Syndic wrote:

It has come to our attention, that some players have come into illegitimate possession of significant amounts of robots, equipment and other commodities. The magnitude of these exploits have helped these players to affect the whole landscape of Perpetuum.

That already tells us everything we need to know.

Obvious, misdirection is obvious.

Syndic wrote:

I am glad this has been finally addressed!

That's what the guilty say!

Annihilator wrote:

Lets face some of the key features of the game from a single player perspective:

1. total loss of your equip upon destruction

this means, pvp is always including the possibility that you lose everything you got.
rebuilding that stuff will take time and long boring activities + specialized equipment and skills that is different from your pvp-stuff.

2. player driven market

i'm totally missing the mid section. most stuff is either t1 or t4 or nothing at all. The top Player corporations keeping the stuff for themself, as it could weaken their position.
combine this with #1 and you got overly expensive equip that you need to compete, but also needs hours of grinding just to aquire - and then its just a matter of seconds to lose it in a pvp battle.

3. every bot has its use in a battle

that may be true, but to have that use, you need the advantage of numbers or top tier equipment.
Then, on the other hand, those who always say "everyone can participate in pvp" also complain about how they always have to force higher number of enemies or noone.
Its not an endless circle -> I wonder if M2S can actually win an intrusion without multiboxing, constant reading/listening to oponents communications and ***.

4. intrusions

IMHO the Events should not be "one after another", but always three at once on three different islands. always having own outpost open at the same time you want to attack/capture someone elses OP would break up the number of contestants, and opening tactical possibilies to attack for others.

Another potentially insightful and well thought out post tainted with sour grapes and tin foil hats.

104

(28 replies, posted in General discussion)

AgY wrote:
Nidhogg wrote:

The current coalition is formed against M2s and has no interest in staying together after M2s has.....lost/given up/left the game/sought peace?

Yes.

If you can't beat em, blob em™
Copyright © 2011 M2S

I think the above sum's up their position well... if CIR or any of its pet corps run into a force they can not defeat they will hold up and with their powers combined... form the Novablob!

Grim Faust wrote:
Syndic wrote:

Disagree completely.

The game needs more PVE features, more fluff features that will give players something to do on their own and in their own time. At the moment the choice is grind plazma, grind ore, or look for artifacts. Thats a very poor choice - and its already showing that its not keeping people in-game. What numbers came back after the expansion, have mostly left again.

POS only caters to the existing players who are involved in the game. Lets face it, to a new player Perpetuum is just plain BORING.

While PvE will help, it won't keep around long term players. If there's lots of corps interacting and there's heaps of combat and news of such, wars, territorial skirmishs', that's the sort of thing the newb is going to read up on and think ; 'Damn, I want to be a part of that.' It will keep them in game and give them a common goal to push for, reach end game and make a difference.

Right now though, end game is not like a plateau you reach and wallow on in all it's glory, it's a cliff. One that a lot of players have already fallen off, never to return.

Well put Grim, and I agree. One big reason i finally made the late push into EvE was from all the kick *** stories of cool *** people did that I read on massively.

Syndic wrote:

Disagree completely.

The game needs more PVE features, more fluff features that will give players something to do on their own and in their own time. At the moment the choice is grind plazma, grind ore, or look for artifacts. Thats a very poor choice - and its already showing that its not keeping people in-game. What numbers came back after the expansion, have mostly left again.

POS only caters to the existing players who are involved in the game. Lets face it, to a new player Perpetuum is just plain BORING.

Whats the point of doing all that stuff if there's nothing for them to build towards? Theirs got to be a light at the end of a tunnel... no matter what 'fluff' you add it's going to be considered a 'grind' but we need to answer is the 'what am i grinding for' question.

Heavies are relatively easily attainable and after that there's nothing new and shiney to build or own.

107

(58 replies, posted in Balancing)

Annihilator wrote:

if remote reppers would be so easy to kill, i wonder how the m2s gropho/symbiont combination can survive so long.

Magic.

SmokeyIndustries wrote:
Arga wrote:

That's just 2 threads i didn't read it in than, but as i've always been a huge proponent of PVS content, i don't disagree with the game needing more, however I do think the issue of getting something onto the beta islands is needed sooner then more missions.

Free-roam PVP, as far as I can tell isn't enough. Although as I said, I'm skeptical that POS is going to do it either, even outposts. The trouble being it seems like it has to provide some additional benefit to be desireable, which currently means that any corp capable of gaining this advantage, will do so, and futher their lead in the game. Making it even harder to 'topple the king'.

About the only thing I can think of, are gamma Islands; three islands only reachable from a remote beta-II teleport, where player stations can be built, that have only epitron on them. These islands aren't won through intrusion, you have to build your POS on it, and then defend it, but it's not a destructable POS, if you destroy 8 CPU panels around the complex, then you can dock and install your own CPU's, then the station and its defenses are yours. once destroyed, you can't replace a CPU until they are all destroyed.

I agree with the middle section of your post there. The idea for gamma islands is fine and all, but IMO we should be looking at getting more people in the game FIRST. Lets make alpha islands more intresting, it'll suprise you how many issues this will solve if the player base was larger and player retention was higher.

I'm pretty sure the devs have this in mind. Their blog post about the expansion alluded to this somewhat, and if the message from the natives post is genuine (not sayin it isn't...) then we have more to look forward to in that regard.

I think we need to dredge up your old post about being the pioneers arga. Remind people that this is still a work in progress, and that the potential is there for this game to be amazing.

When new players realize theres no end game... wouldn't that make them leave?

POS's are that end game and they are the answer to the industrialists need to build something big and shiney and the pvp'ers will have something to fight over.

109

(75 replies, posted in General discussion)

Friedrich Psitalon wrote:

Madame, if 12 people are considered a zerg, this game is in a sad, sad way indeed.

What i think my pet Mara was getting at is that once the Novablob breaks up there will be more independent fights.


This doesn't bother me too much even though I am a US player. Perpetuum isn't a game you can play all the time...Nor was EvE for me. It's my persistent MMO that i keep on the shelf and play when theres something going on... i fill the rest of my time rolling around in my chi-mo van in APB.

110

(17 replies, posted in Feature discussion and requests)

Annihilator wrote:

i would say one outpost alone is not enough too.

situation - one corp has the power to own 16 outposts, and one corp hardly managed to capture one - the stronger corp would instantly declare war against that one-time lucky corp and wipe them from all islands...

This would never happen!

Don't take an outpost unless your ready to defend from the big bad men that own the 16!

111

(17 replies, posted in Feature discussion and requests)

If they implemented it to only allow for war-decing those that owned outposts it would be a viable mechanic that i'd like to see. If not, it wouldn't be good for the game.

112

(31 replies, posted in General discussion)

Arga wrote:

First, don't troll up my thread and get it closed... *i'm looking at you*

From the start I've been saying that the current outpost based "King of the Hill" model is broken. There needs to be ongoing persitant costs to owning an outpost and not just benefits or once a corporation has gain the hill top for any significant time, there's no way to unseat them.

The game REQUIRES there to be an end-game NIC sink of some sort. Maybe the devs assumed they would have more time to implement it, but it's clearly become an issue.

The ability for 1 corporation to gain dominance in the game has nothing to do with exploits or cheats, it does involve social engineering, fairly common game strategy game tactics, and taking full advantage of the broken end-game.

Something many players have not figured out is that sand-box games are not about bot vs. bot combat, or mining, or running missions. Perpetuum is a Stategy game, a multiplayer game of "Risk".

It's disingenuous to blame the current state of the game on any one corporation, as its the action of all corporations that effect the game play. It was 'inevitable' though, due to the mechanics, that one dominant corporation could eventually gain an advantage that was insurmountable, and do so through completely legitamate means.

A few of the 'mechanics' that I suggested earlier;

A Syndicate Tax on wealth, basically a Corporate income tax combined with a property tax.
An Operation fee for outpost ownership, with a multiplyer for more than 1

And as many others have said, the POS system.

This isn't a call to penalize anyone for being good at the game, these checks and balances should have been in the game from the beginning to moderate growth while the server was gaining population and economic stability. Nor is it a slight against the strategic manuvering required to gain dominance, but in a game that has no unavoidable penalties, its a simple strategy to acheive dominace (although implementation of the strategy does require skilled players).

I think there are great intentions with this post...and I agree. For some corps in the game their ability to produce is far exceeding their cost of doing business.

However, I don't think there is a really good way to systemically accomplish this. If you tax corps the assets will move to the players within those corps. If you tax the players you're hurting everyone down to the lonely noob.

You latched onto something with your post though... there needs to be POS's or some other form of NIC sink for end game corps to do. Unfortunately, that stuff is a ways out...i am sure when it comes, this corp that is in the lead may mismanage its money and overextend into other ventures... or they may not... who knows.

I guess my point is that I can't think of a good mechanic to do what you're talking about doing systemically....but the more content they add the more potential there is for accomplishing this dethroning of this king you speak of.

113

(10 replies, posted in Balancing)

Grim Faust wrote:

I think being able to see who's posting what on the market would actually make a big difference, for competitors anyway. Knowing your opponents is a big part of market warfare. To be able to take down someone on the markets you need to see where they're production is at and how they're pricing and moving goods. To say that you don't need to see who you're buying from is like saying you don't need to see who you're killing in PvP, just fire blindly in to your targets and hope you take down the threat. It's not very effective, especially if you want to make a lasting effect and devise plans to counteract certain parties and trends.

But then you'd find out our secrets! I see what this is really about..

It is artificial pvp that is bad for persistence. No place in a sandbox, perfect for theme parks.

Won't make it past CRM's School of Game Design.

115

(17 replies, posted in Feature discussion and requests)

Trust me. You don't want this.

This has no place in a sandbox.

I don't think it's needed.

Great episode again guys. Keep it up.

119

(15 replies, posted in Recruitment forum)

Guns nButter wrote:

1 million nic to kill m2s. gogogo.



on a more serious note, you mention PVE assistance. Like transport mission to beta isles?

Not to derail, but we have payed mercenary corps to raid us before....this wouldn't be the first time.

Recursos wrote:

Sucks to hear that.. Hope everyone in your family got out safely..

Try to look at the bright side; you get to buy a brand new gaming rig big_smile

Your avatar looks like Alex... this is a sad day.

I am really good at command and conquer.

122

(15 replies, posted in Recruitment forum)

Good to see someone take some initiative! Wish you guys the best.

123

(58 replies, posted in Balancing)

AgY wrote:
Whys wrote:
AgY wrote:

That doesnt really matter if you farm mechs.
ACs on thelodica mechs are far more effective then lasers (due to cirtical hit bonus).

on a low EP skilled char  you got i right .
increase your damage skill and advanced robotic and you will do more dps with lazer than AC.

Yea but you also need more energy for those lasers.

And?

There are extensions that help with this also.

124

(34 replies, posted in General discussion)

Kalsius Dakalsai wrote:

WoW is in some other direction....L2P....kthxbye

-10 eHonor

Wow man -- really sorry to hear that. Wish you and yours the best.