do think the open bracket will have a much smaller signup than the T1 so it is probably better to ask those that actually sign up which rules you will go with.

I was also thinking that some 2v2 in the light category could be quite interesting with a lot more variation and possibilities for fits.

10

(5 replies, posted in Balancing)

The simple reason is that your support bot has done something to piss them off (boosting your sensors / repaired / transfered accumulator) and you have done nothing to them.

I like the improvements as the previous versions would all primary the support bots, and now all it takes is a little dps on each one to have them switch back, or not if you would rather leave the tanking to your support for a bit.

11

(11 replies, posted in Feature discussion and requests)

The other problem with changing it is when you are running low on the type of ammo you are using.

At the moment if you have 4*100 slots guns using chemo, but only 100 chemo rounds left, then the first gun will be full of chemo, the other 3 with thermal or whatever. Using the 'sharing' system all 4 guns would end up reloaded with 25 rounds of chemo, hardly ideal.

As a player who played in beta/launch but didn't sub until the end of last year, it would be awesome to hand over some $$ and buy a whole stack of EP, but I don't see it working well.

There is obviously a sense of entitlement to the EP (especially if you are subbed for ages, miss a month due to budget problems and come back) and the argument that more money for AC is a good thing seems reasonable, but the problem is that you remove one of the major disincentives of unsubscribing, that the EP will be lost 'for ever'.

I thought the point of the lockout mechanic was to stop you accessing things in there, making access an important concept.

Equally all the people asking for a bigger world so that trading becomes more viable will not be happy with the ability to sit at the centre of your empire and trade all over the world.

+0 as I am not massively bothered either way.

14

(1 replies, posted in Open discussion)

Lol, my gf's masters project was to design the sensor that they are sending down to detect life, which will be the precursor to the ones they are sending into space.

I think some people had a lot of success with the maverick "Mechwarrior MMO" search term, clearly 'infringing' on some other copyright, but since you are all individuals you are free to do what you want, and if microsoft wants to buy the term all they have to do is offer Google more money for it (oh the irony).

I generally go out farming on my Artemis (soon to be Seth), and the tactic I use has been made a lot easier by the AI change.

With an optimal range of 430m, I am still hitting the bots I farm (Blue mechs/lights/assaults. 1-3 star mostly) from well outside their lock range. The only ones that have a chance of locking me are the ewar bots, but since they die in two salvos I don't really pay any attention to them.

Anyway before the AI changes, they would be pretty relentless and keep running towards me as I backed off, and eventually I would run out of room to shoot them and keep range, and would either have to get locked and take some damage (fine for non-darkstar mechs) or move to a nearby hilltop that has LoS of them and shoot them from there.

With the new AI change they get bored of chasing me back and turn around and walk back to their spawn location, allowing me to shoot any of the remaining bots in the back.

This has reduced the amount of reps I need almost to zero allowing me to focus on accumulator recharge instead.

Now I do use a support bot, but that is only because there are no accu stable Artemis fits (no bonus to accumulator) so either you bring charges with you (good luck doing that for an hours PvE grind) or get someone else to fill your accumulator for you (Gargoyle+Recharge NEXUS+Energy Transferer).

I am tempted to bring the news of the attacks to as many gamer news sites as possible, that way the attacks will fuel publicity for the game and get even more people playing smile

Eventually there will be so many people playing that the bandwidth of the attacks will be swamped by the sheer numbers of people running round blowing up mechs smile

EDIT: http://www.mmo-champion.com/threads/107 … st15237705

Thinly disguised enough?

18

(19 replies, posted in General discussion)

If you think the DDOS is hurting the server, that is nothing compared to what it is doing to the poor schmucks that have the virus laden pc's that are actually perpetrating the attack. As one by one they realise that they are infected they are all going through the long and boring process of calling their IT savvy relatives, getting them to come round and wipe their machines, re-install windows and put in a virus checker on auto-update.

The more he/she hammers their connection by ordering attacks, the more machines drop off his botnet which could be doing more important things like protesting against PIPA or blackmailing some porn site.

Simply by staying subscribed you are helping the devs get on with the game, and while I know how frustrating it is just by getting on with it you are putting two fingers up to whoever is instigating the attacks.

It might just be me, but it seems that the shift-click-on-the-radar 'autopilot' is actually doing a half-decent job now, I guess it was the buff to AI pathfinding in general that did it. Is anyone else seeing this or does no-one else use it either because of how bad it used to be?

There are some places (getting to the Shin terminal from certain locations) that cause it problems but overall it seems to be a pretty effective way of getting around, especially when there are lots of plants waiting to trap the autorun, and I have been using it a lot on Alpha at least.

20

(11 replies, posted in General discussion)

If the AI is too hard for you / not enough cost-benefit / your old support bot tactics are not working for you, perhaps you should try some new ones. I know you love to deride TOG but for all it's alpha qualities at least we have adapted to the new AI. Different locations, different fits, easier kills.

Your scarab QQ is awesome. Perhaps it was an interesting choice that the first Glider to be produced was a Heavy but it is not their fault that you don't have the imagination to imagine what will be available in the future 1-4 and 6-10 control skills. If you had been paying attention to the Devs you would already have a good idea.

I understand you lost 3 mechs this morning, but still that is no reason to make such a random ranting post and then claim that it is the community aka you that make this game. They make the game, we play the game, the distinction should be pretty clear.

I think the title of the thread is probably the most apt part.

"I played eve for over 6 years and only left when CCP fail to understand their own game.  What drove me to continue playing eve was the mystery and large projects such as TITAN or Supercarrier build. Owning 0.0 space with moon mining. SOv etc etc."

Well if you want to work on building a Gropho Mk2 see how that takes you for a large project. The mysteries are all round the corner (they are currently experimenting with player built structures, bombs, walls, proximity probes etc etc) and I can't imagine owning 0.0 and moon mining to be that different to owning some beta islands and epi mining.

For 'solo' goals you are pretty limited, as either you have to do something badly due to a lack of EP to dedicate to it or you are doing something solo (taking on a commando beacon) which other people would do much more easily in a group (or at least solo with support bots), so to find a solo-endgame you are really looking at the mid-game for group activities, doing tough assignments, clearing roaming spawns, taking down an observer etc.

Finally joining a corp does not mean you become a slave to their demands, many corps are very flexible about what you can do, and only specify some 'rules' if you are working together to do something. These common goals are a lot more motivating (and bigger in scale) than anything you can attempt solo so I would definetly give corp life a try before deciding on if you like the 'end game'.

+1
Bought another 3month time code, was starting to run a little low on time for one of my accounts smile

Just c+p an idea I was kicking round on the TOG forums:

My 2c: A registration app. It runs and connects to one of 50 different IP addresses (using a shared algo to choose which one), it then authenticates with this mini server and adds your IP address to an upstream IP filter hosted by the ISP. This then allows you to login and not have your IP address blocked by the ISP.

In order to attack the game or login server the botnet would need to have all it's IPs registered and so reveal all the compromised computers, or all its traffic would be blocked by the ISP whitelist filter. It also prevents the randomised IP address commonly used in these types of attacks. If the attacker instead targets the mini authentication server, then the attack will only prevent people with a new IP address from registering, and only for the brief period of time that the login app is using that IP. Once it changes to a different server IP (remember it rotates around 50 different addresses) the registration will work again. The only effective attack is to block all 50 addresses, at which point you simply update the registration app with a different 50 IP addresses.

This would stop the attack from affecting anyone at home (ISP already known), and anyone already online (registration server is not the game server). The only people that could still be affected would be people with a new IP address which need to get it registered. In order to take down the registration servers would need 50 to 100* the size of the network of bots to achieve the same effect, and load on the registration server would have no impact on the actual game server/connections anyway.

Well the peak user graph is certainly looking lively, some of the prime time peaks are much better than they have been in previous weeks. Perhaps the news of the attacks is drawing more people in to see what all the fuss is about, any publicity is good publicity.

I don't really think there is much to do about the attacks / network issues except wait for the cause to be resolved or the kiddies to get bored.

25

(27 replies, posted in Feature discussion and requests)

I enjoy roaming, and would often report SAP timers to the alliance when I saw them, but that has become very rare since the change to 1000m was implemented.

I think a large number of the 'known about' sap events are from people spotting them while they are up, and a lot less are from the geoscanner. By reducing the range to 1000m you have effectively removed the passive spotting from the game, people will generally avoid going close to the outposts while roaming to avoid being spotted by a bot with a signal detector undocking/scanning/redocking which is very common on the beta islands.

So by removing the 'incidental' SAPs all that are left are the pre-planned ones, so either "lets do some roaming tonight - i'll log on in the afternoon and find us some SAPs" or the 'We hate XYZ corp,  lets hit every SAP they have'.

Hence the number of contested SAPs has gone down, the stability has gone up and the intrusions have more or less stopped.