51

(23 replies, posted in General discussion)

Rovoc wrote:

Funny how it only happens during SAPs or PVP... Hmmmmmmmm.

So you mean to say that someone has been PvPing or doing SAPs for pretty much the last 3 hours or so?

52

(23 replies, posted in General discussion)

Update: Another 2 mass DCs just happened. And you know something is not right when your client gets fatal errors and you get mass DCs on 5-15 online people.

53

(23 replies, posted in General discussion)

To go more into detail server DC'd 3 times in last 15 minutes or so.

54

(23 replies, posted in General discussion)

Mass DCs, fatal errors, nom nom?????

I know things are going bad but please dont put the servers on that old firey toaster!

55

(10 replies, posted in Q & A)

Seems the delay is being further extended. Any word on that Zoom?

56

(10 replies, posted in Q & A)

DEV Zoom wrote:

A little delay compared to the plan, blog is expected on the week of 12th.

Looking forward to whatever you have to show at the end this week, whatever it is. big_smile

57

(10 replies, posted in Q & A)

We still on track for its approx release time and should we expect to see a blog soon? It has been about 4 or so weeks at this point.

An update there would be nice.

^^ Aussie forum warrior who has not played in over a year. This is not the forum you are looking for. Move along!

59

(18 replies, posted in Feature discussion and requests)

Celebro wrote:

Eve is going FTP! https://community.eveonline.com/news/de … ve-online/

Probably a good time to think about changing your marketing strategy.

F2P is inaccurate to what they are actually doing here tbh. Permanent trial all things considered would be an accurate term as it is literally the trial with no expiration date.

60

(38 replies, posted in General discussion)

Ensireka wrote:
Annihilator wrote:
Ensireka wrote:

There needs to be a worthwhile point for pvp I guess.  Just killing for hoots and giggles doesn't always cut it.  hmm

Ahhh well ... can't win em all right?

-Ensi

so, who do you meet when you go roaming for "PvP"?

  1. another pvp roam => pvp

  2. someone mining => a one sided fight or the miner runs because zero chance

  3. someone doing PvE => a one sided fight or no fight because the PvEer is not fit for PVP due to completely different requirements

now... if there is only ONE group roaming, PvP always ends in a negative experience for any encounter. for the first because it does not happen, the second and third one because either side ends up with a negative experience and feeling of totally wasted time.

edit:
and i totally forgot, the vocal player mentality for the last years could be summarized with these two oppositte statements.

  • every pvp encounter must result in an exploding player piloted robot
    (without a killmail there was no winner)

  • every pve encounter mustn't result in an exploding player piloted robot
    (without the loot you are left only with a loss)

Well, since you asked ...

Who do I meet for pvp?  You've likely heard of em ... Probes.  smile

When it comes to combat, unless I find a miner, i'm toast or barely make it away unscathed.  And I haven't seen any miners.

I'd rather pay ransom then lose my bot.  But people would need to honor it.  Just saying ...

-Ensi

ps NPC's just laugh at me when I ask them about it.

-Ensi

The thing about probes and this is mainly a player mentality thing, probes are more of a PvP deterrent then something to encourage PvP, when someone shoots a probe in the current state of game, everyone stops what they are doing and an island goes dead.

Ideally when a probe is attacked, the island would see a decrease in PvE and industry presence but an increase in PvP player presence normally in the form of response forces, but as it stands there are very few people playing the game who actually have a real interest in PvP or living on beta. Until the game pop rises again or more beta oriented players login, this is basically how it is.

61

(38 replies, posted in General discussion)

Ensireka wrote:

There needs to be a worthwhile point for pvp I guess.  Just killing for hoots and giggles doesn't always cut it.  hmm

Ahhh well ... can't win em all right?

-Ensi

The problem is even though there are things you can do on beta that yield better result then alpha, people don't like risking assets on beta what so ever as there is good risk of losing those assets when alpha gives enough profit that you feel no need to take risks on a PvP island.

As for PvP, there is simply no incentive aside rom SAPs, ideally if the devs work on syndicate supply drops after all the MK1 syndicate robots are finished, there could be some nice benefits.

Beta drops could include:
- T4 and T4+ modules(Based on island faction)
- MK2 CTs
- Syndicate robot CTs(If ever implemented)
- Requsition slips(highest lvl ones based on island faction)
- PvP ammo (based on island faction)
- Star TAPs (based on island faction)
- Cortexes(?)
- Tokens(?) (based on island faction)
-Guardian commander TAPs(?) (Super rare)

Of coursec loot table would have to be randomized but having syndicate drops with chances for these could help beta and PvP incentive as a whole. Just an idea.

Jita wrote:

They are kind of fun, some of the guys were doing them on gamma but just for novelty. The payout needs fixing so bad

That T4+ doesn't drop itself ya know! big_smile

63

(8 replies, posted in Balancing)

The Ikarus is not mean't to haul large amounts of goods and servers more as a blockade runner (think T2 haulers in EVE here people.) It can outrun any fitted light ewar or light bot as long as it is not pincered and is a quick means to run smaller amounts of goods through dangerous places like beta. (Although someone could run a lithus through another player easily because accelerator strips OP.)

And ofc, with it having fastest speed fitted plus having the masking bonus, as jita said it is very effective for artifacting or scouting, or just speed running goods. Ironically enough it is the best of the currently released syndicate robots and is one of the only ones that will be actively used until the devs realize only a few of the robots will see use and little use at that due to MK1 vs MK2 balance resulting in no one using the bots simply because they are MK1, and decide to work towards MK2s when all the MK1s are released by the end of the year and start working towards the MK2s.

Perpetuum wrote:
Jita wrote:

i don't think there is anything wrong with its bonus. I think its drawbacks make it weak however and an extra low slot would fix that.

The trouble is its probably relatively balanced vs mk1 assaults but it will never fight mk1 assaults. If the intent was to never make mk2 syndicate bots then it needs a buff to compete.

No, if you want mk2 balance you make them mk2.

Well that is Zoom's ultimate decision and so far he has basically given the current Syndicate bots the DPS of an MK2, the evasive bonus, and superior detection/masking that beats MK2 if not land it on par while it has the weakness of speed and lower HP that makes it weaker and slower then MK1s.

Really it is better then MK1 and just below MK2 the way they are making these.

65

(0 replies, posted in Q & A)

-One of the oldest items on your todo?
-Still intend to do it?
-Really?

Ok but tbh this has probably been one of the longest things you have kept us waiting on that you actually still intended to complete. Aside from Syndicate Robots/Hybrid Robots. fuuu

Would be nice to finally see this syndicate created customization to be available to the agents of the Perpetuum project operating on Nia soon. smile

Goffer wrote:

Those ideas are good, but atm I see demob still the most useful ewar in PvP. So before strengthen that field, we should talk about the other ewar/enwar bots.

The small size together with good masking would make this very handy to sneak in enemy bases.

Well they did say they would address other bots of the same class as the new ones they are releasing at the time, so hopefully the Ictus will get some much needed love. But not too much. Just the right amount.

Line wrote:

Still think that we also need a dedicated Nexus bot

That could be put into the heavy mech as the term "support" is not defined quite yet for it, so maybe it could get some nexus love there, or give some nexus love to currently existing indies. idk.

(Disclaimer: This is a bit of a long text wall and this could trigger someone's OCD but however... I think the ideas I lay here are something that should be read and discussed as if the community and the devs to a certain extent agree or can come to an agreement on these ideas/concepts or some other similiar form, these could end up being implemented into the game as the Syndicate ewar robots. Empis and Callisto!)

*ZOOM PLEASE TAKE THE TIME TO READ*

Now that the first few syndicate robots have been released, I imagine at least 1 ewar and the hybrid harvester/miner assault will be out next. With this I would like to just try and maybe theorycraft on potential ideas for bonuses and main ewar type of Empis and Callisto, the new syndicate ewar robots that will be coming out overtime.

Before I get into the ideas, I would like to say the following:
As we know from past and present experience and knowledge, yellow bots focus on Suppressors, blue bots on ECM, and greens on Neutralizers and Drainers. Both versions of the Zenith and the troiar MK2 wielded the themselves heavily as powerful tacklers as well with range bonuses to electronic warfare that gave their roles diversity to their main roll plus tackling, at least until the re-balancing patch of 2014 hit.

After that, ewar roles lost a little bit of diversity and the loss of optimal ranges blurred out which bots made the best tacklers which would become split between the Troiar, castel, and cameleon mainly, none of which really possessed any skills to really bring out the demob. Aside from that there is also the interference emitter which is severely underused. This is where my ideas come in.

========================================================================

The concept of the smaller Syndicate bots having bonuses to surface hit size essentially making them smaller and harder to hit. As well as naturally superior detection and masking. Could quite possibly allow the Syndicate ewar bots(light ewar at least) to fill the empty dedicated niche of demobbing. (both S and L and Interference intermission as well.)

NOTE: the percentages are on a per level basis.

Empis bonuses/role/fit slot count idea:
- Demobilizer accumulator usage |3%|Basic robotics|
- Demobilizer optimal range ------|2%|Basic robotics|
- Demobilizer strength ------------|1%|Basic robotics|
- Surface hit size ----------------|-0.10|Basic robotics|
- Signal masking ----------------|2+|Electronic Warfare specialist|
- Firearms cycle time -----------|1%|Syndicate combat robot control|

Empis slots:
Head: 3
body: default
Leg: 3

Reasoning for idea/concept:
- With the naturally improved masking and detection plus the syndicate robot exclusive bonus of smaller surface hit size plus the masking bonus global to all light ewars. It could make for a sneaky little tackler that would be difficult especially for mechs and heavies to eliminate quickly and effectively which may be useful for giving allies time to move in and making larger bots use increased caution on the PvP field. Ideally it is more suited as a support tackler that is more efficent at tackling larger bots. Aside from the S-Demob, the strength bonus would also give an L-Demob a small amount more power against non-plated targets.

- The demobilizer strength bonus would not be too powerful but upgraded it would make the bot more effective in dealing with mechs running plate and frame fits and could be a sort of counter to the demobilizer resistance bonus on mechs.

- The idea behind having both 3 head slots and 3 leg slots comes with the fact that unlike the Troiar it does not have a particular use for its weapon and misc slots aside from the use of its factional firearm weaponry. the bot is a light ewar that is suited for getting near the enemy and demobilizing them unlike the cameleon and intakt that stay at range and use their ewar. Considering that the syndicate bots are the slowest and have lowest HP, giving the empis 3 head slots and 3 leg slots could give it a some fitting diversity for the role it is meant for as dedicated demober.

Callisto bonuses/role/fit slot count idea:
- Demobilizer accumulator usage |3%|Advanced robotics|
- Demobilizer optimal range ------|3%|Advanced robotics|
- Demobilizer strength ------------|1%|Advanced robotics|
- Interference emitter accumulator usage|3%|Advanced robotics|
- Interference emitter module optimal range|3%|Advanced robotics|
- Interference emitter strength ------|2%|Advanced robotics|
- Signal Masking ----------------------|+2|Electronic warfare specialist|
- Firearms cycle time ---------------- |1%|Syndicate robot control|

Callisto slots:
Head: 5
body: Default
legs: 3

Reasoning for idea/concept:
- Due to the default size of mechs altogether the signature Surface Hit size bonus that is exclusive to the syndicate, would still not make a noticable difference when applied to mechs or heavies.(all ewar mechs have default surface hitsize of 7.00m) To give a little edge to the Callisto the demobilizer range could be made a little higher then that of its Empis counterpart to give it that small amount of extra reach. The same concept for the demob strength as the Empis in the demob strength bonus stands with the Callisto.

- As it stands currently there are no dedicated bots for interference emission and only one extension that increases it's interference strength a little. Alongside the demob bonuses, giving it unique bonuses for interference emission would give it a little of the diversity between its ewar options like the Zenith had prior to the rebalancing patch of 2014 with its general range bonus to ewar. Except focused into two particular types of ewar, being demobilizers and interference emitters, leading to balance with a sense of diversity making the Callisto a fair all around ewar mech with respective roles for small gang and larger group fights.

- As for the head and leg slot layout, it is basically the same as the zenith and the vagabond. But since the types of ewar it would be focused in are more diverse in range and capability then ECMs and suppressors, it would make the player consider how they want to use their head slots to make their capabilities work and give them that sense of diversity in how they can fit to do their respective roles and role those slots to their style. Rather then just throwing on say... one sensor amp, 3 ECMs, and a sensor suppressor and just rolling that as the only meta for an ewar bot. Of course with this, leg slots only need to be 3 as the ewar for this bot is focused in the head like the Zenith and Vagabond rather then the Ictus.

========================================================================

So yeah, here are the suggestions, and sorry for the text wall, please do make civil discussion and feel free to tweak the bonuses and slots I put down as they are a basis for how I feel the robots could roll while not being that unbalanced and having their own part in the ewar meta at the sametime. Be sure to put your opinion and +1 if you like the idea, at the very least the demob role would be a good way to go and this is the foundation and what I would like to see implemented best case scenario!

-BeastmodeGuNs

69

(27 replies, posted in News and information)

Personally I think its DPS is decent and its hit size is pretty nice, but unlike say... the baphomet or the arbalist is identity and capability is more geared toward gang warfare and vs kains it is weighed down by the damage per shot vs low HP which I imagine as far as small hit size vs medium weapons go, will be looked into soon.

70

(27 replies, posted in Balancing)

Race Drones wrote:

It's good that I have no timezone (or i have all timezones), atm @ charlie ~ golf.

Having no timezones or all timezones is fun. Until sleep kicks in. big_smile

71

(4 replies, posted in Q & A)

It was shutdown (again) at least a month ago due to budget cuts, who knows if we will ever get it back.

72

(32 replies, posted in News and information)

DEV Zoom wrote:

For this patch I have only tested the 4 lights and 4 assaults against each other and the only thing I thought was needed is some damage boost for the Pelistals (I chose to change the missile cycle bonus from 1% to 3% for both the Castel and the Waspish), and a slight nerf for the Prometheus' armor (850 to 800).

As mentioned in the blog speed will be looked at a bit later, but changing around the armor resistances like you suggest is worth considering.

Interesting, maybe consider nerfing the demob resist bonus of arbalist  and it's MK2 variant? The rebalancing patch lost the arbalist diversity as a large majority of the time people only run the demob immune fits. sure they are a little slower but still can outrun mechs with proto or T2 weapons fit and be completely demob immune with enough power to kill any assault or light ewar other then other similiarly fit arbalist that go near it, if you need a fit for testing Zoom, ask. We(the community members who have used arbalist MK2s since rebalancing) can get you some variations im sure.

Also waspish and MK2 varient should maybe receive small optimal range buff, the thing that gave the waspish it's signature was its ability to kite other bots but have the slowest speed compared to the other assaults. So a little buff, NOT back to the same level as prior to the rebalancing, but enough to allow it to fulfill the roll it had as a kiting missile platform that could be caught but ofc do some damage first.

Look into the two above and assaults should be more balanced and more diverse in use again hopefully.

73

(87 replies, posted in News and information)

Hm, when the bots release, will they release with both MK1 and improved MK2 counterparts or just MK1s for now?

74

(50 replies, posted in Recruitment forum)

#1 corp for newbros, oldbros, returning bros, noobs, vets, spais, carebears, farmers, blood thirsty PvP warriorsm, spai hunters, soviet care bears, smurfs, you name it.

But for real, ETHOS are cool and do have something for everyone who joins them.

tl;dr overfriendly completely 200% serious bump.

75

(141 replies, posted in General discussion)

One more video I have been holding for 2 years. This one is STC/NeBs/HUN/BKBNc vs Modern day -77- in its 2013 iteration of < 12 > and 62nd with support from Rawr and HYDRA at Heydelhorn outpost.

Back when single bots could tank entire gangs both armor or shield without logi support.

The era this fight took place right before the joint CIR/62nd/< 12 >/AIC/JOKE/CHAOS/PHM/HYDRA/POLICE coalition that led to 2 sided warfare up until the Steam era formed.


STC/NeBs/HUN/BKBNc vs. < 12 >/62nd/HYDRA/Rawr @ Heydelhorn outpost - 3/17/2013
https://www.youtube.com/watch?v=VJc2TcF … e=youtu.be