1

(15 replies, posted in Resolved bugs and features)

The extra cycle also kicks in when a launcher auto-reloads. So it looks like the only way to avoid it is to manually stop firing, wait for the last firing cycle to end, and THEN reload.

Like the topic says: what if you could build NPC spawn points and place them around gamma bases? They wouldn't drop any loot and would follow the same rules of engagement as turrets. You could place different factions, types, and levels of bot, so there'd be plenty of potential to upgrade and tweak. Including respawn rate, aggressiveness, and engagement radius maybe?

Obviously this wouldn't be a substitute for actual defending players and turrets, but it might be useful AND it would make bases feel bustling and lively.

3

(15 replies, posted in Resolved bugs and features)

Annihilator wrote:

afaik its doing that for a long time already, but i didn't care to pay attention to it on my Laser mech.

Hm, I really don't remember it happening before. When I was mostly using a Tyrannos, I'm pretty sure I'd have noticed an extra 8-10 second post-reload dead cycle.

  • If I reload missiles when they're not firing, they run a long cycle (I'm assuming 10 seconds, but I didn't time it) flashing yellow and are then ready to fire.

  • But if I reload them while they're still cycling after firing, they finish out their current cycle (flashing blue), run a long cycle flashing yellow, and then run another cycle flashing blue.

This is with light launchers on a Waspish, haven't tried it with mediums. I also haven't tried it with any other weapon types but I'm guessing this has something to do with the missile flight speed fix?

Lahha wrote:

Base / (1 + 0.05 * ExtensionLevel)

Anyone ever play the Champions pen and paper rpg? This is how they'd calculate penalties. So "-50%" was actually "divided by 1.5". Weird to get used to, but actually makes a ton of sense. If you do it the more intuitive way, you get into a math rabbit hole where equal bonuses and penalties don't actually cancel out, and where the order in which you calculate them affects how much they're worth.

DEV Zoom wrote:
Kokomut wrote:

All of them. If a module doesn't work it will say, just give us the choice to do so.

If we do that, you will get an error for every module that is not usable on the selected target, every time you press space. If that's ok, we can do it.

This is kind of what already happens if you have weapons with different ranges, right? Doesn't seem like too huge a problem...

7

(45 replies, posted in Q & A)

Annihilator wrote:
Syndic wrote:
DEV Zoom wrote:

We're discussing how could we make light bots more interesting, you'll know when we got something smile

Give them +1 headslot. Problem solved, next.

really?

1 more module = less speed.

Change part of their basic robotics bonus so that each level gives -5% to all weight-based speed penalties, or something similar. A light bot-specialized pilot won't be able to go faster than normal, but they'll be able to put in a few extra modules without being slower than normal.

And I also agree with whoever said that if their role is scouting, change some of their BR bonus to reflect that. If we still need there to be a starter-level light combat bot, keep them as they are and introduce a 3rd type of light bot ("Recon" or something) with the speed and detection/masking bonuses instead of combat ones.

8

(21 replies, posted in General discussion)

Eh, more simply: missions don't make sense. There should be a distinction between "event" missions that you do infrequently (weekly, daily at most?) and that take longer, and offer higher risks+rewards, and "farmable" missions that you can do over and over (if mission farming is a Perp design goal). As it is, it doesn't make sense that the dailies (which you can only do once a day) are easier and simpler than the regular ones (that you do over and over). I know this is the worst way to make a point, but Perp "dailies" should be comparable to WoW "regular" missions (i.e. harder, more risk and reward), and Perp "regular" missions should be comparable to WoW "dailies" (i.e. easier, designed to be repeated and accessible to even super casual players).

9

(21 replies, posted in General discussion)

Syndic wrote:

*yawn*
Question: You're a new/solo player, you log in, what can you do in 30 minutes that's fun?

Yeah, that's a good point. I think that actually ties into the 24-hour mission window. Basically if you're playing once a day or less, there's no point in trying to do missions unless you can finish them (since they'll be expired next time you log on). This, combined with the fact that they're all over the place + you never know how hard a new one will be + they sometimes become unavailable in ways that are initially unpredictable makes the whole thing kind of a crap shoot.

Seems like it'd make sense to take away the 24-hour limit and put in more missions designed to be completed gradually. I.e. instead of "kill 4 of X, 4 of Y, 4 of Z" (in 24 hours), change it to 20 each, give us a week, offer 5x the rewards, and make it so that mission only comes up every 5 days. The fragment-collecting dailies are a step in the right direction, but they're...daily.

I'm also not really sure what the extension-based cap on missions you can accept is supposed to do. I've found the limiting factor on how many missions I can juggle are my cargo capacity and patience for scuttling around Hersh, not the extension. I mean, I guess I COULD theoretically run around doing a bunch of missions back to back, dropping a new can for each one and picking them all up later, but...why? It'd be different if the missions made it more clear where you were going to be going (so you could plan ahead to multi-task them) or if they were ongoing things that didn't expire in 1 day (so you could work on them on the back burner while doing other stuff), but as it is this seems like an idea left over from a more traditional system.

10

(21 replies, posted in General discussion)

I'm new and decided to stick it out after my free trial was up, but I can think of a few things that seemed kind of weird as I was starting out:

  • I assume this is well-known already, but the broken mining tutorial mission (suggesting area charges instead of directional, and giving players the impression they are supposed to search at a specific spot when there may or may not actually be ore there) totally baffled me and in the past couple of weeks I've probably seen dozens of new players get caught up on it. Some of them go straight to /help and get sorted, other spend an hour scanning and getting angry before hitting the chat channels, some threaten to ragequit, and I assume there are more that just give up quietly. I know this probably seems like a super small thing when you're worried about corp wars and gamma expansion, but it really sucks to have one of the first things you do in-game be so blatantly broken. Not only because it's no fun, but because it makes the game look badly put together, etc. etc. etc.

  • Along the same lines, missions could really use some cleaning up. I realize that a lot of pvp-oriented players either never did them or stopped early on, but they're going to be an obvious starting place for players coming from less sandbox-y games. And right off the bat, seeing daily missions with garbled placeholder titles really doesn't instill confidence in the game's pve potential.

  • Mission-wise, there also seem to be serious issues with balancing - I've gotten ~250k for super a super easy L4, then ~180k for an L3 that takes 3-4 times as long, and was then offered ~220k for an L4 that was so much harder than either of the others that I had to drop it (ending in a beacon spawning 5 demobbing hero npcs in an area too small to kite them). I realize I'm spoiled by Eve (where you can look up each mission to figure out whether it's do-able with what you're flying), but at the very least there should be some indication of what general bot type each mission is balanced for, as well as rewards proportionate to its difficulty.

  • While we're at it, the "you can only do any one mission 6 times out of 10" thing doesn't seem to be explained anywhere. I know it's not that complicated, but Perpetuum's mission system is even more oddball than Eve's so it wouldn't hurt to break it down in small words for new players or ones coming from other games.

  • Same goes for the way squad missions "work." I'm putting that in quotes because they don't really seem to work, at least when I've tried them - the end result is that you might as well just both do the same mission separately side by side, except that when we did them as a squad we each got like 10% less than the half rewards we were expecting for reasons that were never clear. Again, this isn't a big thing but if you're trying to retain players coming from games where sharing quests is a common thing, it probably shouldn't be broken and/or confusing. It would also be great to reward players for working together instead of punishing them with lower rewards and non-credited kills.

Aside from all that, there are a couple of more general things that struck me as weird:

  • NPCs' super-fast respawn rates. This initially confused the hell out of me (since I was mentally comparing it to every other game/MMO I'd played), and I'm still kind of stumped as to the design intention behind it. It seems like instead of making NPCs non-aggressive it would make more sense to just...make them stay dead a little longer after you kill them, so that people could temporarily clear areas where they wanted to mine, harvest, loot, do mission stuff, whatever? Not saying this is game-breaking in any way, but it definitely contributed to my initial sense of "wait, is this bugged? I guess not? WTF is up with this game?!" impression starting out.

  • The market can definitely be weird sometimes, although maybe that's just how things have to be. For instance, it was kind of frustrating when I, as a budding young TM pilot, had to shlep 2 islands over to buy light shields even though they're ostensibly a common fitting for Green bots.

  • Artifact hunting. Whenever it comes up in chat it seems like people are overwhelmingly using a third-party program that isn't supported and has all kinds of installation bugs. This seems like a pretty big red flag that the game interface could use some work. I found it especially frustrating because mining/scanning is relatively user-friendly (and has cool graphics), and then you get to artifacts and it feels like you're doing math homework on an old DOS machine.

Anyhow, TL;DR. Game is fun.