51

(65 replies, posted in General discussion)

Jeez, guys, it was a random roam, after getting bored of camping 62nd in an outpost, not some cta that the horn of gondor was blown to get lemon...

Annihilator wrote:

yeah lupus - spam all teleporters with logged off trail arkhes from countless already expired accounts.... good suggestion...

C'mon, use your imagination here...imagine a logoff trap where there are already a bunch of bot statues on the landscape...

Actually, it is rather strange, that a character logs off and just disappears into the aether.  Argue the point one way or another, it's the players option to log off at any time, or it's exploiting a game mechanic.

However, there is some validity that the logoff mechanism is being used in a way that was not intended.  And there is something that could be done here:

- When a bot logs on the terrain, and the 2 min timer on beta is up, the bot still appears on the terrain, but not on radar and not lockable.  This means if you get in visual on screen range, you will see it like a "statue", but you would have to be within a couple hundred meters to see it.

-While logged off, it is not targetable or affected by AOE damage

-When the character logs back in, it has the normal instablity and protection.

Let the screaming commence.

However, this would not eliminate logoffs, it would only limit them.  Out of the way locations, mountain passes and crevasses, would still work as places to logoff.  But logging off right in front of an OP, you would see the statues there.  Lack of radar detection would still give the ablity not to be seen by a detector, only if someone walks right past them and visually sees it.

Face it, the mechanic is being used in such a way currently so that ppl can set up traps.  But it is totally 1 sided, and impossible to do anything about.  Something like this would balance the scales.

54

(65 replies, posted in General discussion)

If, and it's a big "if", this is the truth, then sounds to me like your best option is to go back to the negotiating table.  TBH, knowing your history, I seriously doubt this.  However, like I said, maybe you should be talking to STC instead of using the forums.  You might also see if someone can mediate for you in this, a third party.

An offer of some mechs and equipment, these are relatively new guys to the game, their articles on Rock, Paper, Shotgun have been excellent and also promote the game, and adding some equipment to guys just getting started might smooth the way.

Trying to "buy" public sentiment in this issue is somewhat undignified, and is the perfect opportunity for many of us to troll.  I'm rather surprised I haven't yet.

55

(9 replies, posted in General discussion)

Obi Wan Kenobi wrote:

Devs: why did u remove the old hanger view?

http://3.bp.blogspot.com/_uUn3C9_6Rv0/S … m_0404.png

DEVs, plz give us back the old hangar view.  Visually, it is so much more appealing and also, it allows for that time honored activity...STATION SPINNING!

Actually, the mech view, and fitting window, do look significantly better, and would be more enjoyable to look at.  Yes, I know, it's alot like the "other game".  But so what?  Enough things in Perp are claimed to be like it as well that 1 more item does not matter.

Arga wrote:

because of the limitation of placing wall around SAPs too, the 3k limit could create many situation where walls couldn't be connected, making the usefullness of walls minimalized after all the restrictions.

If it was 3k out from the furthest SAP, that would be usefull, and still prevent walling off entire sections of islands at external TP's (in most cases).

No.  This would triple the area that walls can be deployed.  If they are linked to outposts, and utmost limit is 3km from outpost, that is more than enough to cover saps and resources around an outpost, while still leaving at least half an island to be unwalled open terrain.  And that is the issue here.  Providing outpost defense is one thing, full island coverage should not be part of this.

Risk, for reward, embrace it...else stay off beta.

-1

Here's why:

Currently, it cost significantly more to destroy walls than to build them.  Reducing costs will make it easier to sustain high amount of bombing, and make it significantly harder to keep replacing walls.  Currently, they are expensive enough that there has to be a significant reason to utilize a large number of them.

However, yes, reducing the u may be a good idea, down to 5u instead of 10.

Baglodush Kemory wrote:

Dont go to 62nd, I was there for 150 days and they kicket me without warning! Later someone toled me because of Spying. After what I did for the Corp.

After that I got to M2S and I had to leave because Sharkwolf (CEO of 62nd) sayed they would leave the alliance if they dont kick me but I gone of free will. That was the only Alliance, they hat a chance agains CIR and der goons. I would not risk that CIR wins.

So, Think twice if you want to go to 62nd. The CEOs never keep there word.

Confirmed, this indeed happened.  However, Mara Kaid did fight against it.

Gremrod wrote:

Okay my idea had no decay mechanic, but here is how I thought they would work.

So point 4. takes the decay mechanic into count.

  • No public building of walls on any beta island. The ability to put up a wall is tied to an outpost and holding the outpost i.e. (Stability)

  • The holding corp of an outpost(s) of the current island are the only people that can build walls.

  • Wall building is tied to the outpost stability mechanic. The higher the stability, the further out from the outpost you can place and build walls.

  • Wall decay is tied to outpost stability. Walls do not start to decay until the outposts stability reaches 75 or below. Once the walls start to decay they need to be repaired. Decay stops once stability goes above 75. But walls that were affected need to still be repaired.


They talked about making people have to live and nurture their outpost to reap benefits from it. I think the walls should be part of the outpost stability benefit.



I am in no way saying this is how it should be done. This is just the path I would have taken to introduce the walls into the game.

+1

I'd only add 2 things to this:

- walls cannot still be closer than 1000m from outpost

- The maximum distance you can have is 3000 m from outpost.  At stablity of 50 %, you get to have walls up to 2000m from outpost, at 70%  up to 2500m from outpost, and at 100% 3000m from outpost.

60

(89 replies, posted in General discussion)

Supremacy wrote:

Only one entity will not agree to this.  They would do this simply for griefing purposes.  5 out of 6 beta islands good enough?


:::Lupus does a quick count of the posts in this thread:::

Hum, I'm only seeing one island's group of players advocating it...

PS: You have no business assigning motives to ppl's post to try and benefit your case.  I don't speak for Hokk, I don't even speak for M2S.  I'm just another player, trying to be objective about game balance because I want a healthy Perp.  Maybe you should try the same.

61

(89 replies, posted in General discussion)

DEV Zoom wrote:

Binding anything to outpost/intrusion mechanics is not future-proof at all, so that's not the way.

Tux wrote:

Look at the market records and reverse all the market transactions related to the 3 wall items ... you have the power to do this as we can look at our own market transaction history. Also i can assure you us residents of Kent and Dom will take you up on your offer remove all our walls and give us our NIC back. you don't believe me ? ask any 62nd or WAR member.

With all due respect, you can't be serious. It's not that we don't believe you, it's the conspiracy theories that would emerge after that by all the other players in the game.

As said, yes, we can reimburse all purchased walls, but that means we have to remove each and every wall from all islands. The question is, will those who don't want their walls removed agree to it.

-1

Life is about consequences.
Persistant sandbox MMOs are about consequences.
Shortsightedness should not be rewarded

62

(128 replies, posted in Feature discussion and requests)

Ville wrote:
Jelan wrote:

I'll have all the money taken from M2S for the abuse of the insurance working as intended mechanic as well please.

Simply put if you hadn't abused it the devs probably could have changed it over slower time and implemented a better solution.  As it is MTFU and accept the consequence of your actions.

I love being right, I should be consulted by the devs on all new features in future wink

I feel dirty for this, but I have to agree with Jelan on this one.

Don't feel bad, makes me feel dirty too, and I am in the same corp as him...

63

(128 replies, posted in Feature discussion and requests)

Lot's of QQ'ing and "I wantz mys moneyz backz"  going on here.  Having personally spent around 100 mil on walls, and replacement walls, and ammo to grow them, and ammunition to blow them up, perhaps I too should be complaining about the use of the word "persistant" and demanding return of my NIC.

Then again, maybe not.

Persistant does not mean immortal.  Walls can be blown up, does that negate the use of the word "persistant"?

Well, damn son, I built this wall and it's not here anymore, someone blew it up and I have to build another! That's not persistant!

And what happens in that case?  You build a replacement, and when it gets blown up again, you build another, rinse and repeat.  Walls grow by themselves, if you do not use the charges to grow them, and I am assuming that the growth rate is the same as the decay rate.  21 days from flat tile to full heigth wall, and 21 days from full height wall to dirt, assuming the average of 4hp per 8 hours.

When you build a house are you done?  Having been a home owner, I know that is anything but the case. There is always something you have to do, maintenance you have to perform, things that have to be replaced, and the occasional broken something, or a tree falls on your garage during a storm.  There is upkeep to keep your home in good shape.

The fact remains that walls, as they were, are unbalanced as hell.  Instead of playing around with them and figuring out the issues and what would happen to game play, many went hog *** wild with them.  And anyone who bothered to think about it objectively could have seen a mile away that some change was going to happen with them, especially if they were abused.  Now you have to be willing to maintain them, and lets be honest people, if you had been reasonable in their deployment, this would not be an issue.  Short sightedness will always end up with it's price.

PS- Walls are not a replacement to that which truly defends territory, an armed force effective enough to defend itself.  Unfortuneately, many resorted to walls as their main defense because they were not able to effectively defend themselves with firepower or scouting out hostiles to keep assets in the field safe.

BETA = RISK, that is what justifies the rewards.  Instead, you want the rewards with little to no risk. For such, stay on alpha, it's where you belong if you want no risk.

64

(128 replies, posted in Feature discussion and requests)

Let's be objective here folks.  And honest.  Those who went totally ape spamming walls are obviously going to hate this.  Those who have few or no walls really will not be impacted much at all.  The point being, that you can still have as many walls as you want, you just have to be willing to maintain them.

This is appropriate, because now it is not just a matter of grow and ignore, and only replaceing the holes punch thru.  It requires effort to sustain, just like SAP scanning, just like outpost defense.  It allows for groups to create essential structures, but not to be able to sustain spamage.  You can build what you want where you want it, but now you have to be willing to maintain it, you actually have to spend effort and NIC to keep them strong.

It will take 21 days for a fully grown wall to decay, based on 4 hp ( the average) every 8 hours decay rate.  Personally, I think that is too long a time, 3 weeks. But it is better than what it was.  The ablity to create your own structures has to be balance with some sort of mechanic, else they can be deployed everywhere and anywhere, with the only limitation being how much NIC you have.

Regardless of personal investment and agendas, we have to look at things objectively.  Just because it benefits you personally does not make something a good game mechanic.  We want a healthy and dynamic environment that will provide interesting and exciting gameplay.  Sorry to say, but sitting behind massive static structures is about as exciting as as, well, watching concrete set.

As I have stated in other threads, my main complaint is that these kind of issues should be exploded before it is introduced to the game.  People will cry "over nerfed!" when something is changed after they have invested heavily in it, so it is critical that when features are released, that as many as the potential issues as possible have already been investigated, and taken into consideration.

65

(128 replies, posted in Feature discussion and requests)

Lupus Aurelius wrote:

The perspectives, they are astonding...

Here is what walls have done.  In order to get any pvp, you have to set up to punch thru walls, get to and destroy or avoid probes, and make sure everyone has at least a mobile teleport with them.  By the time you actually get to your objective, you have spent at least an hour getting there, and your opponents have had all the time needed to dock up if they cannot engage, or batphone everyone working with them to get to there.

Meanwhile, all the mining types are having a field day, literally, mining and hauling with almost no risk of any threat getting to them before they can dock up.  They are still reaping the rewards of beta living, but with no substantial risk to justify those greater gains.

Whereas in the past people actually had to scout out their area of operations, and have a defensive force available to defend assets on the field or SAPs, now all you have to do is wall spam the hell out of an island.  You can't even get in and out to even scan for sap timers, and by the time you punch thru the walls, you're lucky if you can get to a SAP before the intrusion completes.

The only way to counter this is a massive blob with the firepower to punch thru relatively quickly.  One wall takes little time to get thru if you can set up properly around it, but multiple double thickness walls, even a huge gang takes too much time to actually get to the objective.  Due to this, you are seeing alot of outposts sit at 100% stablity, because no one can be bothered to actually take the time and effort, and marshall enough manpower, to actually try and take the SAPS.

Ther was huge crying by the same individuals now advocating walls against the change from being able to jump on an island to having to actually be within 1000 meters of an active SAP to detect it. The arguement used was that "it was too much effort and risk" to be able to scan the SAP times ( yes I am refering to 62nd) and that it would "shut down random pvp due to active SAPs".  It did not, there was actually significant pvp going on after the change. 

The real issue here was that some corps and alliances were starting to get their heads handed to them, and were seeing greater activity targeted against them due to that.  Walls for them came at a perfect time, because it allowed them to make it so difficult that the majority of people actually fighing them can't now be bothered to spend all the time to be able to get a fight, only to find that if the oponent does not have 2 to 1 odds they have docked up and disappeared.

I ask the DEVs to keep in mind that what is good for dynamic gameplay, and what causes a stagnant environment, and not be swayed by personal agendas.  Some defensive structures should be allowed, but not indiscriminate spamming all over an island.  there should be a range and limitation mechanic, like a nanopump hub that has to be energised, or tied to an outpost ownership and the region of that outpost, or some sort of maintenance fee, that limits use of walls to absolutely necessary defensive implacements only, and not just who has the most cash to fill in every available slot in the landscape and turn the beta islands into, effecticely, alpha, with no risk but greater rewards.


Arga, this is what I said ^^^^^^

Show me where I said pvp is dead.

When you decide to factually quote me, I will happily debate the issues, but I will not when you make something up and portray it as something I said.

Now what i did say, condensed - you want to be able to utilize beta island resources without the risk associated.

66

(128 replies, posted in Feature discussion and requests)

Arga wrote:

@lupus

If you can't argue the issue then discredit the author.

I don't have to be a tactical PVP player to understand and elucidate PVP theory.

Ddebunk my statements if you can, if my lack of PVP is such a hinderance, it should be easy for you.

Understand?  Theorists there are plenty of, armchair generals and quarterbacks, art critics, etc.  You may "understand" everything about art and oil painting, but could you paint a Mona Lisa?

If I spoke to a professor of military history about Tobruk, and also with Rommel or Patton, who do you think I would listen to?  And who would I pick to fight a similar battle?  Don't get me wrong, when I first started playing stEVE, I was an EFT warrior, and no one could convince me that one should not normally fit a self rep on a ship, that a buffer tank, preferably a shield one, was the way to go.  After 6 months of fighting that concept, take a wild guess what happened?  And that was due to experience, the realization that what is on paper and what the actuality was are 2 different things.  Experience is the fire in which knowledge is tempered.

And as of yet, I have not seen any objective evidence to substantiate any assertation you have made on this topic.  Otherwise, I would debate the "facts", but as of yet all you have offered is subjective opinion.  At least if there was experience to back up that opinion, it would at least be an informed opinion.

67

(128 replies, posted in Feature discussion and requests)

Arga wrote:

@zwiss

Check the KB, there's plenty of PVP happening, the good type with Pew-Pew and not Run-Pew.

The thing with walls, and I quote "If 1 wall is good, 2 is better".

Ludicrous is a nice word, but it's an egregious overstatement of the situation.

You don't pvp, how would you know what is good and what is not?!?!?!?!?!?!  Making such a commentary, that is wat is both ludicrous and egregious.

ps:
New: Defensive walls are now decaying by 3-5 HP every 8 hours and when they reach 0 HP they get destroyed (a fully grown wall has 255 HP).
Change: Weapon damage resistance in walls and plants is now calculated after the sum of all damage types, and not per damage type.

Now they have to be maintained.  Best set up a maintenance schedule, the more walls you have, the harder it will be to keep up.

68

(128 replies, posted in Feature discussion and requests)

Ville wrote:
Obi Wan Kenobi wrote:
Ville wrote:

I don't think someone appreciated the picture of that rooster on their island sad

eh? post a pic smile


So what your saying is only you should live on Beta because you formed the biggest EU timezone blob?  *News Flash*  We have killed people In walled off areas, outside of walled off areas and between them.  Because you want an Easy roll a EU Blob through the gates and zerg a SAP and then run off then go "We are trying to get a fight." and you can't now.

No.

And btw, I was not refering to any group specifically ( well, maybe one).  Sorry to burst your bubble, you are not the center that Hokk alliance revolves it's guns around.

Edit:  And as far as the pvp since CIR's exit, I actually think it was the healthiest I'd seen in awhile.  No one had a totally overwhelming numbers advantage.  For the most part, things were pretty balanced as far as powerblocs.  And for some, I do think that was an issue.  It's a hard thing to go from nigh unto total domination to being on equal par or weaker the the majority of everyone else.  Instead of rebuilding to a competent force satisfied to at least somewhat hold their own, for some the walls must have seemed a god send, a way of offsetting that loss of firepower.  Others, who have managed to make enemies all around and were having a hard time sustaining against them, the walls must seem a way to save their collective *** from most of the server.  Regardless, personally, I see it as the more insecure you are, the more walls you build.  But that is just my opinion.

69

(128 replies, posted in Feature discussion and requests)

Arga wrote:
Lupus Aurelius wrote:

The perspectives, they are astonding...

Here is what walls have done.  In order to get any pvp, you have to set up to punch thru walls,

I stopped reading there, because its not true, as your're implying 100% of PVP requires breaking down walls.

There is LESS PVP without going through or TP'ing around walls, but it hasn't reduced it to 0.

Well you stopped reading right there, so all you have is assumptions, and no grounds for comment.

Here's the difference between you and many of us.  Most of us who pvp on beta also do mining, hauling and manufacturing there, as well as pvp and defense ops.  Whereas you only mine, haul, and manufacture.  So it's hard to take any arguement from you concerning the viablity of nonconsensual and random pvp ( and yes, in the context of beta, consensual pvp is a bad thing Arga, because without it there are no risks to justify the rewards) on beta with the current wall mechanics and spamming seriously, because by your own admittance, you don't do it.

70

(128 replies, posted in Feature discussion and requests)

The perspectives, they are astonding...

Here is what walls have done.  In order to get any pvp, you have to set up to punch thru walls, get to and destroy or avoid probes, and make sure everyone has at least a mobile teleport with them.  By the time you actually get to your objective, you have spent at least an hour getting there, and your opponents have had all the time needed to dock up if they cannot engage, or batphone everyone working with them to get to there.

Meanwhile, all the mining types are having a field day, literally, mining and hauling with almost no risk of any threat getting to them before they can dock up.  They are still reaping the rewards of beta living, but with no substantial risk to justify those greater gains.

Whereas in the past people actually had to scout out their area of operations, and have a defensive force available to defend assets on the field or SAPs, now all you have to do is wall spam the hell out of an island.  You can't even get in and out to even scan for sap timers, and by the time you punch thru the walls, you're lucky if you can get to a SAP before the intrusion completes.

The only way to counter this is a massive blob with the firepower to punch thru relatively quickly.  One wall takes little time to get thru if you can set up properly around it, but multiple double thickness walls, even a huge gang takes too much time to actually get to the objective.  Due to this, you are seeing alot of outposts sit at 100% stablity, because no one can be bothered to actually take the time and effort, and marshall enough manpower, to actually try and take the SAPS.

Ther was huge crying by the same individuals now advocating walls against the change from being able to jump on an island to having to actually be within 1000 meters of an active SAP to detect it. The arguement used was that "it was too much effort and risk" to be able to scan the SAP times ( yes I am refering to 62nd) and that it would "shut down random pvp due to active SAPs".  It did not, there was actually significant pvp going on after the change. 

The real issue here was that some corps and alliances were starting to get their heads handed to them, and were seeing greater activity targeted against them due to that.  Walls for them came at a perfect time, because it allowed them to make it so difficult that the majority of people actually fighing them can't now be bothered to spend all the time to be able to get a fight, only to find that if the oponent does not have 2 to 1 odds they have docked up and disappeared.

I ask the DEVs to keep in mind that what is good for dynamic gameplay, and what causes a stagnant environment, and not be swayed by personal agendas.  Some defensive structures should be allowed, but not indiscriminate spamming all over an island.  there should be a range and limitation mechanic, like a nanopump hub that has to be energised, or tied to an outpost ownership and the region of that outpost, or some sort of maintenance fee, that limits use of walls to absolutely necessary defensive implacements only, and not just who has the most cash to fill in every available slot in the landscape and turn the beta islands into, effecticely, alpha, with no risk but greater rewards.

71

(128 replies, posted in Feature discussion and requests)

todys message before the server shutdown...

[17:33:48] *** Sorry about the restart, Kentagura couldn't take the weather and NPCs are sitting still like lemons hmm
[17:39:38] *** Server restart in 20 minutes because the Kentagura server just declared independence from Perpetuum and we're busy silencing the coup.
[17:45:11] *** Quick restart in 15 minutes, we're not sure what happened to Kenta, but we suspect all in all it was just...  *puts on sunglasses*  ...another brick in the wall.  (YEEEEEAAAAAAAH!)

Gee, I wonder what could have caused that...

72

(128 replies, posted in Feature discussion and requests)

Wow, some of the arguements and accusations of lazyness here is just epic.

What involves more effort here:

A) 1 time spamming of walls, with occasional review for punctures, making it almost impossible for anyone to get beyond immediate entry to an island, with probes at strategic locations that ping everytime a hostile gets near it

B) Constantly having scouts out, or detectors, and a ready defense force to respond to any incusion of hostiles on the island in question, and having to pay attention the whole time you are out doing any activity on beta?

It's astonding that so many who in the past claimed to be pvpers and want to have "good fights" now want to hide behind walls and be totally safe, with no risk, farming and mining on beta.  Another "easy button", and yes it is easy.  It's expensive and takes time, but once that time and expense has been done, it's a simple and and cheap to maintain.

It's a good indication, when people resort to ad hominem attacks and insults to argue their points.  An Ad Hominem is a general category of fallacies in which a claim or argument is rejected on the basis of some irrelevant fact about the author of or the person presenting the claim or argument..  It's a pretty good indication that those resorting to it have little or no valid points to add to the arguement.

PS- keep posting in yellow Dan, it suits you, you are defineately "yellow", so concerned to be able to hide behind your maze of walls and not actually have to work to defend your territory.

73

(78 replies, posted in Feature discussion and requests)

Wow, some of the arguements and accusations of lazyness here is just epic.

What involves more effort here:

A) 1 time spamming of walls, with occasional review for punctures, making it almost impossible for anyone to get beyond immediate entry to an island, with probes at strategic locations that ping everytime a hostile gets near it

B) Constantly having scouts out, or detectors, and a ready defense force to respond to any incusion of hostiles on the island in question, and having to pay attention the whole time you are out doing any activity on beta?

It's astonding that so many who in the past claimed to be pvpers and want to have "good fights" now want to hide behind walls and be totally safe, with no risk, farming and mining on beta.  Another "easy button", and yes it is easy.  It's expensive and takes time, but once that time and expense has been done, it's a simple and and cheap to maintain.

It's a good indication, when people resort to ad hominem attacks and insults to argue their points.  An Ad Hominem is a general category of fallacies in which a claim or argument is rejected on the basis of some irrelevant fact about the author of or the person presenting the claim or argument..  It's a pretty good indication that those resorting to it have little or no valid points to add to the arguement.

PS- keep posting in yellow Dan, it suits you, you are defineately "yellow", so concerned to be able to hide behind your maze of walls and not actually have to work to defend your territory.

74

(128 replies, posted in Feature discussion and requests)

Already see an issue, once the initial expense is paid, there is no further upkeep required other than replacement.  We are already seeing wall spam on an epic scale, and some limitation might be in order.  Two possible immediate suggestions come to mind:

1)  Walls become non-permanent structures, that have a limited life and have to be replaced, or require some maintenance to keep them healthy

2)  Walls have an associated cost over time.  Call it a maintenance fee, for every wall segment you have, there would be a monthly fee.

Either of these would limit spamming walls to some extent.  Right now, it's just too damn easy to build thousands of walls all over beta, and for them to remain as permanent features useless specifically targeted with bombs or weapon fire, with no need to do anything to maintain them.

75

(38 replies, posted in General discussion)

This is no differnet than the ddos attacks that have been occuring - 1 person screwing with the game regardless of the impact to everyone else. Granted it's a third party site, but for those who pvp, it represents the only "score card" we have.

+1 ban him now