I understand your point of view entirely, but it all boils down to what the game can support.  It is just as "unrealistic" to allow the same "criminals" to commit acts of mayhem time and time again before a "realistic" society inflicts permanent outlawry or terminates the criminal.

I don't think any of the "hardcore" players would agree that permadeath for being a "three time loser", or the equivalent, would be a good idea.  That would be "hardcore", though.

If the penalties for such things would at least far outweigh the economic benefits, that would lessen the acts by those that can do maths.

It wouldn't limit the antisocial griefers, though.  The "I live on the tears of others" nonsense attitude, in other words, the "I want to ruin your enjoyment of the game" attitude, is an out-of-game, player-rather-than-character, affliction.  It requires out-of-game, mechanical solutions, not simply "find a bigger gang to hunt him down".

These games are games-- they are intended to be entertainment, in return for one's entertainment time and money.  If one's entertainment is founded upon ruining others' entertainment, then that is an inherent negative that the person brings to the game.

If one wishes to get into combat with other players, there are ample opportunities for one to do that.  Granted, they may know that the possibility exists and be better equipped to deal with it.  That seems fair to me.

If one just wants to take a couple of hours and play the game, there are opportunities to do that, too.  It would be nice to keep it that way.

Now: a common response from the other "sandbox" game usually devolves into name-calling, "WoW is that way", and a lot of other immature nonsense   The logical end of that would be a tiny, niche game with griefers having no one but each other to grief.  If that is what we wish this game to become, then it can be made so.

Alternatively, eliminate safety altogether; make the game full-bore PvP from the get-go, advertise it as such, and see how many players you get to sign up.  My guess: not many.  In an EP-accumulation game, the experienced players could annihilate anyone new so easily that new folk would have only two choices-- join a bigger gang, or leave.

I have been playing these things longer than some of the players here have been alive.  I have also been involved with game design.  The Devs and marketing simply have to decide what the demographics of their audience is to be.  Wide appeal means you cannot simply let people go hog-wild with whatever negative, self-serving play they desire.  Niche games, on the other hand, can be constructed towards anything at all.

If players are to be allowed to "do whatever they please", then they must also be willing to bear up with the consequences for doing so.  In anything simulating a "real world", the consequences would be draconian.

Nemo wrote:
DEV Zoom wrote:

Does this happen in fullscreen mode? If so, can you try whether it appears when windowed?

Yes it was in fullscreen-- I'll try it windowed, though I prefer not to play windowed.

The effect comes and goes, and varies with the time of day.

Will get back to this thread as soon as I have pllayed windowed for a few hours.

OK, I went to windowed and the bars were normal, but I could not stay in windowed to confirm if they would be stable for hours at a time.  The game performance went right through the floor in windowed mode, and became much better again once I went back to full screen.

Sundial wrote:

The devs not taking a moral ground is not a cop out. Trammel was the cop out simply saying there simply can be no outlaws in a certain area. There are consequences for griefing in EVE. There are also easy ways to avoid being griefed (Not being completely *** for a start). At the end of the day if you have half a brain, you will not get griefed in EVE unless you let yourself be.

Anyways, you sound like you want it to be like every other game out there (safe). I think its a good thing it is different the MMO market is horribly stagnant with games with cop outs like Trammel.

As for content not worth being created, that content is what made EVE a reality. Just because you personally despise some styles of game play doesn't mean it cannot be beneficial to a game if implemented correctly.

I never have been griefed, just to establish my starting premises (though I did get lag-ganked once, but that's the internet, not the game).  I have played in high sec, hunted and missioned in low sec, and lived in 0.0 and wormholes.

But it is very easy to grief in EVE, and it is especially easy to grief newer players that do not know all of the highly-obfuscated game mechanics.  The consequences for griefing are of very low value compared to its potential gain, or it would not be a viable source of income.  As a different poster remarked in a different, current thread, a reasonably "realistic" response to a very few repeated grief/gank attacks in high sec would be to make it impossible to raise one's standings enough to re-enter without being sought by Concorde.  But griefers do not wish that "everyone can play their own way"; they wish people to be forced to play their (the griefers') way.

Regarding "no moral ground" being a design "cop-out" (your words, not mine), I am speaking from the point of view of dollars and resources invested.  If your players cook up drama for you, that's less that you have to invest in the game.  So yes, it is very convenient and a big money- and time-saver.  I used the word "convenience", not "cop-out".  The two mean rather different things.

However, your inflammatory turns of phrase seem to signal that this has ceased being a discussion, and I have no inclination to respond further to emotional cant.  Your are certainly entitled to your opinion, just as is everyone else here.

So I will just return us once more to the OP and agree that  the Alpha islands are currenly a selling point, and will be moreso when PvE experiences are revisited, fixed and/or expanded.

Ludlow Bursar wrote:
Nemo wrote:

I am one of those that enjoys PvP, but would think it a great waste to only do PvP in a sandbox game that gives you 20 different sorts of activities to do.

1. PvP
2. PvE missions
3. PvE farming
4. Mining/Harvesting
5. Manufacturing
6. Hauling (not really viable until we get seperate class of hauling bots and or compression mods)
7. Trading (not really viable until we get remote buy/sell extensions)
8. Artefacting
9. err...

I realise that by "20 differnet sorts of activity" you were speaking figuratively and I not trying to be churlish but I just wondered how many different activities there actually are in Perp. PvP should probably be split too since tackle/DPS are different and roam/defence are different but even so, there aren't many.

I'd love to see 6 and 7 become viable professions for starters.

I'd agree that Perpetuum is far more limited at present than some of the games that have been established for years.  However, with PBS followed by Industry2 followed by a revisiting of PvE, I am hoping that the diversity will increase as well.

One could state that other games have the same braod categories of activities.  The diversity comes from splitting, say, "PvE farming" or "Artefact Scanning" into a bunch of different types or giving them new sources.  The Missions are clearly in need of an overhaul, but that is coming, based upon Dev comments.

Definitely agree that the menu is mor elimited now.

But getting back to the point of the OP, "It's safe on Alpha", I  do believe that this will be a selling point for new folks.

Once they are in and especially once they are committed to a game that let's them play the way they want, they may decide to stick with Alpha, or like I did to go Beta/Gamma.  They may decide to stick to building and creative lines, or go into PvP and empire building, etc.

This is much closer to being able to "play how you wish", in my opinion.  And a larger player base will inevitably benefit all of the regions, Alpha, Beta and Gamma.

Sundial wrote:

The problem is Nemo is EVE in its current form is far more friendly game to casuals. The only people EVE is not friendly too are people who do incredibly stupid things. You can login to EVE and do stuff for 30 minutes. Name one thing you can do for 30 minutes in Perpetuum that is worth your time... Name any high end PvE content on alpha (I guess besides beacons which are not solo friendly and are costly)... There is none.

Well. smile  I was not actually using the thread to compare Perpetuum at its present state with EVE at its present state.  I play both.  From what I can see, once Perpetuum has had half the number of years and expansions as EVE, it should have just as many things to do.  And PvE is next up after Industry2, as I recall.

Sundial wrote:

I would disagree also that stuff like this only attracts griefers; that is a rather simple minded statement.

Only if you listen to it with simple ears. wink  Best to address the issue, I'd think.  Certainly all sorts of activities can attract people to make a trial.  Whether they are retained is another thing.  How many of them could actually do that sort of griefing viably?  People will do a drive-by of a game for any number of reasons.  I was looking at it from the point of view of attracting players that were interested in significant play and interested in staying in the game.

Sundial wrote:

Their drunken "frat boy mode" is simply allowing players to use the sandbox to create content. The devs don't stand on any moral ground giving players the opportunity to make the choices with repercussions. That is the single most important thing EVE has. People look at EVE and say "Holy crap people can do that? People can actually have an affect on the gameworld?"

Some "content" is not worth creating. smile  "No moral ground" is actually a simple convenience for the designers; it eliminates a lot of work.  Also not quite true; they do have a bar below which they will not let the game sink, but admittedly, it is very low.  There are many, many ways to affect the EVE game world-- and there will be in Perpetuum as well-- that do not have to be churlish, short-sighted, griefing or exploitative.

Sundial wrote:

Sure this might make alot of people butthurt that they are assaulting Jita

In my opinion, they are not "assaulting Jita".  They are simply suicide ganking a fraction of the shipping there.  "Burn Jita" was hyperbole and self-gratification, overblown at a minimum.  The only valid part of it is if they have aligned it towards economic manipulation that could benefit their alliance and holdings.  They ave done that by far subtler and better methods in the past, in my opinion.

Sundial wrote:

but at the end of the day this is sandbox content at its finest.

It's "finest"--seriously?  heh, we'll just have to agree to have differing opinions on that one...

Sundial wrote:

If this attitude would have killed EVE it would have a long time ago... Yet every single year it increases in population (with the exception of Incarna expansion). I would argue if anything CCP interfering would kill the game.

Here we agree.  As far as I am concerned, it did kill EVE, or at least what EVE could have grown into.  If you read or listened to any of their "manifesto" statements, they wanted to have the game allow you to do "anything you could read in a science fiction story".  All I can say is that their reading list must be rather limited.  wink

And check out their population increase as a proportional fraction of the total population playing MMOs, which have become more and more popular as an entertainment pastime over the last decade.

Considering the size of most games nowadays, the truly benchmarking, large games, EVE is little more than a niche game.  They may survive based upon franchising to Japan and China (thank goodness they abandoned the "one universe" there, for localisation reasons if not for anything else), or if they can retain Dust514 players.  As well, there is always a turnover in such games.

As for Perpetuum, I sincerely hope it can avoid making some of the same mistakes that EVE has over the years.  smile

Thanks for putting these up; they are cute and cannot do anything but help the game. smile

DEV Zoom wrote:

Make the consequences however hard you want, that still won't help the poor guy who just got his first hard-earned Castel suicide-ganked.

Cause make no mistake: if the possibility is given, someone WILL do it.

QFT and +1.

PvP is good.  Griefing is not.  Pseudo-legitimised griefing is not.  Sandbox cannot translate into "anyone can do anything they want" unless you want a tiny niche game.  There are actions that may be good for a player or a corp that are not good for the game as a whole.  For example, if you have a small player population, using a huge corp to massacre a smaller one completely and drive them out of the game, while providing epeen, is counterproductive to the game's life and expansion.  I am not saying that such a thing has happened here, or necessarily would happen (I have only played for a couple of months), but it serves as an example.

My opinion; your mileage may vary: Note also that "sandbox = free choice" is a laughable illusion.  It's like saying that you can order anything you want in a restaurant.  You can-- if it is on the menu.  Some games have a large menu and players mistake that for free choice.  "Sandbox = realism" is an even more laughable illusion.  Real societies maintain their status quo and mercilessly crush "in your face" (unsubtle) criminals and those that would deprive the enfranchised.

Some games allow griefing, and players mistake that for "hardcore".  Hardcore, in my opinion, is taking large risks with opponents who know what they are doing and who can hurt you back, not suicide ganking some poor new player that has 10% of your capabilities and may not even understand all the mechanics.  Only my opinion, mind you, and players are free to do whatever the game allows.

Devs and game owners have to decide what is valid on the menu.  I support allowing the PvEers to worry about PvE risk in a "safe" zone.  Mind you, the corollary is that the PvE experience then has to be balanced as the Devs think is good for their game as well.

Interesting how this thread has morphed from "attract new people whose emphasis is not PvP" to "why can't we have more goon-like behaviour".

If-- and I say "if" EVE Devs really find the Jita thing amusing, then it is to be hoped it's for the free publicity.  The only kind of people that would attract are those that think it's easy to grief in the game, and they might not stay, because it can cost you a lot of isk, until you know what you are doing.

I watched the Da Opa livecam for a while and it was incredibly boring: they were simply scanning for decent suicide gank targets and letting the rest go.  This is new?

If the Devs really like it for the silly activity it is, then they are falling back into "drunken frat-boy" mode and they will end up killing their game, unless they can make enough money from Dust514 and the Chinese and Japanese 2nd and 3rd sandbox franchises.  Stated CCP policy is to get away from stupid mode, after the Fanfest Mittani scandal, but whether they can hold that thought for a few months consecutively remains to be seen.

I realise that many are holding up EVE as a symbol of sandbox success, but look at the numbers: it is still very much a niche game.

Perpetuum, with the possibility to appeal to casual gamers, PvE-centred gamers AND PvP-centred gamers, could easily end up with 10 times EVE's actual live player subscriber population, if it got publicised well enough.

Now, whether the hardware could handle that many is another question. wink

Anyway, +1 to the OP.  Wouldn't it be great if, by the time of PBS, there was also a huge influx of all sorts of new players.  I am one of those that enjoys PvP, but would think it a great waste to only do PvP in a sandbox game that gives you 20 different sorts of activities to do.

And there are also a lot of non-PvPers that enjoy watching PvP and hearing about it, if they are not forced into it.  Bottom line, which EVE still does not completely understand, is that you cannot make people play the game in a way that they do not want to-- they just leave.  Now, if your player base is so large that you can afford to alienate, say, 30% of them and you are sure you'll get replacements (e.g. WoW), then fine.  Otherwise, it is wise not to offend your customers too much.

If Perp can truly foster enjoyable play for all types of legitimate players (I exclude pure griefers), then it has the potential to become massively popular.

Celebro wrote:

Nemo, are you using 64bit OS?. Just curious from past problems I've heard people encounter more problems with 64bit than 32bit. Though I am still using 32bit with no problems since.. forever, and I dare not to upgrade just to get that extra 500mb Ram.

32 bit.  However, I will be switching to a new 64 bit computer in about a week, with a rather titanic increase in processor power, RAM, VRAM, etc.  I'll see if that makes a difference.

DEV Zoom wrote:

Does this happen in fullscreen mode? If so, can you try whether it appears when windowed?

Yes it was in fullscreen-- I'll try it windowed, though I prefer not to play windowed.

The effect comes and goes, and varies with the time of day.

Will get back to this thread as sonn as I have pllayed windowed for a few hours.

Agreed, and not only are the highlights/borders useful in general, but new players would find the head's-up very good.  Many, many times I have answered in Help, "What does it mean if it says I cannot exit the terminal without and extension"?

+1

Sadly, the problem is back again now.  Drivers are up to date and I am having no other card issues and I did reload that gbf file, so I am stumped.  The effect comes and goes.

I reinstalled the drivers.  At the moment, that seems to have worked.  I'll see if it remains stable tomorrow.

Thanks for the advice, all. smile

No overheating and no problems in any other games.  Checked drivers recently, but I'll check them again.

No joy. sad  Same problem still exists.  Thanks for the idea anyway.

Devs?  Any ideas?

Thanks, will try that.  My drive was almost 0% fragmented anyway, but there's always the possibilty of a corrupted file.

Fairly often, when I undock, the entire top bar of the interface-- the one with the menu pulldown buttons at the left and right-- simply becomes a black bar.  Occasionally it has a scattering of gibberish symbols across it.

If I mouse over the correct positions for a pulldown or button-- say the Map, or Search, or Enter for a structure-- I still get the pulldown or effect.  So the game is playable but inconvenient.

The bottom of the screen also has a small black band, so I cannot see the lag meter.

Occasionally the correct image will flicker in place of the black, but it will then disappear again.

Constructive advice/a fix would be appreciated.

43

(9 replies, posted in General discussion)

Terrific sculpture (or, in the Middle Ages, a "subtlety"  wink  ).

A good Easter to all. smile

44

(33 replies, posted in Balancing)

However, PvP does not reduce the NIC in the game.  The only thing that takes NIC out of the game is if it gets given to NPCs for some reason.  Otherwise, it just circulates, as PvP losses are replaced at the market or through production.

Now, NIC circulating does stimulate the economy.  So what is the problem?

Inflation.

Eventually there is a huge amount of NIC in the system.

Is Inflation bad?  Yes and no.

If a huge amount of money in the hands of whichever segment of players are "the NIC stops here" players, then whether inflation is bad essentially depends on what can be done with the NIC.  Also, as has already been observed, if they feel that they have "won" the game they may leave-- but if they do, that takes some NIC out of the mix.  Not good for company revenue, though, because accounts get closed.

If a lot of players have hundreds of millions or billions, and continue to play and decide to purchase things, then prices for hard goods get driven up and newcomers will find themselves incapable of buying anything high-end in a sandbox system, unless individuals or corps simply practice charity.  That has not happened yet likely due to the low number of players-- many of those that have been here for months have just about anything they want already, so all they would spend NIC on is stockpiling extras and replacements in case PvP picks up.

Inflation also makes the game very shaky, if there are any items that have an out-of-game significance-- for example the ability to purchase game time with NIC.  Perp does not have this system, but if it ever did, infinite NIC sources and very few sinks could cause great problems for the parent company.  Not because the game time would not have to be bought for real money, but because people with huge amounts of NIC could in effect price control the value of game time extensions, or even attempt to corner the market, and that is a bridge between real money and play money.  NIC-for-game-time also still ends up simply putting the NIC in the hands of the player selling the time-- unless only the NPCs (company) sell the time directly-- but then the company loses revenue: deadly.

The other sandbox game has almost reached the crisis point regarding this right now: they are already about to implement "watchdog" measures regarding their gametime-for-play-money system.

If more players join the game, it will stimulate the market-- for a time.  But as the OP understands, more and more players means more and more NIC entering the game without any exit point.

Regarding Inflation, if the PBS system keeps any high end items as strictly NPC-supplied, and if the costs are high, then that will serve as a NIC sink where it is needed-- at the high end.  Whether it will be enough of a sink will not be predictable until population and Terraforming start to set up the new dynamic.

If, due to typical "sandbox" philosophy, it eventually becomes possible for player characters to produce all of the new items, then the NIC sink disappears again and Inflation again may become a problem.

Annihilator wrote:

in free cameramode, you can still control your robot with all methods of autorun:

doubleclick grountile to aproach it
shift-click radar to auto-pilot there
autorun and robot will still run in direction camera is facing

in theory, you could still combat with in that mode, using the mouse inputs from landmark-info window wink

Interesting.  I tried double-click mouse to move, and numlock, and neither produced any effect at all.  I'm not a big fan of tile-click or radar autpilot, but it's good to know that that works-- thanks.

However, I am primarily intersted in these camera modes for taking screenshots and/or video, while still being able to move.

As I have heard in a couple of threads now that the Devs are wholly committed to PBS and not working on other stuff at the moment, I will wait to see if they ever enter an iterative phase to clean up exisiting problems or to act upon improvement suggestions.

Yes, I am a player who subbed for 3 months after the trial.  I am only in my first paid month.

Since these forums seem reasonably open to new ideas, I thought I'd toss one out there. Unfortunately I came into the game during the "PvP lull", so I am not sure how interesting/nonsensical my ideas are.  Still, you don't find out if you don't ask.  wink

Sounds like we're back to a request to the Devs to make it easier to take a screenshot with just the landscape and contents showing. smile

The camera release allowed me to pivot and look all over the place but seemed to disable all of the other controls.

Thanks for all the advice though, folks.

Since this is not a "feature", but an idea for a bot, I thought that I'd throw it out here.

Thinking of something that would simulate a helicopter gunship with chainguns blazing away.  Maybe variants with teeny missile launchers-- but I like guns. tongue

As far as I know, everyone gets firearms as a basic skill, so no colour will be disadvantaged at the start.

Fast, fragile, and uses autocannons or the like.  Relatively cheap so that you can lose one without it being days to grind it back.  Probably less useful for PvE than for PvP: these would be flankers and strafers.

Probably they should not have enough power to run ECM, if they are fast and manoeuvrable-- although if they are also fragile, that may not be as big of an issue.  If they are firearms ships, they could be built with small accumulators.

One feature that they might have is a fairly high slope angle, since they won't actually be "flying" that high (unless this game will support a z-axis).  This makes them more like GEVs than helicopters or 'planes: they come swooping up, over and down ridges and from the periphery, hit the targets and run like heck.

Playing Wagner in the background, of course. tongue

Thanks for the console info, Burial.

Guess I am just lazy, used to games where you might have up to 3 camera presets available.  wink

Some hotkey-able, or otherwise definable, camera controls would be useful.

Likewise, a single key to be able to hide the UI for screenshots would be good. 

(I would have said also for capturing video, but considering how fragile client stability is at present, I don't know if I'd try that.)