So if I got an Officer slip would I have a chance at getting t1 items?

52

(131 replies, posted in Balancing)

*** launchers been around forever

53

(131 replies, posted in Balancing)

Termis have killed more people than Ictus March 2015.

54

(2 replies, posted in General discussion)

Celebro wrote:

It's not balanced.

Come on Celebro!  Everyone uses Ictus's now!  The Gropho the best bot in pvp, we all know that.

MoBIoS wrote:

Oh that's a nice one. Yeah you definitely can be proud smile
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Now the only thing we need is some balancing and this game could be back on track big_smile

+1

56

(48 replies, posted in Balancing)

Bringing the most now is more than 5 accounts... notice how I said accounts not actual people...

57

(13 replies, posted in Q & A)

Syndic wrote:
Obi Wan Kenobi wrote:
Gwyndor wrote:

testing "might" begin this month.

Testing wont start and when it does it will take a year to test and it will still be *** when released in 2018.

You left out the part for when they ignore more of our feed back smile

And the part when they get butthurt and snappy after it all goes tits-up fails miserably and "I TOLD YOU SO" lol

lol

58

(48 replies, posted in Balancing)

Jita wrote:

Without explosion damage and interference theres absolutely no reason why you wouldn't have a fleet of 100 stood directly on top of each other in a fleet fight. With them doing that would be suicidal. I know which I prefer.

If it could mean 100+ battles I'm game.

59

(25 replies, posted in General discussion)

I have terrible internet.  It's because I live on a small farm right outside the city.  So I'm stuck with DSL.  Slow DSL, upgrading is not an option as I only have one choice.  But we never had experienced this much lag years ago.

60

(48 replies, posted in Balancing)

Annihilator wrote:

its a headache to balance, because there are so many factors - and no two situation are similar.

I don't understand why detection was f* up so much...
Ok, i can kinda explain why: If they had called it "stealth" instead of "masking" and make you have a kind of defense penalty in exchange of beeing able to sneak upon a target, then all would have cried "eve ripoff".
Still doesn't explain why there have to be different detection and masking parameters on each robot and not just 1 or two bots in total that are stealthier then aothers, with a module that allows to counter that stealth, and not increasing your general viewing range exorbitant.

Robot collision instead of interference was probably not considered because of more coding required and almost non-existant pathfinding routines for npcs that would allow it. The given arguments about player griefing on alpha sounds like an lame excuse (even though i admit it would have required a solution)

and explosion damage - making it dependant on all those factor listed in my previous post - i don't understand why someone would come up with those artifical multiplicators, instead of just making robots explode for X damage with X radius, and only maybe grophos remaining ammo already materialized into their launchers causing secondary explosions...

+1

61

(392 replies, posted in Bugs)

I see what you did there.

62

(25 replies, posted in General discussion)

DEV Zoom wrote:

It's not the server. Which is unfortunate because we would be able solve that...

Or you could write the code in a manner that requires less packets to be sent to the server and back?

63

(48 replies, posted in Balancing)

Celebro wrote:

Ville is right here. Explosion dmg seems good on paper, but in practice it adds too much complexity to pvp. We want more people playing the game but we try to 'nerf' bigger fights, taking new players is a liability. Fights are won or lost at a whim where the margin for error is minimal. Might as well toss a coin and we are done with it.

Personally I would remove:

Interference
Explosion damage
Variable signal detection ( Old 1000m detection for all bots was fine)

Interference is enough by even I'd tweak it down a bit.

64

(48 replies, posted in Balancing)

Annihilator wrote:
Phantomburn wrote:

What is the ACUTUAL explosion damage calculation equation for radius of explosion and damage done?

thats the funny part of this topic. Because you don't know that really simple math there you don't know how much BS the rest of your post is.

oh, since i do not actually play, i can't tell you how it works, or why your FOTM mech builds are prone to explosion damage. Especially the logistics argument is really awesome...

edit:
btw, your cons are mostly pro-explosion damage arguments. New player can play the jihad role - doesn't need any extensions, just a yellow bot with plates. That goes one-in-one with giving them demobs.

being able to inflict heavy damage to the winning force is probably the best pro-explosion argument you can make - and again youre statement is based on limitless supply of robots and equip.


Lol!  Hey new player.  I know you paid $30 to play a sweet pvp game but umm.. Yeah...  Your job I to run into the middle of the fleet and die to inflict damage!!!  Doesn't that sound cool?  With this train of thinking there's a reason the population is at 15 dudes in GC. Keep up the quality posting.

65

(48 replies, posted in Balancing)

I want to start off by thanking you for providing clean and clear dialogue and I am asking very kindly we keep Corporation dialogue where it belongs.  Thank you.

There have been a number of changes with balancing and speed and mass in the past 6 months but we haven't seen anything about explosion damage.  I have some questions because I am unclear of a few things. 

What is the ACUTUAL explosion damage calculation equation for radius of explosion and damage done?

Range and DPS were lowered 20% in the rebalancing post, but one of the most destructive weapons in the game remained unchanged: explosion damage.  Why wasn't that lowered?

In honesty I love explosion damage it provides a realistic feel to the game but in this game the penalty is massive!

I want to post some simple pros and cons:

Pros:

Adds a realistic feel to content.
Losers of a fight can still inflict major consequences to the winning forces causing both sides to always lose something in pvp.
Can easily camp gates with certain bomb fits.

Cons:
Losers of a fight can still inflict major consequences to the winning forces causing both sides to always lose something in pvp.
Can easily camp gates with certain bomb fits.
Bringing New players into a fleet fight becomes a liability
Explosion damage can easily change the tide of a fight with one guy exploding in the group
It's not new player friendly
too hardcore for most players.
It Causes snow balling effect.


One huge disadvantage to it is with Logistic Robot pilots(Yes they do exist) you know the guys playing medic in the backgroup throwing out remote armor repairs and energy transfers they have to be within 300 M of you.  These guys soak up damage because they have to be in the back pockets of the people on the front line, so if they are at half shields and someone blows up most likely they are going to end up soaking up huge chunks of damage if not being killed itself.  And when someone goes bomb in the middle of the group, well let's just say we have seen many a chain reactions...

So what's everyone's thoughts?

-1

67

(392 replies, posted in Bugs)

I'm still experiencing lag around trees in pvp.

68

(25 replies, posted in General discussion)

According to Annihilator there is no more lag.

69

(4 replies, posted in Open discussion)

I watched a trailer on their website.  There's something I saw on that I would love to have in Perpetuum.  Deployable cover....

And it looks cool too.

70

(59 replies, posted in General discussion)

Burial wrote:
Phantomburn wrote:

Danil let me explain what's happening.  Older corps have amassed large amounts of everything.  They stockpile it.  Because they have billions of nic too.  So the nature cycle in a mmo when this happens is another step is added to make older corps have to participate in industrial endeavors.  For example

Adding new robots/modules T5.  This would force veteran player corps to put their industry back on the field.  Opening up opportunity for smaller corps to not only get Pvp but slow the snowballing effect.  And it would slow the overall relentless assault from pvpers.  Because they would have to grind for the better gear.  It also creates market flow as veteran corps would invest in the market to gain things they need like kernals, raw ores and other things.  But alas we can only dream about new content.

Works until new tech is hoarded to the same extent. If the only drawback to stronger equipment is higher production cost then adding new tech is actually making the issue worse.

It's easy to T4 fit most robots with minor drawbacks. Should it be that easy with T5? Wouldn't it give more value to lower tier equipment if players had to choose what's worth upgrading and what's not besides considering it's cost?

Jita wrote:

Ville has the right idea. Stockpiles only make a different when there is no power and money inflation. If new stuff were added then old stuff would be worth less and you would be required to do industry or fall behind.

Bomb diggity.

This is were steady content, proper balancing and linear progress keeps coming in every 6 months to a year.

71

(59 replies, posted in General discussion)

Annihilator wrote:

if you take gamma as an example how "implementing something new as material sink" -> you see how much worth that idea is, mr. "i have to move my energy wells to often".

if you wouldn't sit on millions of units of T4 equip and MK2 mechs of all classes, you would actually see the worth of an ictus. If there would be large scale fights, you would actually see the worth of all green robots.
if you wouldn't ally the majority of the server you would have a use for all the assets you produce endlessly for the fight you will never get.
you know, diplomacy works...

Oh I'm sorry did you finally get brave when the cats away?  let me tell you about diplomacy.  The leadership of NSE and Ethos can to us with an idea.  An idea to let another faction join the game and have fun.  We knew if we didn't say yes it would destroy the game.  Let's talk diplomacy Annihilator,  you and your fellow 2 million + EP accounts stomp all over 4 to 5 dudes with 750 k EP in the sake of a good fight!  It's funny when I and 4 to 5 others login and wait you don't show up for a good fight.  You only want to take and roll over noobs.  Hell I make the other 77 and CIR guys wait at a login screen now.  It's so amusing to watch.  The evolution of STC 2.0.  Lead by Zoltan.  Heh.

72

(59 replies, posted in General discussion)

One peanut can take any base in game.  I do mean any.

73

(59 replies, posted in General discussion)

Annihilator wrote:
helios wrote:

personally for me i always thought the internal markets was a terrible thing to have so early on, dont get me wrong i see the benefit of it but in terms of growth its one of things that might have gimped the game abit

you still need to explain, why without internal market the game would do better. with an realistic example of what you expect to happen.

Same as Ville needs to explain how making vet corps stronger by giving them even better equip (that they don't need to grind for because they already have so many resources that they will mass-produce it right away) would be beneficial for the game.
Well, Zoom can copy&paste all robots, make a mk3 version that has 1% better stats and make them require two 2 fully built mk2 robots as component in their production, additionally to their already doubled epri and colixium mats.
two month later he will add another tier of robots that has another 1% better stats for 4x the cost.

and the best part... you can't use that gear pin PvP at all, since who do you want to face with it?

first thing the DEVs need to fix, is giving existant stuff value.

If I as a player have to login and do more industry side stuff, mining and grinding kernels etc...  I have less time to pvp.  If I have less time to pvp then smaller entity's have a chance of striking out in pvp zones ninjaing saps, mining epriton etc..  The thing is when new stuff comes out there's always this bucket down grind for it get to work type feeling.  veteran corps always turtle back to one island and focus hard on their industrial base. 

Look at games like DOTA.  Same map different characters, vanity items, skins...  Stuff like that can work in Perpetuum.  Imagine if you could build customizable skins on individual robots.  How many pink kains would be running around.  How many different camo schemes.  Hell at this point I'd like to see faction ammo crates you can buy with perp credits.  in essence you kinda have it already.  Buy ICE sell ICE then buy faction ammo.  But instead for 500 perp credits you could buy 2500 med and small ammo of a faction color..

And where's our large guns?  Not capable of hitting small targets.  Long optimal ranges and only 4 slots on a heavy 2 on a mech???

74

(59 replies, posted in General discussion)

Danil let me explain what's happening.  Older corps have amassed large amounts of everything.  They stockpile it.  Because they have billions of nic too.  So the nature cycle in a mmo when this happens is another step is added to make older corps have to participate in industrial endeavors.  For example

Adding new robots/modules T5.  This would force veteran player corps to put their industry back on the field.  Opening up opportunity for smaller corps to not only get Pvp but slow the snowballing effect.  And it would slow the overall relentless assault from pvpers.  Because they would have to grind for the better gear.  It also creates market flow as veteran corps would invest in the market to gain things they need like kernals, raw ores and other things.  But alas we can only dream about new content.

75

(59 replies, posted in General discussion)

DEV Zoom wrote:
Phantomburn wrote:

Oh and since your fixing the missions.

Dev Zoom do you plan on adding to the token shop with the mission change?  Since they are kind of the reason why we do missions?

Yes, that will be part of the finishing touches, more details soon.


Thank you.