126

(92 replies, posted in Feature discussion and requests)

What about removing the faction minerals to beta and gamma only? Too harsh on the miners? It seems like they are used in such small quantities anyway, that it wouldn't really hinder much production but may make them more valuable and spice things up...

127

(96 replies, posted in Balancing)

Long range and short range ecm modules just like demob. Long range need los and short don't.

128

(92 replies, posted in Feature discussion and requests)

the amount of ore you mine should be determined by the amount of time you want to spend mining it, not on whether or not some other corporation has mined it all off the island. If you want to increase the size difference of fields from alpha 1 to alpha 2 to beta to gamma, that's fine.

But I personnaly think mining wont be as great when the server is full of people mining. I hate mining with other people. I mine by the field and I go to the most remote field I can find and mine the whole thing out. If I had stupid newbs trying to mine my field in their termises, *** up the lines of my miners, it would drive me insane. That alone may be enough to discourage alpha mining. That and having red spawns pulled on to you....

Syndic wrote:
Merkle wrote:

To reiterate what the problem is.

Everyone having the ability to jump and and out of PVP = Fair.

Having Defenders ONLY having the ability to jump INTO PVP = No So Much Balance.

Fix.

Well, Fix armored actually.  Lower HP, increase Timer. Fixed.

This is where your inexperience is taken advantage of and your opinion manipulated Zoom.

Contrary to what the fine young woman is saying, PVP doesn't happen only on teleports. Very often PVP occurs in the middle of *** nowhere 10km from any TP, and that's exactly where the no-jumping-flagged change curbs the most excessive abuse of armored's to dodge PVP.

Today we got 3 kills that yesterday we wouldn't have gotten if the armored's still allowed people to jump around flagged.

And tomorrow you won't get any kills at all. Because they won't have a chance if outnumbered. And they won't show up again. At least when they drop an armoured, you can drop one too and meet them somewhere and continue the fight.

Its not a big deal for STC because we are filthy rich. But newer corps won't have that same luxury.

The more I drink about this, I mean think about this....

This will have a huge effect on gamma combat as well. Why would a smaller group ever go roaming on gamma if they knew a larger corp was out there. The second you flag up, the  entire other corp can spark, undock, drop tele and be on you before your flag drops and you can use a tele. It can take 5 mins to walk to an island teleport on gamma. Think about that.

It will be bad enough at some beta island outposts. Outposts like Karapyth on norhoop are awesome. it will literally take a flagged robot more than 5 minutes to walk to internals and try and get off the island. While you can undock karapyth, drop tele and beat the aggressor to any possible exit. Awesome.

Hell it took at least 5 minutes to walk to STC's Imidero Fortress from an island teleport. This change makes attacking that a one way trip.

Just seem like the small guy/corps get screwed way worse than the large ones.

So I just caught up with 100+ posts on this topic after a day off on the forums. So much to quote and respond too, but I just don't have the energy.....

Edit: And its still a bad change, the inability to teleport while flagged. We are back to safelogging being the best means of evading pursuit. That, or not engaging at all. Why someone having the ability to leave via teleport is any worse than someone having the ability to get there via teleport is beyond me.

Do vets even still bother with observers anymore?

Rage Rex wrote:
Shadowmine wrote:

Last I checked STC was you guys's only opponent. sad

Tick tock

Lol, that broken *** clock has been ticking for 2 years now... Someone should have that thing looked at..

While you Dev's are in the balancing mood. How about we remove accumulator recharging while having instability timer. Lets remove the ability for a shield bot to jump back and forth on a tele indefinitely without ever being able to be killed.

As it sits right now a bot with a shield can jump back and forth on an island teleport and can fully recharge its accumulator while sitting safely under the syndicate protection/instability. If we remove accumulator recharging during this time, you at least can have a chance to wear it down.

Lets even the playing field a bit with shield vs armor tanks...

Last I checked STC was you guys's only opponent. sad

136

(94 replies, posted in General discussion)

Only allow comments from accounts involved in the engagement.

Great post! If you need anything STC will help you out as well. Ninja mining epriton was one of the most fun activities I have ever had in perpetuum.

138

(27 replies, posted in General discussion)

Dev Zoom. big_smile

Rage Rex wrote:

Thus they can still sit on their Armored TP and escape before committing. Meanwhile Flagged players hoping to engage across the map can't play. The result will likely be even less PvP.

I don't mind this change mechanic wise really, but I do expect the end result to be less pvp. That's my only issue with it. When in doubt, people just wont flag up. IMO, the armored teleport really only ever gave people a false sense of security. You would feel good that if things went awry you had a CHANCE to get away. This would lead to groups flagging up and testing out the enemy defences knowing they had a chance to escape.

In actual practice it rarely worked out that way. More often than not the teleport beacon was never used to begin with. Anyone ever try and jump a fleet of 15 or 20 guys through 3 armored teleports? With 30 seconds in between jumps and a 3 minute warm up, you are never getting the majority of a fleet out safe with armored teles. It just almost never happens, and if it does, its usually something the other side did wrong allowing them to escape.

I would have much preferred to see a 60 sec wait time in between jumps or something along those lines instead. I guess we will see how this whole thing pans out.

PS: I would love to know the DEV's reasoning for this change if one would like to chime in... smile

140

(34 replies, posted in General discussion)

Am I the only guy that scans down several fields on an island and picks the best one? I never have to mine under spawns...

141

(69 replies, posted in Recruitment forum)

I want appropriate action taken to the person that dropped that armoured tele... A price must be paid...

142

(69 replies, posted in Recruitment forum)

LMAO! Great post Ville! We would have loved to have fought on that day, But sadly after giving you nearly TWO HOURS to rally your troops. We couldn't wait any longer for "The Biker Chicks" to engage.

But even still, in a last ditch effort to get you guys to engage our Mechs with your Heavy Mechs. We presented you with the most sought after of all prizes in perpetuum. Merkle. Our indomitable leader selflessly flags up, risking his own life in a vain attempt to provide enjoyable pvp content for his fleet...

But alas, not even a chance at killing the fabled beast could awaken you from your drunken slumbers. Instead of jumping your fleet in to engage, you sent in an unarmed lithus transport bot to sit on the teleport and write incredibly long forum posts about the pvp that never was.

Want to wait 2 hours in the hopes that your corp can scrounge up enough balls, I mean people to pvp? Want your CEO to spend his time drunk watching archer and making forum posts? Want a corporation that will not engage in pvp unless they have numerical AND bot size advantages? Then PHM may be the corp for you.

But if you want to spend your time roaming islands with a great group of guys? Want a corporation that spends its time out looking for fights, instead of talking about ones that didn't happen? Want corporation leadership that will risk it all to get fun pvp action for his corp members?

Join STC. Now recruiting.

Actually, it seems the more I think about it. The more I kinda like trying this out. Its not like you can grief noobs on alpha with this or anything. So its really only an issue on beta and gamma. And tbh, giving people more information on where to likely find pvp seems like a great idea. More Pew!

And really if you keep harvesting noralgis in the same place as you were killed at before, then you probly deserve to lose another bot and have your crop burned to the ground....

I was thinking that this could be an issue showing who is hitting saps and who is defending their saps etc. But it really isn't any different than matching up the killboard with the intrusion list to find that same info out. If anything this is easier for new players to figure out.

Rage Rex wrote:

Not sure what I think about Specific Coordinate Intel after the fact (real time is obvious disaster). I can see how its an issue now with a low population and not much data to sift through. But assuming Steam takes off my thought is that without 3rd party software it would be hard to find useful patterns. And then if would mainly be probabilities, not certainties about future action.

Well spoken sir. I agree with this. On the surface the idea of coordinates of death being posted sounds like a horrible idea. But putting that information to use to create any sort of advantage seems far fetched. TBH, having the name of the island is still the most important info, much more critical than the actual location of the battle.

Especially if the killin bot business picks up like we hope, the relevant data obtainable from this information will be watered down to the point of being nearly useless if not down right misleading.

I think.....

Rage Blackout wrote:

The smallest thing can have a great effect on a sandbox game.

Beacon pits anyone????

Actually, I still maintain that beacon pits weren't the problem. It was rather the rate at which you could earn tokens that was the issue. Beacon pits were merely a side effect.

Tbh, Gunner. I think the best thing you can do for this topic is to stop posting and let cooler heads prevail.

You have made your opinions known to us all. But you coming on here flaming everyone who posts, is going to do nothing but muddy the waters and turn this into some sort of C/D forum war if it isn't already.

I love the new addition to the killboards personally. Its cool to see where these fights happen and give some context to the battle. Had this been in use back when there were static ore spawns I could maybe see more of an argument.

But if the whole premis of your "Rage" is that it is too much free intel. How is it any different than listing the island they were killed on? You still don't have to get in a bot and go scouting, you can tell what islands are active and which are not already.

The only real argument I see is that you can spoil someones long term logoff/gate camps if you see the same guy killing multiple people at a teleport many times over. But I'm not totally sure I am against that. Adds another sense of danger to the serial logoffski guy.

@Rage Blackout: I know your response to my post is that I know nothing. And that I should stop posting unless I am actually in agreement with you, I mean,contributing to the topic. But I'm bored and just want to be part of the group....

Lets see how this plays out...

I don't see how knowing whether it happened on the north teleport or at an outpost really makes much of a difference after 15 minutes.

Edit: And now we know that its not coincidence his name is Rage Blackout....

Armoured and emergency interzones would be great too.

149

(69 replies, posted in Recruitment forum)

DEV Gargaj wrote:

I bet the whole thing is a Terrible Lie.

I saw what you did there. Gold like that shouldn't go unnoticed.. big_smile

Travel in this game is just like everything else in this game. You get better at it and it gets easier as you gain nic, ep and knowledge. It does suck early on though....