Tiggus wrote:
Arga wrote:
Tiggus wrote:

[*]Increase the number of beta islands, allowing more alliances to spring up[/*]

The player base is already too diluted with 3 islands and 3 alliances. These Alliances have maybe 150-200 agents online at any time (due to player base spread over time zones) which consists of 70-90 actual players with 2,3 or more seperate accounts.
.

The size of the current alliances does not matter, what matters is they for the most part control the islands they live on, allowing no new growth for up and coming corps.  Take a look at: http://content.perpetuum-online.com/~gargaj/  , there are plenty of corps out there who would like to experience beta but in no way can compete on the current islands.  A game that has only 3 alliances is not conducive to growth, these corps should not just have 3 choices for a beta experience.

The Frenchies need an island too!

77

(72 replies, posted in General discussion)

Kernal prices are hilariously imbalanced.  They need to remove low level kernal orders or ALL kernal NPC orders and the players will decide their worth.  They will then dramatically drop in price and be more balanced for the difficulty it is to get each type.

The problem is theres not enough room/islands for the smaller corps to get a piece of the PvP pie.  If you try to live out on beta, you pretty much have to join one of the alliances or else you just get rolled and forced off the island.

There is certainly not too spread out by any means.  You can roam the entirity of the pvp areas in the game in a couple hours, which leaves little room for anyone to hide without being found often.

BizzyBeast wrote:

1) Game will fall by the wayside slowly but surely if changes arent make, like (but not limited to)

- Collision detection. Robots that ghost through each other.. Are you kidding me.

Adding collision means a lot more data travelling through the server.  Not impossible, sure, but they wanted to keep bandwidth usage down to keep sub prices down.

It also has huge potential for griefing in this game if not handled properly.  Have a group of 6 people stand in a circle around the noob spawn point and they cant do anything about it.  Would have to have some sort of "push" mechanism and not true collision so you could go through people but it would be very difficult to stack people on top of eachother.

If zergs cannot be managed by other means, this would be the next logical step.

- Anti-zerg. Currently numbers is just a valid way to steamroll PvP. Considering only a single resource (which is steadily available on market for not too inflated prices) is the reason to be in PvP areas... Zerging becomes a norm. Then to counter everyone always brings more. "Why you have so many?" "We thought you had more!". Derp, endless cycle. Needs balancing if the game is to survive passed a few monthes.

Things are supposedly in the works to start dealing with this.  Lets just wait and see what we get and how well it can deal with zergs.  EvE grew but never got rid of zerg tactics, but I would be saddened to see this game head in the same direction.

- Removal of trick skills that attempt to goad new players into buying new accounts after making unchangable mistakes. Who uses machine guns after starter bots? Why is it even a skill?

Fair enough.  Adding EP deletion cost was a rash decision to remedy the problem, but by far from the best choice.  There also needs to be more help thrown at you at the start that you can choose to ignore or not.  Yes, theres a wealth of knowledge in the help files and forums, but for a noob its hard to sift through properly.

- Respec for newer players so they dont just quit the game after such mistakes are made, like most do.

I've already recommended a 1/2 week grace period for an account where you can respec once (maybe unlimited but that could have issues) during.  After that period you're on your own, regardless if you make new characters.

- Reasons to PvP. Like customizing outposts and having meaningful influence over the beta islands.

Currently you cant blow anything up but bots, so running away when you are assured to lose if you engage just favors being cautious.  Everyone has done it, and unless both sides feel they can at least do some damage to their enemy there likely wont be a fight.

Hopefully we wont have to wait too long before player built structures are in the game.  At that point, if you dont pvp you will get you buildings blown the f*ck up, so being a coward on beta wont be an option.  You will probably have defenses to make protecting your home easier, but if you just run and hide you'll probably start losing your sh*t quickly.




We also just need more pvp islands in general.  The 3 we have is not nearly enough room.  They wanted to keep it smaller because of the population, but when a small group of corps can essentially own 1/3 of the pvp land mass, there needs to be more.  If theres more beta room to get "lost" in, the smaller guys are more likely to venture out and try to make a home there.

We dont need to be crammed together to ensure pvp.  If theres a presence out there that is growing and threatening your way of life, you will travel to find them and try to stop them even if theres 2 empty islands between the two of you.

Narrative content?  LOLWTF?  Do you want voiceovers and bots with chat bubbles to make you feel like you're in some *** anime dub?

We're essentially in earth orbit connecting to these bots through computers.  The fact that the missions are in text is actually more immersive than if you were to having James Earl Jones read them out to you or some BS like that.

Voice comms are the associated agents talking to eachother likely in the same fashion we are doing.  This is basically a computer game simulating a computer program in the future.

The only immersion further we could have is if when we docked up we had a chance to "walk away" from our computer screen we're currently viewing and walk around some space station in Earth orbit to converse with other players.  Corps/allinaces could buy their own stations to seclude themselves in if they wish, but most players would be in the megacorp ones.

It almost reminds me of what EvE might be doing with being able to walk around inside stations, but this is more universal and not dependent on where your bot is in the actual game.

81

(3 replies, posted in Q & A)

F*ckin magnet....... -ic weapons.  Bane of a Waspish's existence.




When in terminal you can open your bots into and it will tell your the % of resistance as it relates to the current resistance points.  You can figure out how the curve works with all of the numbers you're given with just the base values.  The most resistance you can get is around 80%, but you wont see much more 70% because it gets exponentially harder as you stack more resist points on it.

There used to be a graph displaying the point vs percentage curve, but it has been since lost in the beta archives and I couldnt find it in any search.

Euphoric wrote:

I predict world domination of Nia by Russians.

Edit: Also, the devs will release 36 new islands of the exact size and shape of the current islands, thus continuing their strange preoccupation with symmetrical geography. The new influx of this real estate will lead to vast swathes of...land... being claimed in the following manner:

"Yes, yes...this is a fertile land and we will thrive. We will rule over all this land and we will call it...ThisLand."
--"I think we should call it your graave."
"Ah, curse your sudden but inevitable betrayal!"

+10 cool points to the first person to "get it."

Will we have daughters with huge..... tracks of land?

83

(23 replies, posted in Feature discussion and requests)

If you're not worried about nic/h then I implore you to get a few friends and haul your *** out to beta and fight a higher level bot spawn.  They are much more interesting, although repetitive all the same, and require much more coordination and tactics than anything on alpha.  It is still quite profitable if you can avoid pvp, and is certainly much more entertaining.

Mech spawns are easily much more profitable than any noob spawn, but we just havnt seen a large enough proportion of players in mechs, or supply of mechs in general, for large group mech farming to be needed.  Most are still doing bot/small research as well, so there just isnt the demand for mech kernals so much just yet either.

My prediction:

M2S ends up owning all of the outposts, and anyone who wants to get on any beta island is swarmed by 50 of us in heavy mechs.  The game grinds to a halt as our advantage over everyone else is so vast that it is impossible to catch us.  The devs are then forced to reset the server and perma-ban every M2S member.

Player A takes assignment.

Player A's friend takes the corresponding assignment.

Player A either goes out in a cheap ship and gets killed by his friend, or Player A does the mission without any problem from his friend for the reward.  His friend takes the faction loss because they are just doing this for the loot and he has nothing else to do with his faction anyway, and will just grind it back up soon enough.  This takes 0 time out of his friends game and he is richer for it.


Its just way too exploitable, and if you make the rewards really high you'll only encourage more exploiting and not more legitimate use of them.

Bounty hunting I can get with.  It would have to have its limitations like requiring them to be killed in X type bot (assualt or above or something) to count as to not be exploited, but it would be a nice way for corps to spend their money and give an incentive to smaller groups who want to pvp but dont like the inherent loss involved.

You shouldnt have to accept the bounty, it just gets rewarded when the player is killed by another player.  Groups could go out in areas where they know there are many players with bounties to increase their chances of getting the bounty.

86

(15 replies, posted in General discussion)

Container wrote:

Sympathies.  There is a lot to learn about the game all at once for the new player.
And it is easy to allocate EP wrongly.
New players please read the guides in my signature to avoid a lot of errors.
(In AXE we have additional guides to help people avoid wasting EP as well).
Have a good Perpetuum experience.

Because I think you have the best intentions in mind with your guides, I'll help you out and hopefully make those links a little easier for someone to understand and use if needed.

Just quote this post and you can copy the formatting.  The only problem would be if it makes you go over the character limit, but I dont think it will.


PERP101 Guides: Getting Started, Beginner's FAQ, Choosing A Faction

You are an agent at a terminal.  The game is the program used to connect to your bot.  The backstory page is your agent reading about history online.

Immersion successful.

88

(6 replies, posted in General discussion)

Use the plannee to set your ideal skill set down the road, then it will give you the optimal attribute distribution.

89

(17 replies, posted in Balancing)

Small group pvp up to about 20 per side is the best kind of PvP, and I think most would agree with that.  The most fun I've had in fights is when we had around those numbers.  Its not enough to just obliterate any target called instantly, and not too few that it just turns into a goose chase through the island never doing enough damage to kill something.

90

(17 replies, posted in Balancing)

The devs say they'll expand the land mass when theres demand for it.  So, I ask them: WHAT THE F*CK ARE YOU WAITING FOR!  The 3 beta islands are basically controlled by the 3 major alliances.  We need more room to spread out and give other corps a chance to rise without having to be friendly with the other corps, more open islands for people to feel they can get "lost" in them and not be found easily, and to be able to experience beta without the near certainty of being seen and chased.


The Devs denying the game of land mass just says that they're trying to starve us and force us into pvp all the time.  Just give us the damn islands when you make them and I KNOW people will still find each other to pvp.  They're trying to control the population on beta islands and thats just wrong.  Give us ample room and we'll do with it as we wish.  Trying to feign a feeling of activity on beta is just wrong and people dont like it.  You wont see more people on beta, less people on alpha, and less people complaining about it being so damn packed on alpha until you expand the landmass.

I can think of many common situations where you wont fit a repper, wont fit a lwf, wont fit an armor plate, or wont fit a hardener.

Robots get more slots because they are bigger and can accommodate more modules at one time.  There are still a wealth of fittings you can do with a bot, not as many as a mech of course, but the options are definitely there.

The only thing I could see happening is advanced assaults that require dedication into robot control that have more of a certain slot, but dont necessarily have better stats.  You would have to improve your extensions to fully fit them, and they would be more powerful than assaults and would be useful in pvp against even mechs, or at least not super fragile compared to mechs.  This should only come after we get destroyers, though.

92

(17 replies, posted in Balancing)

Noobs will have light bots to pvp in, and 400k is cheap and even less so if you insure it for a fight you think you'll die in. Faction lights are noob pvp, not arkhes

Corporation built sensor towers.

commiedic wrote:
Neoxx wrote:

The meme is strong in this one...

thx for bump =P

Welcome!

If you really want to try to gank people, small squads of ewar is your best option.  Sure, they dont do much pew pew, but you want to get in and get out, killing a miner or two or a straggling assault without getting caught.  Especially with ewar, you are not much at risk of damage when they cant lock you anyway.

You have to take the good with the bad.  The bad is that you cant be on top of someone instantly, but the good is that they cant escape instantly if you do get to them.

Hehlol wrote:

Sorry, you gotta be a Cool Kid to join the Club!

In order to understand my wit and acronyms you must first be able to resist the temptations of epeen so that others may converse with you on an equal level as opposed to an imaginary pedestal you created for yourself through code.

So standing on this imaginary pedestal means I can levitate?  AWESOME!

The meme is strong in this one...

97

(10 replies, posted in Selling Items)

Vorgrim Scout wrote:

One would think your alliance mates might want their names on the map. I guess living in M2S's shadow is legacy enough for them. lol

because spreading out our forces is a smart idea.

98

(17 replies, posted in Balancing)

10 arkhes can be quite scary even against a rep tanked mech even....

99

(17 replies, posted in Balancing)

Arkhes will never disappear as long as they are the perfect scout and can kill things for free.

100

(17 replies, posted in Balancing)

Over the past couple days it dawned on me that a ton of things that are imbalanced with the game relate directly to the noob game.  Maybe the devs just didnt want to make it any harder for people to start out because of the very complex nature of this game, or they just didnt have enough data to properly balance things.  Still, something needs to be done and SOON.


Arkhes

They are way too fast and way too free right now.  They are insanely useful in PvP, and can outrun most bots even with weapons equipped.  These are supposed to be used by newbies to get started or when you've hit rock bottom and need to get on your feet again.

Suggestions:

- Reduce their top speed.  Noob spawns move at snails pace anyway, so these need to only be fast enough to run away from those.
- Remove PvP capabilities.  Either they cant lock onto other players or they cant even set foot on beta.  PvP is no place for a free bot. 
- Only allow Syn-tec equipment.
- Limited supply.  Only 1 arkhe per 12 hours with a timer before it gets 'delivered' to your storage when you die.  Solves the 'arkhe swarm' after your group gets wiped out.


Assignments

The level 1 assignments are way too profitable right now, as well as giving higher relation than higher level assignments at times.  They are super easy to do and give a decent amount of special ammo as a reward.  Players can run these indefinitely with no risk.

Level 2 assignments from the outposts are too out of the way for the reward they give.  People just continue to do level 1 until they get to level 3 where the assignments come back to the outpost.

Suggestions:

- Bring back assignments disappearing if your relation gets too high.  ~1.00 above the level of the assignment.
- Decrease rewards in conjunction with decreasing relation gains.
- Less ammo for lower missions, but still good NIC.
- Increase higher level rewards, especially ammo.
- Allow assignments to be accepted or completed at any outpost/terminal on that faction's island.


NPCs / Kernals

Low level kernals are currently way over priced for their value.  I'm not going to say that high levels are under priced because I think its too easy to get NIC right now, so that needs to be lessened.   The low level spawns can be killed in 2/3 salvos by an assault, with nearly 0 risk of dying unless you crash or are an idiot.  Higher level spawns are many times more dangerous, and can only be done in groups some of the time, but they only give kernals that sell for 1.5x on the market.

Suggestions:

- Remove all kernal buy orders from the market and let the players determine their worth.
- Remove only low level bot kernals (rank 1-3) to keep part of the NIC faucet in game, but let the low levels drop in value to push people away from noob spawns.
- Insta-ban anyone with more than 60k EP that kills a rank 1 spawn or below.