+1, trial accounts being abused to have initially unidentified hostiles.  Trial accounts are to get a flavor of the game to decide to play, not for unlimited disposable arkhes, with "fake" neutral alts.  It's being metagamed, and regardless of the "new player experience", that's needs to be controlled.

2

(83 replies, posted in General discussion)

^^^^ b***s*** spin pointing fingers to spin wrongdoing that never occured.

BTW, rage quit from perp forevermore is apparently only 6 months

Account share much lately...

3

(12 replies, posted in Feature discussion and requests)

:::awaits the arga rage everytime the phrase gets used:::

Risk vs Reward, you want the rewards, you have to take the risks.  Sandbox, not theme park...

4

(14 replies, posted in General discussion)

Obi Wan Kenobi wrote:

NOW as for this fortress design you & lemon keep going on about: unless you give us proof your words mean nothing tbh. you & lemon in other threads have said to people posting counter arguments to give proof of what they are saying Well i say to you: You give us proof that the way things r now will work.

I can see with terraforming the current system might last a short while. But i cant see anything short of building 60+ turrets in 1 locations & then saying "Look the system works" or w/e.

what ever you say about your OMG design is mute untill you give us proof of your argument.

I always keep an open mind on these subjects. but it comes down to the old saying... Pics or it didnt happen tongue

^^^ This.

Also:

Lupus Aurelius wrote:

...due to individuals with a vested interest in driving the mechanics for their own benefit or their enemy's detriment, will skew the results to try to manipulate the devs to their favor.  Alot of claims have been made, lets see it tested for a few days aggressively by anyone and everyone on the test server, and see if they play out as stated.

The objective is balanced game play, and the only way that can be done is with objective data, and not rhetoric.  It's not about what is or is not personally beneficial to individuals or groups, nor about epeen or winning an arguement.  It's about providing comprehensive, objective, and factual data, and combining it with experience and knowledge, to forge effective and balanced gameplay.

5

(3 replies, posted in Testing server)

Ummm, if you had looked, you would have seen the following:  http://forums.perpetuum-online.com/topi … -features/

Considering it was written a year and a half ago, I'll quote it here so ppl don't have to click the link


Lupus Aurelius wrote:

Currently, all manufacturing from CTs have to be performed by individuals, from personal hangars, and with the output to personal hangars.  This does not allow for organizational flexiblity, and creates a dependance on specific individuals that limits organizational redundancy.

Suggestions:

- Corporation factory lines:  The ablity to assign roles for CTs to be installed for the corporation.  Anyone with the appropriate corp roles, can run that CT in the factory, from the corporation wallet.  This would require:

A) Roles to install, and remove, CTs for corporation
B) Roles to run corporation CTs in corporation factory lines, drawing from corp wallet.
C) Specific catagory roles for what types of lines an individual can run.  For example, Member A may only be able to run ammunition, and light bots, whereas Member B may be able to run ammunition, light bots, assaults, mechs, and Member C can run weapon modules, electronic modules, and armor modules.

-Corporation Factory lines input and output controls:  Currently, materials have to be in an individual's hangar to run factory lines.  The only way to access the corp materials to run corporation production is to pull those materials into a personal hangar and run the job from there.  This creates several issues, availablity of materials to other corporation member manufacturers, people forgetting to return unused material to corp hangars, or even corporate theft.  This would require:

A) the ablity to set corporation specific hangars and containers for the input source for the materials.  Corp CEO/Directors can move materials to that specific access point, and thus control accessiblity of raw materials.

B) the ablity to set corporation specific hangars and containers for production output.  Even though a corp member may have the roles to run a job, the output automatically is delivered to a specific corp hangar/container that they may not have access to.

Thus, even if specific members are not online at the time, there is the ablity of designated people to run production for the corporation, and the production output will still be in a hangar that a member with the appropriate roles would have access to.  CEO/Directors can control the issue by limiting the amounts of materials in the input container, and also have the production output available immediately to the corp at completion of the job, regardless of the individual who ran the job being online, and with enough security to control access to the production output.

6

(52 replies, posted in Testing server)

Sundial wrote:

Gamma/Beta is not about fun. The hassle has to be there because the implications of having your structure destroyed are huge.

Saying you must be so big and so elite to enter just excludes smaller corps from setting up camp there and growing.

This particular attitude is not going to help the game grow into gamma at all, it just establishes veteran power blocks as being the only ones who can operate out of gamma without having their outpost farmed for loot.

Exactly.  Which is why it is critical that there is sufficient balance to allow small entities a reasonable chance to be able to defend their investment.  Dispite the fact that this thread was created for the purpose of giving the devs an overview of release readiness from the community (see op) and not as a debate thread, some valid points have been made.  Too hard to defend, and only multitime zone power blocks will be able to defend their assets, and absolute chaos every time the majority of ppl in a corp or alliance have logged for the day.  To hard to assault and it becomes a static environment of "fortress of solitudes" spattered across the landscapes.

The fact that unsubstantiated opinion and theory crafting ( plus rather poorly disguised ad hominem attacks and references to unrelated issues long in the past) is driving much of the debates is the very issue the devs need to be aware of.  Blackomen has correctly pointed out, that a mass scale test for several days needs to be performed.  However, with the "pvp by permission" only stance on the test server limits any factual and objective testing, due to individuals with a vested interest in driving the mechanics for their own benefit or their enemy's detriment, will skew the results to try to manipulate the devs to their favor.  Alot of claims have been made, lets see it tested for a few days aggressively by anyone and everyone on the test server, and see if they play out as stated.

The objective is balanced game play, and the only way that can be done is with objective data, and not rhetoric.  It's not about what is or is not personally beneficial to individuals or groups, nor about epeen or winning an arguement.  It's about providing comprehensive, objective, and factual data, and combining it with experience and knowledge, to forge effective and balanced gameplay.

Brilliant, just brilliant.  You realize that production for everyone will get shut down for the first few weeks, not to mention the amount of material that will now have to be moved again to refine again?!?!?!?!?  Some of us have spent moinths and months working our *** off to have the commodities to manufacture at need, and that is all going to get wiped out and have to be re-refined to the new material specs?!?!?!?!?  And what about materials gotten from recycling modules from NPC drops?

Most of us who produce have stockpiles that existed long before the test server went live, and all that work of moving and refining and moving again, will have to be done all over again.

B***S*** !!!!!!!!!!!!!!!!!

8

(52 replies, posted in Testing server)

Just my own thoughts at this time:

-Extent of industry changes:  Whereas we know that the DEVs have been working on this patch for a significant time, the extent of the changes, which radically change the entire production tree, from raw materials up to finished product, as well as the introduction of not just gamma island materials, but new racially specific materials, and the redistribution of currently universally available material to faction specific islands, requires more time to evaluate and give feedback on.  Two more weeks of "testing" may not be sufficient time to really evaluate long term impacts and formulate sufficient feedback for the DEVs, especially with the current population.

-Gamma Islands and PBS: Several issues still exist with PBS, terraforming, and resources. One that immediately comes to mind is the whole issue of where terraforming can be done, ranging from no restrictions to a variety of proposed controls or limitations.  Also, the functionality of PBS, and issues revolving around their resists and hitpoints, and what happens when a part of the chain gets wiped out.  Apparently there are still multiple issues, and even more questions and debate concerning these.  In addition, there is also needs to be something to drive all that time and investment.  With the distribution of raw material changes, being able to utilize all those wonderful PBS refining and manufacturing tools is going to be difficult at best, due to the enormous amounts of materials, or commodities, that will be required to sustain production,  Other than building more PBS, and Scarab MK2, there has to be something more, and that leads us to the following:

-Additional Mechs, the destroyers, and artillery:  A year ago, we were already told this was in the works.  Now consider, going back to the terraforming control around PBS issue, this could or would be moot if artillery and destroyers were in the game.  Historically, artillery has a further reach than mobile weapon platforms, and if functioning in game as it does in real life, it's trajectory is an arc, eliminating alot of LOS issues, and would be the idea counter to the "turtling in" effect that people are concerned about.  Also, it provides additional incentive to invest in PBS and gamma, instead of just PBS and Scarab MK2s, in addition we would now have also artillery and mechs, which also would require the new gamma materials. The ablity to field the highest potential firepower capable in the game is a huge incentive to be on gamma, and to maintain a gamma presence.

-Too much in one bite:  There is alot going on here, I've been on the test server a week, and maybe have covered about 10% of the new material in depth.  Huge world changing revisions done globally in one fell swoop have the potential for massive issues that could bog down everyone for weeks if not longer.  A more gradual introduction of changes, along specific items like mining changes, then industry changes, etc, would be easier to evaluate and revise, or correct undetected issues from the test server.

-Revised schedule:  At this time, it may be more appropriate to break these changes up a bit, in a group of stages, than to implement this all at once.  What immediately comes to mind is the following, in a 3 month implementation plan:

***First Month - Implement gamma islands, PBS, and the gamma materials, and add in the destroyers and artillery, with those mechs and modules being dependent on gamma island materials
***Second Month - Implement redistribution of materials
***Third Month - Implement the material changes in modules and bots/mechs

I think the May 30th release may be over ambitious. We all want to see this game grow and be successful, and from past experience, trying to do too much all at one time has rarely created an enjoyable and rewarding experience, rather chaos and frustration, which in playing a game we are in theory trying to get away from. We are looking for an enjoyable game experience which relieves our stresses from RL, working with others to achieve common goals and have fun.

9

(52 replies, posted in Testing server)

Well, it has been announced in the newsletter, the PBS/industry patch is going to be released on May 30th.  As we have alot of threads concerning different aspects of the new features on the test server, I thought it would be appropriate for us to be able to discuss at the 50000 ft view of the overall readiness of these new features to go live, in a central location that the DEVs could review.

Discuss.


Edit - Please keep the responses to general overviews, specific issues related to already existing threads should be discussed there.

Edit of the Edit - Responses in this thread should address individual points of view and feedback on the May 30th deadline, and not be targeted to specific views posted here. Moderators, please edit accordingly, and remove any troll-like material.

10

(106 replies, posted in Testing server)

Arga wrote:

...

I see what you did there - obvious troll is obvious

11

(106 replies, posted in Testing server)

DEV Zoom wrote:

As Saramara says, the issue isn't really about teleports, but the fact that noone else but the owner corp would be able to terraform in a 1000m radius of their terminal. And this isn't a small downside, it would be a big problem. They could simply erect a wall around their base and relatively quickly open&close a small "door" whenever they want to get in or out. There would be no way to counter this other than waiting for them to come out at the wall 24/7.

Agreed.  However, think about this for a moment. 

So they turtle in, and if the attacker has enough numbers, they basically have control of the island at that time.  They can deploy their own pbs, raise terraformed siege works as close as they can get, 1000m, from the terminal.  And then proceed to fire down on the base with everything they have.  Defensive towers can be neuted and suppressed, repair nodes and and boosters shot, and then, heavy mechs amped and range fitted can fire down on the terminal.

What would really make this interesting would be that artillery we were promised a year ago...then you could position your artillery and lob hell down on everything.

Regardless, sealing oneself in to an op is as good as surrendering.  The enemy has full ablity to go and do as they want, you are sealed into an earth coffin, or out of it, thereby being denied access to everything there.  Given time, commitment and numbers, eventually it will fall.

There is enough complexity here and effort required to see some epic long term actions, and an attacker has to commit to that,it's not an easy goal.  Meanwhile, the defender is running out of supplies and ammo, and eventually is left with little to anything they can do if they remain in that pbs.

I'm thinking Masada all over again...

12

(106 replies, posted in Testing server)

The reason I brought up the fact of no one other than the corp that owned a pbs structure could terraform within 1000m of that structure was due to the ablity to create unassailable fortifications around the teleports on the gamma islands.  This would have allowed an alliance to completely seal off an island from access from any of the inter-island teleports, with no possible counter.  This would created a rather static, and dull, gamma island environment.

However, there is another way to do this:
- within 1000m of a terminal, no other corp other than the terminal owner can terraform.
- terminals must be deployed 3000m minimum from any teleport
- no one can terraform within 1000m of a teleport

This would result in:
- no one being permanently able to seal the island off.
- the immediate area of the pbs base being terraform controlled by the controlling corp
- a minimum of 1000 meters between the 2 zones that anyone can do anything.
- since it would be measured from the terminal only, and all the pbs that have to be deployed taking up space, and turrets mostly being on the edges of a base, then offensive seigeworks, like ditches and embankments, are still viable for use. Or for that matter, terraforming a ramp that ends up higher than the defender's base an fireing down with snipers...

Anyhow, i'm sure everyone and their dog is going to find all sorts of things wrong with the above, but at least it may be a possible way to balance terraforming, pbs control, and island access.  If you have a better solution, give it, if all you have is whining and criticism, just don't bother.

13

(106 replies, posted in Testing server)

Siddy wrote:

About the walls, it takes a metric *** of work to barricade a TP. It takes a one hole to get in fuuu .

The work load is heavily on the side of the defender, unless the walls are actively defended.

And if you make that wall and deploy a pbs structure within 1000m of it, no one else can terraform it down, does not need repair, and is basically permanent, with no counter.

14

(31 replies, posted in Testing server)

Arga wrote:

The reward of gamma, is the epeen. Or more aptly, the challenge of trying to survive there.

?!?!?!?!?!?!?!?!?!?

You have got to be s***ing us...

15

(106 replies, posted in Testing server)

In a nutshell, here is the real issue.  Someone turtles in an island, and then deploys PBS structures within 1000m of those defenses.  Now, if you want to assault that turtle for the intestines, you have no way to do it, because you cannot terraform within 1000m of another corp's PBS structure.  No response is possible at that point, there is no counter.

All the defender has to do is keep a narrow area that can be terraformed down quickly and keep an alt there, someone wants in, you open a hole, they come in, you close it off again.

The main issue here is that there would be no counter, bombs do not work on terraformed walls, which can be created easily and quickly, you do not even have to terraform the whole landscape, just a 1 tile wide dirt wall. So long at there is a pbs within 1000 m of the area, no one else can terraform it.

16

(12 replies, posted in Testing server)

DEV BoyC wrote:

Does this issue still exist?

yes, landscape shows passable, but still get stuck, especially with gaps that are diagonal.

17

(31 replies, posted in Testing server)

Khader Khan wrote:

Nothing is holding people in 0.0 in that other game and they do the same things day in and day out....

???????

Moon goo, required for all T2 production, anoms with faction spawns and higher bounties, PI, complexes. higher end minerals, the ABCs and mining anoms with Mercoxit, ...

Lots more in null in that game

We've all been screwing around for the past couple of days on the test server, and a couple of things stood out right away.

The only difference between beta and gamma is the gamma minerals, which are used for:
-PBS structures
-Scarab MK2

Add to this the "armor" on PBS, which is pretty weak atm, a fully grown deployed wall unit has more hit points and damage resist than a terminal, the expense involved in setting up PBS on gamma, and all you see is HUGE risk and NIC sink, with the only benefit of minerals which can only be used to build more PBS and a MK2.

Ok, you have the "thrill" of terraforming an island, la-de-da, maybe 2 or 3, and maybe, just maybe, we'll see some epic seiges and assaults.  But at the end of the day, with what has currently been presented, you could just stay on beta and not lose out.  There are no real incentives to be on gamma from an economic point of view, that can not be achieved on beta currently.  And, there are the PBS upgrades and decoder forge, etc, that add some nice capablities to owning a PBS on gamma.  However, high standing and the industry changes can make a beta op very profitable for refining and production, with the added advantage or immediate alpha market access.

That is critical, due to the mineral and commodity changes, you will either have to go to other faction areas to mine, or you will have to buy on the market.  Either way, all that has to be transported out to gamma, adding even more time and risk, and doubling if not even tripling the amount of time needed to move materials around to where they need to be processed.  Even a scarab, 720U, will be going all day, considering how some materials bulk, like Helioptris.

Granted, NPCs are not on gamma on the test server, and I have no data on artifact scanning there atm.  But once the thrill of teraforming an island and spamming PBS fades, and the daily grind of defending assets and the added logistics of moving stuff to and from market areas sets in, there is nothing that stands out as any great "reward" for holding gamma territory, other than epeen.  Discuss.

19

(4 replies, posted in Testing server)

DEV Zoom wrote:

The current connections on the test server are a bit different since that picture in the blog: the B1-G1 link has been deleted and B1 instead links to the neighbouring faction's G8. Also G2 and G3 are connected.

I did not use the blog map, i was speaking about the test server map.  B1 connects to B2 and G1, G1 connects to G8, and B2 connects to G8.  So the adjacent beta islands access adjacent gamma islands that are also connected.  It would be possible for a large alliance to dominate the are, especially considering each corp in an alliance can put up 3 PBS on each island.  with 4 corps in an alliance, you could see 12 PBS on an island. with the gamma access islands being connected and next to each other, this becomes alot easier to block off access to gamma thru those points.

20

(4 replies, posted in Testing server)

For reference, I'm going to use the designations that the devs gave to the gamma islands in the dev blog, B1 & B2 for the old and new beta islands, G1 for the first in the chain of gamma islands, G8 for the last island.

Currently, the configuration proposed has B1 going to G1, and B2 going to the G8 of a different faction.  All four of these islands are right next to each other, B1 connects to B2, and G1 of a faction connects to G8 of a different faction.

The interconnection here create a box, that a large or determined group could effective seal off access to gamma from those beta islands, or at least project force in that 4 island zone.

Instead, it needs to be broken up.  Have the B1 island connect to the G1 for it's faction, and have the B2 island connect to the G6 ( or perhaps the G5) island of it's own faction.  Doing so will make it alot harder for a group to control access to gamma.  The G1 island still connects to the G8 island of another faction, giving access to other faction materials, but the B2 island links to a point at least 3 islands away from the B1 access point.

The concern here is that having beta access to gamma right next to each other makes it too easy for an alliance to control that region

21

(13 replies, posted in Balancing)

Arga wrote:

I was talking about Extensions, not bot bonus, sorry.

The issue:  Tyrannos can fit all it primary weapons and also mount 2 utility items, such as 2 neuts, or a neut and drain, or 2 firearms for that matter.

Then the Tyr also can't fit firearms if they are utility slots and not turret slots.

This being the case, then both the Kain and Arti can incease DPS with missles (at the cost of speed, but same with Tyr adding utilty mods), while the Try can only add utility.

It is not about increasing dps.  Atm, the tyrannos can have 4 missle launches and 2 utility items ( also, Arga, the utility slots on a tyrannos are also turret slots)  For a Kain or Artemis to fit utility items, they have to drop dps, by removing a turret.  They cannot fit anything but missiles in those 2 slots.

This gives alot of fitting versatility to the tyrannos, without having to make the choice to drop a weapon system in order to fit a utility item, whereas the Kain and Artemis do have to make such a choice.  The Tyrannos can fit all 4 of it's primary weapons, and 2 utility items or turrets (firearms ), the Kain an Artemis can only fit missile launchers in their 2 extra slots.

As far as assumptions about dps capablities of the mechs and this was intended to "balance" them, until a DEV chimes in, that is pure speculation.  Also, most of the replys are from pelistal pilots, so I have to assume some bias there.  And don't forget, the tyrannos, especially the Mk2, can have a stupidly high tank with shields.  I would state that that is the "balance" aspect here to the tyrannos' dps, not the utility slot capablities.

22

(13 replies, posted in Balancing)

Arga wrote:

Both the kain and Arti have turret bonuses, which would make the firearm in the 5th slot alot more powerful then it is on the Tyr; and 6th for the kain way OP.

Arti/Kain 1 vs 2 slots also seems balanced, because lasers are lower mass than mag weapons, they could fit (2) missles and endup being faster (or about the same?) than a kain with (2) missles.

Unless they come up with a new slot type, Utility minus firearms, then current setup seems like the best balance.


Incorrect.
- arty gets a laser bonus, not a turret bonus
- kain gets a magnetic bonus, not a turret bonus
- post recommends making the missile slots on arty and kain also utility slots, not also turret slots, in other words, no firearms in those slots ( firearms are turret slots, not utility )

23

(13 replies, posted in Balancing)

Preface: this has been referred to in several other posts over the past year.

Currently, we have the following:

Tyrannos, 4 mid slots assigned to missiles, 2 utility slots
Artemis, 4 mid slots assigned to lasers, 1 missile slot
Kain, 4 mid slots assigned to magnetic weapons, 2 missle slots

The issue:  Tyrannos can fit all it primary weapons and also mount 2 utility items, such as 2 neuts, or a neut and drain, or 2 firearms for that matter.  In order for the Artemis or Kain to mount a utility item, they have to drop a primary weapon system to do so, reducing their dps capablity.  The tyrannos, however, does not have to drop dps capablity in order to fit those utility items.

Proposed solution:  Make the missle slots on the Artemis and Kain capable of fitting utility items as well as missles.  This will give the Artemis and Kain comparable versitility in fitting that the tyrannos has, ignoring the fact that the Artemis would end up with only 1 missile/utility slot vs the Kain's 2, and the tyrannos' 2 utility/turret slots.

And yes, there will be a whole lot of arguement that you can't fit the tyrannos or the mk2 version easily, but the same issue would exist for the other 2, would it not?  This is a question not or similar capablities, but of similar versitilty in fitting, and the same choices would exist for the Kain and Artemis as far as fitting as would the Tyrannos.

Moderator, please limit discussion to facts and data please.

24

(15 replies, posted in Testing server)

Mistress wrote:

Not only should standings not affect the efficiency of an installation, ...does anyone here have a good reason for that..., it has a rather large effect on the whole. You are no doubt right, that it would take only a few days of grind (per agent) to get standing up to level 3. That is quite a few weekends of no fun, only to deal with a mechanic that doesn't make game play sense. That gaining standing used to take more time then now, does not validate the mechanic or give a reason to hold onto its role in industry either.

Note, I am currently underwhelmed by the current industry changes....

But your above statement makes no sense.  If you are using an Asintec op to do your processing, and you have higher standings with Asintc, why shouldn't you get better efficiency?  It's a preferred customer status you have earned with that megacorp, and is a reward for doing assignments for that mega corp.  You don't have to do them, but those that do should get a reward for doing assignments, ie standings.  And a few weekends, once they are done, are done, and viola, you never have to do them again. Those who do the work reap the rewards.

25

(58 replies, posted in Balancing)

Lemon wrote:

I will kindly point you to CD to discuss your troll attempts at out classing someone in a forum about game mechanics. FYI referring to tamas as "you, arga, and tamas" is redundant and shows your heightened state of emotional work up, so please take a breathe and collect yourself for your next post. As i have seen logical arguments from you and can only hope you may compose yourself enough for a proper argument once again in the future.

Again, you might want to check your reading comprehension, and based on the posts on this thread, the ones getting upset and emotional are Arga and Tamas.  Instead of reading what you want it to say into my posts, try reading what they actually say.  Everyone else can, and trying to spin it another way is just as transparent to them as it is to me.

And as of yet, I have seen no facts or hard data being presented by you to refute, therefore all you have voiced is opinion, unsubstantiated opinion at that.

The one thing I, you, and everyone else can do is look at the kb ( http://www.perp-kill.net/?m=list ), which is API pulled now and therefore shows a more accurate picture, and look at the decline in the number of pvp engagements, where what few engagements that have been sizable have occured, etc.  That is the objective data.


Personal Note:
The only trolling and spinning I have seen so far here and the other wall threads has been you and the other supporters of unlimited wallfare.

BTW, pointing at the most dangerous agents list and showing those 44 kills you mention, is rather erroneous, especially when you are able to see the kills and losses on the kb.  Good job pwning STC, low EP and tech group that was actively trying to get itself established on beta, but your own sense of entitlement I guess demaned that only you should have Donachov. And, as far as your ppl's allergations concerning the Donachov intrusion and "multiboxing", also I might add unsubstantiated, and false to boot, your forces EXCEEDED what we had on the field for DPS (objective evidence :  http://www.perp-kill.net/?m=related&id=238014 ), after which you all have promptly refused to engage us since.  This actually has nothing to do with the topic of discussion. and therefore irrelevant to this thread, but for some reason you felt compelled to bring it up. 

I have a low tolerance for b***s***, and when I see it, I do not hesitate to point it out.