DEV Gargaj wrote:

Question is, do you have items at other stations? It will only show stations where you actually have stuff at.

I have had the same issue over several accounts .. seems you can only see the items in the terminal for the island you are currently on

DEV Zoom wrote:

But even the small reactor's accumulator is 17million AP in size,


O.o that will take me about 30~ hours to neut dry !!!!

But srsly good work on the PBS system it is looking more promising everyday.

The guy who told you blue bots are junk is flat wrong.

Every bot in this game has a role and depending on your play style you may or may not want to pilot blue/green/yellow.

I would figure out how you see your self in the game and in battle and then ask for advice on what bot you should be using.

nice to see new blood in game good luck out there

endorsed

+1

very  nice idea ... all the high tier items should be open to purchase through the SS store. not the common stuff tho i think the T4+ would be a good incentive for people to grind missions. But we need a better mission system and more missions out of every current alpha and beta terminal.

630

(12 replies, posted in General discussion)

Rex Amelius wrote:

Long Live Perpetuum !!!

I'm staying.

+1

there needs to be 24+ new islands for the game to be sustainable ... its a simple formula ... give people space to play and they will.... dont give them the space to play and they wont.

there are several public channels in game that you should join .. many people are not in them tho as they mainly use corp chats and or TS/Vent. just hit the channel button on your chat box and look in there

Well I will tell you right now what is going to happen with PBS as Rex mentioned. There are a few groups of players out there who will not use them for the first 3 months all they will do is destroy every last one of them. what this will do is will push  the Devs to make the PBS stronger and stronger until that attacking group of players get it the way they want to use it for defense. Then once all the buffs are added that attacking group of players will start deploying their own PBS’s pushing all the limits that the others never thought of and making the PBS system need a nerf because the limits were pushed too far.

I just want to break something .. gimme PBS !!!

Hunter wrote:

Game dead for you because evil m2s came on Kenta and *** your *** smile

All was funny while your island nobody attacked. fuuu

So how do you go about raping someones *** when their off line? .. do you stick your *** in the CD tray ??

I dont play euro TZ which is when they attacked. So no no one *** my ***, if you dont believe it go look on the KB to see when the last time i died was. 

Again, this threads Idea is going nowhere lol

Sundial wrote:
Tux wrote:

PS> DEVS please make sure to allow turrets to be drained and neuted  cool

Im pretty sure CRM mentioned this on IRC.

funny you bring that up, because as much time as the Devs spend in IRC they sure dont make an effort to spend the same amount of time IN game. i really want to know what their issue is. They use a live chat like IRC but cant do the same IN game (also a live chat) .. .

good stuff LOL

Now that people are talking about reward I want to mention the reward of the attacker is that they erased some other corps name off the MAP and maybe killed some of them in the process. just like most other PVP the reward is in the fight and excitement of killing stuff drops are just a bonus.

I think that what ever the terminal drops should be icing on the cake the the driving factor behind destroying the terminal. I will surely be hunting terminals just for the sure fun of it.


PS> DEVS please make sure to allow turrets to be drained and neuted  cool

@Zoom
you have very good points and i agree that players should:
* be willing to lose anything they deploy on Gamma
* have a "decent" number of people to live at and defend their outpost
* achieve a sense of accomplishment if they shoot something for 6 to 8 hours. honestly i dont know any group they could pull off having 30 to 40 of its members will to shoot something for that long of a time.

system looks like it will balance well we just need consideration that many corps in the game are one time zone corps with a very small number of members coming from other time zones. which leads us back to the option of having time blocks that the settlement can or cant be attacked.

hard questions to balance..

Arga wrote:

Or, 30 tanked lithus's to distribute the neuts/dmg ....

basically, it shouldn't be possible to 'bypass' or tank defenses, then specifically target the connection lines to terminate connections to buildings, without actually having to attack any of hte buildings/defenses themselves.

Agreed but as I saidbefore the chance of us getting automated defensive capability of that level to stop that type of attack are slim to none

Arga wrote:

This makes sense, as long as a tanked Lithus can't roll into a base on an off time zone, tank the turrets, and drop 20 plasma bombs to disconnect all buildings from the main terminal.

A good mix of dps and neut turrets would solve this

DEV Zoom wrote:

Okay this should be in the next blog, but I'm curious of what you think of the concept.

This was pretty much an epiphany today, because we were arguing about various reinforcement mechanics and complicated timers and whatnot.

The idea is pretty simple, and consists of two main concepts, without the need for arbitrary timers:
1. As long as there is any other building connected to your main terminal, the main terminal is invulnerable.
2. You can build and connect automatic repairers to every single building, which uses energy from the network.

This results in a double defense buffer: for one, as long as your energy reserves last, the most critical buildings are protected by the repairers (the repairers repair themselves too). And two, you do not have to worry that your main terminal with all your stuff gets blown up, because before that you'll be worried about all your reactors and facilities and everything else. Obviously this would also mean that the connections around your main terminal have to be the most well protected part of your base.

The system would ensure that the most extensive and well-thought-out networks would be the hardest to wipe out, and that the bigger it is, the safer you feel about storing your stuff there. However it also means a hard start because a lone terminal would be very vulnerable.

There are all kinds of other details like building HP and the speed of energy propagation through the network, but this is the basic premise of the idea. Now it's your turn to tell us why this wouldn't work.

This is going in the correct direction ... now the main target it the reactor lol kill the reactor and you stop the reps. . . there is always going to be a weak point but this sounds good so long as the reactors have the " proper" amount of HP. I am assuming from the advanced PBS network you will be bale to have several reactors.

Jelan wrote:

Get back to WoT Tux please.

Remove the walls, no refunds and man up the rest of you lol

Speak of what you know ...

I dont waste time with games like that

Syrissa wrote:

if you want that change then remove all walls and reimbuse all spend nic... well but will not change the effort... that was for nothing... ^^

I  asked for this several times already starting with the first wall nerf.

this has gone from bad to terrible .. . . not much else to say sad

643

(58 replies, posted in Balancing)

Tamas Vitez: I feel like a beta tester who pays to test the new features, way to go....

Lemon: I am beginning to wonder if we should add to the tail end of this "We pick your shovel size and set digging limits!"

/agree and /agree



Well I wonder what dumbass thing the devs are going to introduce with PBS and then limit the living **** out of to make it worthless. This game was more enjoyable a year ago “back in the day” when the devs appeared to be on the right track and making progress towards a true sandbox game. 

Note to DEV’s : a “sandbox" is a place where you do and build whatever you (the players not the devs) want,  where only your(the players not the devs) imagination limits what you can do. If you continue to cater to the lowest common denominator that is all you will have left.


.. .. my 2 pennies

@Arga
Yes, I understand the system you purpose is a lot different than what the Devs are planning. It seems that the system you are wanting is a test of how many time is someone will to go attack a terminal before they give up…. Can you say monotony? 

I am focusing on the HP amount because from what the DEVS have described so far as the taste of PBS mechanics, they gave us walls that fall apart over time and probes that don’t see &*^% . This makes me think that the defenses are going to be extremely weak and not capable of stopping a small force on their own. I am imagining something like turrets that have 5k hp and do the same amount of damage as a 3rd star Mech, while at the same time not being able to place them within 500~1000m of each other. This type of thing has been a pattern where the devs design a system that could be really good but they impose one or two limits which makes it barely beneficial at best.

For example the 3 side wall connections, this made it so you couldn’t make 3 layered wall sections. Why was this necessary? They already limited the number of walls you could place within a specific area. So how did we get around it? We left a space and made 2 rows of 2 layered walls.

What I am asking for is to make it impossible to damage the Main terminal in any significant way unless you have a massive force attacking it because whatever defenses they implement are going to be a joke … I guarantee they will not allow automated defenses to be effective enough to stop even a small scale attack. If I am wrong and they do then there’s nothing to stop me or others from engineering a defense system to stand up to even the biggest of blobs.

So the main terminal and the reactor are very important. All the structures are, the structures (facilities) need to be designed to need a massive attack to be harmed. Because there will be essentially no real defense.

*** I am talking about defense opposite TZ of Terminal Owner ***

Hunter wrote:

A) So... I see that you don't know the skill tree mechanic. I can to try explain you with figures... But i have not desire to explain simple things each noob. (even if he old noob)
BTW: As experience shows, there is no point to post calculations. On this forum too few ppl who can understand the numbers and formulas.

B) Here you agreed that introducing some common things is not bad idea. About skill look read above. I don't want explain skill tree mechanic.

C) There is no problem to change some code. DeV's created this game and can change anything easy. You can look @ chage log to verify this.

Conclusion: I tired to participate in special olympiade with you. Your arguments are unfounded. ie you're arguing to dispute.

ok sure .. your right i could care less if this really gets changed as it will not effect me in any way. i was making conversation because this game is dead and I wanted to comment on something other that the PBS stuff. normally i would just read laugh out loud and go read the next lame *** idea but i just said hey lets entertain hunter for a few.

but that still doesnt change the fact that what your asking will not happen for the simple reasons i have already stated.

Conclusion: you idea is going no where wink

646

(15 replies, posted in Feature discussion and requests)

+100
Love the idea these bots should be tough to kill and hit hard. Would be cool to see a NPC that cant use ewar but is also immune to it as well a new MK2 Observer or something

Sooo… Hunter your asking for:

A)    Allow green bots to use turrets ?
In which case this will only benefit players who already speced into firearms / lasers / Magnetic weapons. If this is to benefit new players they will likely cross train firearms with lasers or magnetic weapons and pilot either yellow or blue, because of the bonuses they get to their racial weapons. At best this will just encourage new player to waste EP on training firearms and green mech skills .. the two don’t mix well.

B)    Asking for a weapon of a common type
This I can get behind but it should not be firearms. It should be a new weapon type, like aoe bomb launchers that use the missile skill tree. Or some other random type of weapon as long as its new and doesn’t use current turret skill set for bonuses.

C)    A total revamp on how the weapon systems in the game are designed.
In which case it will never happen. Why? Because there is no real need.

•    The benefits you mention are so small its not worth rewriting the code to accomplish.
•    And yes honestly this reeks of some fit that you or someone has dreamed up and what to try out.   
This will only benefit players who have EP sitting around collecting dust as new players are still working on basic fitting and non cross training skill sets. As it stands right now there are some but not many people who use firearms as their primary weapon of choice because of the drawbacks that YOU mentioned.
-1 again

Arga wrote:

The main terminal has only 100k armor, but after 40k, it goes into reinforced mode and is immune to damage.

what a JOKE !!!

Kanogi wrote:

in my mesmer mk2 it takes me  ~40 sec to do 40k damage with no resist ~95 sec with 60% resist

/agree people can pump out massive amounts of DPS in seconds.


@ Arga the system you describe will just be a ****fest of attacking outposts on a daily basis just to throw them into reinforce. when the new system comes out if people are being forced to rep their out post every day because one or two guys come along and shoot it it will get real old real quick. 100K HP is nothing ..  anything less than 10 Heavy mechs should not even put a scratch on a out post.... you forget they have and are still going to implement larger bots. ... if they do your low HP system they will just have to change it when larger bots come out.

thanks for a good laugh tho lol

Syrissa wrote:

an outpost is no pos in eve. its a way bigger thing especialy with the assets of the players in it.

so if you are able to destroy it then it has to take time. just as it takes time to capture an outpost with the current intusion system. so one attack over time period (lets just say 8h for now) should get the outpost down at max by 15%. and still you would be able to level it in 2-3 days. what i think is still too fast...

a assault on a outpost schould take at least a week with a lot of fighting and bombing or whatever to get it down.

the system has to be ballanced that the defender has the advantage, and that the attacker has it hard to take it. then there may be a lot to gain and for the others a lot to lose.
if the attacker gets the easy kill with a lot to gain with not a lot risk or effort then the pbs will fail because it will not realy be used.

This is on the right track .. were not talking POS bubbles .. were talking Outposts dock-able stations here. destroying them in anything less than a week long campaign is silly which will lead to them not being used.

we have to remember this PBS are going to take a very long time to engineer and build correctly so it make little sense for them to be destroyed in a few days when it could have taken weeks to construct.

I am all for either several reinforce periods or one hellish amount of HP to even put it into reinforce 50 million HP heck make it 100Million HP ... what ever it ends up being it needs to be something that makes it NOT attractive to attack. 

Im all for PVP but using PBS as a reward token of PVP will not work because people will not build them. there will be too much time invested to see it go up in smoke because of a few random roams if the PBS does not have very high defenses.

@Hunter I have been and still am playing no ragequit here ...

This is an idea that will just further unbalance combat in the game. there are already several bots as stated that you can load up with firearms so use one of them. no need to change basically every bot in game so they can use firearms. its not needed.