https://playhawken.com/?ref=ykudgmjt

Yeah feel free to check it out-- a few FPSes coming out-- but I do prefer the sandbox games.

See, what most folks don't realise about Perpetuum is that the NIA plants are all 4 stories tall-- our mechs are that huge, too. wink

52

(31 replies, posted in General discussion)

Vehacan wrote:

My 2 cents for making perpetuum more interesting.

Risk - Reward - Chance

<<SNIP>>
All things above would bring more life to Nia and more life or diversity is what we need. smile

+1 to anything that makes NIA look more "alive", whether it is something that we can exploit or not.  As long as the pendulum does not swing to the opposite side-- continually disruptive events-- some random spawns, or the reintroduction of the caravans, or evidence that there is life on NIA would add to the game's flavour.

Again, though, having something to do in the way of missions, either the instanced varieties on Alpha that were suggesated, or simply a wider set of actually functioning ones, would be nice.

53

(31 replies, posted in General discussion)

So, some clarification, extending from the above, and some suggestions that I hope may be constructive.

Regarding PvE:

(1) Scaling missions for the various departments, hand-in-hand with commensurate, balanced rewards.  This includes both the rewards for the actual activity and any "tokens" or other such rewards.  As the "level" of the mission increases-- from a backstory POV as the agent is able to accomplish more for the Syndicate, against tougher opponents (corporate or Nian), the rewards increase.  From a top-down planning point of view, it would be good for the Devs to have the maximum reward in mind, so as to avoid inflation if the tree of choices is made longer.

(2) Missions for solo play are useful even for those used to groups-- the group is not always available.

(3) Group missions should have a different dynamic-- they are not just solo opponents x 3 or x5.  Is there a use for certain types of specialists in the group, for example?

(4) Decide if the mission heirarchy ends on Alpha and there is a completely different one for Beta, or if one gets to a certain point in the Alpha heirarchy and then the missions diverge-- there may be an "Alpha endgame missions" path and a "proceed to Beta" path, for example.

Regarding PvP:

People have vastly different ideas of what constitutes PvP.  Some think in terms of arena deathmatches.  Some think in terms of conditions for victory.  To some, blobbing an enemy is cheese and cowardice.  To some, expecting an opponent to "fight fair" is naive.

How do you make everyone happy?

You don't.

A reasonable middle ground might be to have the potential for as many types of conflict as possible: small bot, heavy mech, solo/small group, large group.  In reality, this may strain development resources.  The other answer is to define the constraints upon PvP-- or the lack of constraints-- fairly clearly for players, then build the best possible game structures and venues for it, and then roll the dice and see if your community embraces it.

In my opinion, "loss" of some sort if necessary, or there is no feeling of triumph or gain when you win.  However, the cost of doing PvP needs to be balanced against the amount of effort needed to get back to the PvP again.

Another factor is that sandbox games and any MMO with replenished, infinite resources of raw materials and in-game cash (e.g. from missions) will inevitably undergo inflation.  If different segments of the player community do not have equal opportunity to work with inflation, the dynamic of your PvP will change drastically over the months and years also: some players will be able to afford to PvP at the new higher prices; others will not.

54

(31 replies, posted in General discussion)

A new player's perspective (new to Perp, very experienced in MMOs):

(1) Do not try to push players anywhere by having "more fun" there.  If the game is not fun wherever a particular kind of player wishes to play, he doesn't relocate: you lose that player.  If that's OK, no problem.  If you wish to retain the player, they must have access to fun and reasonable success for where they are.  Everywhere in the game should have potential for fun-- perhaps different kinds of fun.
  Any part of the game with "less fun" or "no fun" deserves to be deleted or re-worked.

(2) It is impossible to "make" players play a certain kind of game.  If they wish to PvP, they will PvP.  If they do not wish to, they won't.  For PvP, the crux of the matter is whether your game's PvP is perceived by players as allowing them to do (a) what is advertised, and (b) what they expect PvP to allow.

(3) As has been said above, "risk versus reward" is a highly subjective thing.  Some folks have a video game, short-span, boom-reset-go-again playstyle.  Others like to see something grow or be created that has a chance of survival.  Even ardent PvPers require a way to replace their rides-- too much grinding necessary for restock will drive them away.

(4) Clearly defining the present state of your game allows players to make informed decisions about what they should expect.  "Alpha is safer but gives lower income" is fine if that is the expectation.  "Beta is where the organized and larger-scale PvP is likely to happen" is another possible perception.  Whether the game delivers on what it is perceived as promising contributes greatly to player staisfaction and retention, in my experience.

(5) Many players are not necessarily honest with themselves or with Devs as to what they really want.  It sounds cool to portray oneself as "hard core" or "not caring about <insert un-cool trait>".  When game Devs actually monitor  what players do, buy, etc., compared to what they say they do and want, it is often very different.

It would be nice to be able to storage stack in field containers.

Well, speaking as a relatively new person that has missioned on two Alpha-1s and one Alpha-2, I see missions names in a series that may go up to "Name-X", implying perhaps 10 missions at that level (say, level 3).  I have yet to see more than 2 missions open up at the same time in L3 in a given division, by the time relation rewards for that level go down to near zero.  At the very least, I'd like to see 3 or 4 of each type of PvE mission: combat, gathering, production, transport-- per level, so that there is some way to at least achieve the Alpha cap to relations eventually.

The idea of Alpha style instances for PvE (see Gremrod's post) -- i.e. ones that do not support griefing others' missions-- also appeals to me.  PvE combat for PvE missions is fine.

Now I don't know what the PvE is like on Beta islands, but for those times when there isn't a good fight to be had, something similar for missions for Beta would also be good.  This possibly might not include the instances (since they'd be safe unless people not on your team could get in to gank you).  Mind you, I am assuming that the point of Beta is the higher-risk-higher-reward thing as in the other sandbox, and that it's expected that you can always be attacked (if I am wrong, then sorry).

Enough variety in mission types and destinations should prevent obvious chokepoints, where folks would just set up in gangs to gank someone trying to hand in a mission.  OTOH, "missioning groups" from corps all doing the missions together, with the option of turning it into a firefight if you spot some opposition, might give some added zest to Beta PvP as well.  Just make the mission deadlines long enough that pausing for fights won't necessarily bork the whole process.

Finally, I'd like to request that the mission text be proofread (I'd even volunteer to do it) for accuracy and perhaps even to advance the game concepts and backstory a little.

@Arga, thank you for weighing in.  From what I have seen by perusing these forums, you tend to have balanced and insightful comments.  Not saying  that I agree with 100% of them, but the point of discussion is that many heads can bring more wisdom to the table-- we hope.

I quite understand the pseudo-economy of the game.  You are quite correct; both in this one and EVE it is driven almost solely by destruction.  I would like to see more creative drives, but that tends simply to mean maintenance for structures and the like, if they are not options for destruction themselves.

Perhaps the arenas could charge an entry fee and buy modules or bots from the manufacturing community.  Or, perhaps, the balance in the relative importance of PvP as almost the sole money sink could be otherwise diluted.

The trouble is that, with endlessly renewing resources, there is inevitable inflation and markets will collapse unless there is also consumption.  Is there something else that would entertain players of a "whole world" simulation, that could also consume resources?  Perhaps lots of resources?

Granted, that would have to be developed, but I am brainstorming alternatives.  The obvious, easier one is to corral a bunch of people into playing the game that want to go out and blow up their mechs. And who, somehow, can afford to.

Incidentally, if you check my OP, I was hoping that the arena would stimulate players into getting more into open-world PvP, not detract from it.  It was to be targeted at newer, low-EP, less experienced people.  Perhaps seeing that really, all you lose is the bot, would prompt them to get into PvP more as they got an income going.

Or how about this: is there a way that we could get the equivalent of EVE's "Red versus Blue" corps going?  Low pressure, rapid-turnaround, relatively inexpensive PvP, where your corp and your alliance's future does not depend on it?  The regions where that occurs show a bonanza for the economy.  Hundreds of ships are destroyed every day, and even hundreds of light bots in this game adds up to a resource sink that would create demand.

That, too, needs people, though.

Triglav wrote:

@ original question: why would you want to (srs question, but i suppose trolls are gonna troll this one)?
and 2: why do u think you can?

in fact if you're paying for a game, you shouldnt worry about supporting it in any other way tongue Or put otherwise: if you have to worry for that game, it's not worth the money tongue (sry dev team tongue obvious truth is obvious).

Yay 3 minutes of my life smile)

I know what you mean and no, I am not going to troll-- I never do.

I entirely agree that the responsibility for a game's success or failure depends upon the company, and that being a paying customer means that I do not "owe" them anything.

On the other hand, the reason that I even play these games is to do so with other people.  I have zero interest in FPSes, for example.  And I realise that this is only my own perspective.

However, as I like the game and can foresee that it could get even more interesting (I find many things in games like this to amuse myself, since I tend to make inefficient hybrids), I would like to see it survive and grow.

As to why do I think I can-- I do not.  But I think that "we" can.  Many, many things have grown from a slight effort by a few, that ends up multiplying by thousands or millions.

Granted, this is just an online video game.  Go outside into the real world and buy some down-on-his/her-luck person a sandwich and you have accomplished more than an infinite amount of game "honours" will ever bring.

But I like the game and I'd like to see it grow.  That's really all. smile

But thanks for sharing those minutes of your life-- that, too, is a significant gift. wink

And that, of course, is one reason that these discussions get so heated: different definitions and people talking about totally different questions.

If the definition of sandbox is: "Every player is part of one server, one scene, one storyline" -- and that's it -- then a great many people read a lot of "and" into the definition, so that "sandbox" becomes their version of what it should be.

If we accept the above definition, then Perpetuum is a sandbox game essentially because it has everyone playing in the same world, period.  The various gameplay mechanics, types of play, set-up of islands, etc., may contribute to the "feeling of being in a sandbox", but are not part of the definition.

So, what we are really taking about seems to be: what toys do we wish to play with in the sandbox?  And do we need to worry about making the sandbox inviting enough to attract people that like different toys, or do we cater to a narrower selection in favour of certain types of play?  If we want to play with blocks, do we want people in the box that would rather play with action figures?  Or dump trucks?  Or do we shoo them away, to keep our low-population blocks game "pure"?

Gremrod wrote:

The real difference to gamers is TIME. Most want instant action with no grind.


<<SNIP>>
Not sure if there really is anything that can be done since these game are so different.

Agreed re many do not want to spend any time before instant gratification of the pewpew gland.

So: is there a way to get instant pewpew in Perpetuum that does not destroy the "sandbox"?  Could the parent corps have "Operative PvP training" in some sort of arena, against other live players, same corp or different?

OPINION (feel free to disregard).  Look-- I have played soooooo many MMOs, of all types.  It really is pointless to get on the "we're elite hardcore niche" wagon or the "we need safe play" wagon, etc.  The game company and the game itself need both.  OPINION ENDS.

Bottom line question: What will bring in more numbers, and in the variety necessary for even these pseudo-sandbox games?  They need all types, and the devs and people that might actually wish the game to be economically viable need more subs, in order to have working capital and some income.  People with multiple accounts usually give a false impression of health--if the player gets disgruntled, suddenly a bunch of accounts are lost. 

To be viable, the game needs more live bodies.

If instant pew is desirable, can it be made possible to fight live players without a newbie risking their entire life's savings in every battle?  Maybe even make arena fighting a source of income while the EP build-- just not high income, so eventually the person wants to get into bigger and better stuff and has to progress.  The other, obvious way is to make income easier to attain so that the new person can affor dto lose bots/mechs-- but that can lead to inflation too early.

Don't stop the game experience at entry-level PvP-- but have an entry-level PvP.

OK, thanks then for the first suggestion: some way of giving fast PvP gratification to new players.

Any other constructive ideas out there?

I'm "new" in that I have only had the game for a month.

I heard about it before it even got off the ground in beta, while in EVE.  One of our corp members (European member) found it-- alas, he did not say how-- and posted the link.  Sadly, it was more to point and say, "Well, whom did they get this idea from, hmmm?"

I of course wish now that I had jumped into Perpetuum beta then and there, but I was playing several game already and didn't see the need for what was then perceived as an "EVE clone".

So: why did I come to the game?  I found the old link in my bookmarks, surfed it, and saw that the game had just gotten to the end of its first year.  Sadly, I missed all the hoopla of the tournament and the easter eggs near last Christmas.  If there had been any sort of ad blitz, that likely would have gotten a lot of people more interested-- nothing like a tournament and possible freebies to get people to try a game.  Still, I came in even without the freebies. wink

What got me to take the chance was the PPAT ad in the corp section.  That convinced me that the community itself was interested in seeing the game grow, and in getting newer players comfortable, much like E-Uni did in EVE along time ago.  Why did I stay when the initiative could not continue?  Because I had made contacts with a variety of corps already by then, and was able to move into one with good folks.

Now that I am playing, when people ask me if this game is just EVE reskinned, I tell them no: apples and oranges.  There are obvious similarities, but this is not the same game.  Any intelligent developer learns from the mistakes of others and tries to incorporate good ideas.  That has been the case since Meridian 59, The Realm, Ultima Online and EQ1 (yeah, I am that old).

However, there is a danger: I do not mind reading a lot of stuff.  People that will not read forums and hate any ad that isn't just explosions in their faces may never get past the "meh, just another..." stage.

So, if the point of this thread, as seems likely, is to decide upon ways to popularise the game, I am all in favour.  I would highly advise that advertising be able to point new prospects to a supportive new player experience and to a way of inspecting the various corporation agendas ASAP, however.  You want the trial to bring them in, not scare them off.  It's fine and fun being an "elite niche market"-- but such games are very fragile, as well.

Lots of mecha games coming out this year.  The main distinction that I see so far is that they are all straight shooters: hook up with a gang, or form one, get into your mechs and blow things up nonstop.

Sounds like fun for a while, but of course that's it.  Pewpewboomboom.  For those that only want that, these will comptete severely with each other and with Perpetuum.

At first glance, then, the main draw that would keep Perpetuum vital and help it to grow would be the sandbox and the other experiences available.  That includes PvE, industry, corp interactions and things often perceived as minor: backstory, written interaction between NPCs and PCs, and in general things like the eye candy of the environment and the eye candy related to the PvP.

So: Things To Do, alone and in groups.  Presumably, a sandbox MMO can always offer more things to do, even within the PvP or PvE subcategories.

Suggestions: how can we help Perpetuum to weather the Year of the Mech, as I am calling 2012?  Advertising, certainly.  But can we propose strong points and features that make it better to play Perpetuum than "That New Mech Shooter"?  I know why I will prefer a game like Perpetuum, but that's only one sub. wink

Arga wrote:
Dazamin wrote:

Also having a 'good' Island, will to some extent paint a big target on your corp, everyone wants to bring the big guy down.

Yes. If your the King, being the King is good.

If your the little guy trying to fight the king, that's not so much fun.

Game Theory Hat On:

I like the idea of small groups/small corps being able to move to the Gamma Islands, but a certain other game with vast tracts of open "wild space" has been trying to do that for years and it hasn't worked.  The big ones just grab more space and have roaming fleets to defend them.  Some may rent space, and various have more draconian or more generous "sharing" or "renting" plans, but frankly, if they put a big effort into grabbing it all, they expect to be able to profit from it, and fair enough.

That brings it back to the game infrastructure and the game population.  Certainly lots of space may reduce crowding until the player population grows-- but then again, see above.  Unless there is enough space that even a large corp would be spread too thinly to take it all, there may be no population-driven benefit.

In a sandbox game, it is usually anathema to have any mechanic or infrastructure that is perceived as "player-directING" rather than "player-directED".  This is, of course, an illusion.  There is always a limited menu of options from which to choose.  However, providing plenty of drama and possibilities for player-driven conflict tends to obfuscate that: artificial complexity can also be used as an easier substitute for actual depth.

So: what are some options that could be implemented that leave it up to the players as to how to react and to play, yet which do stimulate a desire for a large population to try out the Gamma Islands?  If Perpetuum can figure that out, then it will defintely have one up over the other sandbox.  PvP will be part of it, but economy and other relationships will be what makes it endure.  (Yes, PvP is a relationship.  wink  )

One thing that I will be intrigued to hear about-- or to see at implementation-- is simply the geography of the implementation.  That will have a huge effect on what the Beta Islands end up becoming, as well as the 1st and 2nd order relationships between the Gammas.  There would be a huge difference simply in linear links radiating outward, compared to branching links.  How many entrance/egress choke points there are is another factor.  For example, the perceived value of a Gamma "cluster" or "region", or even a single island, should include how easy it is to access, and therefore how easily it can be invaded, defended, and how easily it can communicate with large markets.  Links will definitely be one of the island "resources", especially if not all islands are created equally from the link standpoint.

As a corollary, if Perp will ever include other modes of transport in the future: flight, water surface, subsurface tubeways, whatever-- that may heat things up and introduce more choices and dynamism.

The issue that of course crops up is balancing the worth of trying to build things up, versus the worth of destroying them.  While the "epeen" and "just want to see things explode" camps will always want to destroy stuff, because that's an obvious ego-stroke, there still has to be incentive to see things being created.  Large wallets are not enough; numbers become boring after a while.  The power-ego-rush of claiming chunks of territory is one thing, and the sense of accomplishment of building outposts/fortresses/whatever, with useful facilities and factories, is another.

Devising how to let things be accomplished, at the same time as letting things be destroyable, is another thorny issue with which other games have wrestled.  Destruction drives the economy forward.  If it is the only thing which does, then the game is doomed to become just another mech shooter-- and there will be too much competition in that department.  More on that in another thread, "How can we support Perpetuum in the Year of the Mech?"

If it would not be too difficult to implement, it would be nice to be able to drag a stack of ammo to the Equip interface and have it load all weapons (or miners/whatever) at the same time.

I know it is only a saving of seconds, but any reduction in tedium is helpful.

If for some reason one wished different ammo in different weapons, it could still be done individually.

Interesting.  I did switch over from blue corp to yellow corp missions within a 24 h period, but there may have been a server downtime in there, as I play GMT-5.  So, unsure whether I should have been affected.

I definitely could switch between divisions within the same corp, as I have run combat, industry and gathering all at the same time.

I would agree-- being able to run missions for different corps would likely make it worth the travel time, though right now I even balk at time lost to try to split between Alpha-1 and Alpha-2 island missions.

Without getting into the whole "gosh the game must be taken very, very seriously" thing, and also not planning to remotely compare fighting in a game like this to anything like real conflict or war-- some sort of arena or combat experience where the sides are somewhat equalized and where it becomes a matter of tactics would be interesting.

Now, I watched the videos of the 1st annual corp tournament.  Obviously, there were some problems with the point and victory parameters, but also as obviously, no one objected to a "non-warfare", arena style tournament.  Any more than they do in that other, big sandbox game. wink

Since loss of bots drives the otherwise artifical economies of the sandbox style games (presuming no other deliberate money sinks, like perhaps customizable mech skins, etc.), then perhaps an arena where the bots will be destroyed and salvagable might appeal better to folks.  However, keeping it to matched bots and with restrictions regardng modules might make things a bit more interesting.  Then new folk that do not have half a billion to risk could compete in ordinary lights or something.  Sure, blow 'em up, just don't beat the new folks to death with your wallet.

Frankly, if you just want skills to be the important factor, then having the arena generate the bots/mechs etc. would be best.  You neither provide them nor get to keep them; they are just a set of gear you put on for the fight.

Yes, the folks with more EP will have an advantage, but frankly they likely could field bigger and better bots/mechs too, so fair enough.  At least with gear parity one might get to see some interesting fights.

And it's something else to do in the game.  Variety is good.  Last I heard, games were for entertainment.  wink

Hi.  I am enjoying the game so far, but I have noticed that there are some rather egregious choke points in the current PvE experience.  To put it simply, the only two L3 Industry-related missions that I can currently access on Shinjalar are far inferior to the ones on Daoden, though they are supposed to be "higher level".  One of them has inaccurate text and both of them drop you into groups of fairly nasty NPCs.  I qualify this by saying that they are "fairly nasty at the level that you can pull the missions".  I am sure that experienced folks would have no problems-- and wouldn't want to slum around lower-level missions.

Now, I have asked around and done some research, and I realise that the PvE experience has changed drastically at least twice, before I even subscribed to this game.  Hard--> easy--> hard, from what I have been told.

It would be nice to see a happy medium.  I try a lot of things: mining/harvesting, scanning, farming NPC bots for plasma/drops, etc.  However, Industrial relations/standing seems fairly essential for any kind of cost-efficient production.  I do not see myself being able to achieve this, unless I sponge relations of a group, and I would prefer to be able to earn it myself.

I am not looking for "easy"-- I am looking for more options, more paths, or simply a few more missions than the same two over and over.

Thanks for your time.

EDIT: Sorry, I missed the thread further down the page.  Consider this my +1 to make cans last longer.  Thanks.

------------------------------------------------------------

Disclaimer: Relatively new player, here.  I am informed that the current max time that a container will remain in the game if not interacted with is 15 minutes.  If that is incorrect, then please ignore this.

I would like to request that untended containers last longer than 15 minutes, if that is indeed the current limit.  I do not run multiple accounts just to have a hauler, and 15 minutes will severely restrict the radius of my operations considering the terrain in some areas.

I propose anywhere from 30 minutes to an hour.  It's up to the Devs to decide if clutter would cause much in the way of lag-- even if so, I cannot imagine that 30 minutes would be a big problem.

And yes, I am in a corp and love to cooperate with others-- but sometimes they are not on and I do some mining/harvesting. wink