Doek wrote:
Vroom wrote:

Because we invented steering wheels before cars?

Yeah, we did.

http://en.wikipedia.org/wiki/Wheel#History


Those are not steering wheels

http://en.wikipedia.org/wiki/Steering_wheel

Would Devs consider adding EP on the research tree equation. Research to lvl 10 is no brainer , just like the old navigation extension. Therefore my idea would be for prequisites to unlock certain tech lvl by using research extensions for each faction, including indy.

Like so:

Pelestial research lvl 2: unlocks t1 for that faction. lvl 4 unlocks t2 and so on.

53

(163 replies, posted in Balancing)

DEV Zoom wrote:

I guess you have all forgotten about this already:

Change: Removed titan ore from all beta islands and increased titan field values on alpha islands to compensate. Note: only the regeneration of titan ore was stopped, current minerals will stay in the ground until they are all fully mined out.

http://www.perpetuum-online.com/Changelog:2011-05-04

And then people were revolting and titan was put back to betas...


True, but no scarab back then. Next time you think of any changes, don't implement until you place the tools needed to counter them same as with OP gamma defences, that's just my advice. smile

54

(163 replies, posted in Balancing)

Syndic wrote:

Titan is not the problem, your mining mechanic is.


If you mean the infinite supply of raw materials I agree.


edit:Before dynamic field changes you needed to wait to regenerate, not anymore and that's a real problem that needs changing. titan on all islands is fine.

Still dumb...

Burial wrote:

It is a bit more newbie friendly when you don't make them use points on things that don't interest them and there are many, myself included, who like to keep things pure. hmm

+1

57

(7 replies, posted in General discussion)

Maybe think about this, when we get on steam. Seems like a good idea.

Arizoko wrote:

I'll go with something along those lines, plus one missile launcher (and possibly minus the lightweight frame.)


My advice would be to stick with lightweight frame, speed is very important, even more in PVP. Leave slow assaults fitting for when you get more experienced.

59

(135 replies, posted in General discussion)

Players asked for a buff in terraforming, (cheaper charge/faster terraforming) speeding up the creation of all those defensive sandcastles, which are practically impossible to take down.

The problem is not terraforming, although a few balancing tweaks would help, there is a dire need for more viable counters, larger dps mech proposed for this role, even wall climbing light bots to infiltrate walled MPCs . The idea behind this is to throw in more tools to counter overpowered gamma defences

Zortarg Calltar wrote:

in general i find the idea of prototyping structures good. then this will greatly limit the spread of them to the ones that accually have the tech avalible. atm as soon as one set of buildings is given out it may spread to the server. just like bots do (scarab).
if we have prototypes then the distriution of that tech is to the ppl that accually have it researched (the way it should be).
same goes to bots.

still the problem with the prototyping costs. or maybe something has to be done here to get them down and not appy the standard x10 rule.

for all who cry that noobs cant compete in production: a noob is not ment to compete in the high level production with a veteran. thats simply how it should be.
on the other hand a noob that joins a gamma corp can produce even better then a vet on alpha. so i dont realy see any problems here. you simply are not a good produce with 2 weeks of skill time. and you should not be. there is stuff like ammo or t1 stuff that might be suitable for noob producers. its siply a missjudgement that a noob should be able to compete in t4 production. wrong game. this is for long term players who dedicate some time and effort to it.

+1  There also needs to be a way for protoypers to lease a limited proto or CT so as to promote selling their research without giving away the full prototype.

Deathmonkey wrote:

All of this is well and good.  but the game doesn't need more bots right now.  It needs content for Carebears!  PVE, etc. etc.

Moar carebears = more better for the game!

New Bots in 2013 -   The rest of 2012 has got to be for the Alpha folks!

+1

Annihilator wrote:

Its game mechanics, player mentality and population to equal shares

higher population wont last long if the game mechanics make game boring (aka no pve)
game mechanic changes wont help if they are working against player mentality (aka forcing player into PvP)
player mentality wont help if only a small part of the population likes to pvp under the current conditions..


Some element of truth  in there but it's not complete, causes of small scale PVP are most to do with the population.

Game mechanics plays a big role too but, you forgot to mention a higher population will make resources and items much cheaper specially if we start using the market. Keeping a good economy going with at least 1000+ players will ensure market competition, and ultimately make PVP much cheaper. Though this is not going to happen with mostly commune corporations. Nobody is forcing anyone into PVP, once you jump into beta , you have agreed to a PVP environment.

Risk vs reward aspect has to stay balanced, no one will cry over a few lost bots, if there efforts have brought more rewards. Certainly this risk/reward element needs to be tested with more players as it seems that the current playerbase does not test the game mechanics much.

A persistent world (PW) is a virtual world that continues to exist even after a user exits the world and that user-made changes to its state are,to some extent, permanent.

Read more here:
http://en.wikipedia.org/wiki/Persistent_world.

Stop arguing about nonsense.

DEV Zoom wrote:

Or should walls simply not allow terraforming, and you should be required to destroy them beforehand (by other means)?

I would go for this ^, walls as an added terraforming protection.

I think there were discussions a while back, to introduce combat gliders, or was in the works not sure.

Good OP +1

66

(1 replies, posted in Selling Items)

Selling any Blue ice? Need it for my MPC, or wait wrong game.


Ville, some are selling for a billion, I don't believe it though.

Annihilator wrote:

who said you get insurance paid for equip that dropped?

even reimbursement by DEVs ignores items that dropped in your loot-can.

Anni, can you stop scarring the noobs away tongue

68

(5 replies, posted in Selling Items)

What you sold ICE for a billion? yikes

69

(58 replies, posted in Balancing)

Jita wrote:
Gremrod wrote:
Jita wrote:

So then what do you do when all the corps move to gamma and do the same thing with walls there?

I would make my way through the player built maze or death trap.

I just dont understand why you think that something is broken on beta but would work fine on gamma?

I dont even think its broken so much on beta.

Gamma, I can understand it's a different ball game. These are my main points why in gamma its not that much of a problem:

1. Beta has always been a roaming island and also the only pvp mission area.

2. There will be PBS in gamma so more defensive options are needed

3. There will be more options for your chosen PVP style if you don't like gamma you can always go to beta

4. Larger game world (hopefully) Id like to see at least 10-20 gamma and beta islands.

5. Gamma is something new, so can't really complain

70

(27 replies, posted in News and information)

Gremrod wrote:

This PBS system needs a lot of....... testing, testing, testing. On a test server! Not the live prod server.

The test needs to have about 4 or 5 differently configured PBS networks, maybe more. And then it needs to be attacked with different squads of different sizes.


+1 This would be the ideal way of implementing large content changing aspects of the game. I would prefer to wait for Devs to get it right the first time instead stuff endlessly getting nerfed. I only wonder if this small indy company have enough to invest in this time consuming probably expensive tasks to set a test server where players can join and test the new features as much as possible. IMO getting this 'mostly' right is crucial to the game's future.

fuuu lost connection and can't log back in, probably lost gropho to npcs. When are these ddos attacks going to end?.