The triumph of hope over experience?
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Perpetuum Forums → Posts by SirPrized
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Posts found: 16
2 2014-04-22 20:18:24
Re: Pathing in this game sucks (45 replies, posted in Bugs)
the autopilot pathfinding was not updated with the same logic the npc pathfinding was.
also, theres still the question - why the hell does the autopilot stop?
Now if only they'll give players the npc pathing that teleports directly to the destination when the path is blocked ;)
3 2014-03-18 20:26:13
Re: New devblog: The end of subscriptions, the start of something new (266 replies, posted in News and information)
Wow, 8 pages of opinions. Here's mine:
I like the changes.
I like the EP reset and downgrade option.
After spending the last year mostly playing EVE and Guild Wars 2, I'm looking at this game again. I even dropped three ICE to start my first-ever alt.
Well done, Devs.
Regards,
SPoT
4 2013-09-22 22:13:16
Re: New devblog: The new assignment system (Stage 1) (46 replies, posted in News and information)
During stage 1 of the new assignment system, no one will run industrial missions above level 3. Please consider balancing upper level rewards before you implement this system.
For those who don't have access to higher level industrial missions, this sample will explain the above statement.
Sahel II: Level 3, Seiguchi - Mine 25 Ilmenite on Asintec Alpha for 262,889 NIC and 17 Tokens
Sahel XII: Level 3, Seiguchi - Harvest 25 Veraspit on Asintec Alpha for 351,817 NIC and 22 Tokens
Duplex 3, Level 4, Seiguchi - Mine 25,000 Stermonite on Asintec Beta for 123,400 NIC and 7 Tokens
Monolith - I, Level 5, Seiguchi - Harvest 55 Veraspit on Shinjalar for225,000 NIC and 10 Tokens
Jericho 1 , Level 5, Seiguchi - Mine 70,000 HDT on Asintec Beta for 145,000 NIC and 7 Tokens
Troll 2: Level 6, Seiguchi - Mine 70,000 HDT on Asintec Beta for 577,000 NIC and 21 Tokens
5 2013-01-14 18:48:42
Re: Rollback Feature (15 replies, posted in Feature discussion and requests)
Seems like a good idea; a high cost of entry would ensure that it could not be abused. +1 to OP.
Regards,
SPoT
6 2013-01-03 21:39:23
Re: Use ICE to increase EP accumulation (30 replies, posted in Feature discussion and requests)
Thanks everyone for your replies; thanks, Merkle, for expanding your original response.
As several have noted one can get around the time-based mechanic using multiple accounts. In fact, most people do this and get a 40k EP bonus to do so. To my untrained eye, running one account with double EP accumulation is less advantageous to an individual than running two or more accounts. It hardly seems destabilizing, nor does it seem any less fair than multi-boxing.
Rather than making a pointless defense of my motive, I'll simply point out that the player population is growing very slowly. This option would, indeed, allow newer players to catch up to the vets (if they don't also take advantage of it); however, it would take them years to do so. In the meantime, it would improve the financial base of the game and give newer players the perception that they are not hopelessly behind.
What does one gain by being able to buy a faster accumulation rate? More options, nothing more.
Regards,
SPoT
7 2013-01-03 07:04:52
Re: Use ICE to increase EP accumulation (30 replies, posted in Feature discussion and requests)
How predictable. Lol; yes.
8 2013-01-03 01:01:32
Topic: Use ICE to increase EP accumulation (30 replies, posted in Feature discussion and requests)
The title pretty much says it. I'd like us all to be able to use an ICE to double our experience point accumulation for any given month.
Regards,
SPoT
9 2012-12-30 23:59:22
Re: Standings Reset (11 replies, posted in Feature discussion and requests)
Now we know a bit more about PvE 2.0. With what's been revealed, I don't see any reason for a standings reset and would oppose one.
Regards,
SPoT
10 2012-12-30 23:53:59
Re: New devblog: The future - research, assignments, instances (15 replies, posted in News and information)
I'm looking forward to most of the changes. However, random, surprise assignments seem like a step in the wrong direction. I like to pick my risk and reward level. Also, it's hard to see how parallel assignments are possible (or at least worthwhile) under this system. In the end, we'll see what form this particular change takes, but I'm not optimistic.
Regards,
SPoT
11 2012-12-08 22:12:13
Re: Standings Reset (11 replies, posted in Feature discussion and requests)
I was thinking that standings could be used for much more content than just assignments with a reset to zero.
If acquiring standing and its consequences is changed fundamentally it would be unfair that those who got 7.0 the old way had all the new benefits without having to go down the new route.
If a reset isn't going to start a revolt the DEVs can be much more creative with PvE and consider things like a full on Syndicate store, standing pre-requisite modules, outpost access, whole island access, NPCs being openly hostile to you even on alpha 1, rights to deploy field devices on certain islands. Not necessarily saying any of these things would be good bad but if we we're all back at square one many many doors become open.
Good point(s). Implementing ideas such as you've mentioned would make a reset and the subsequent grinding worth enduring.
Regards,
SPoT
12 2012-12-08 20:52:15
Re: Standings Reset (11 replies, posted in Feature discussion and requests)
If PvE 2.0 brings more:
1) Drive forever to obscure point A
2) Complete repetitive tasks b through e,
3) Drive forever back to the terminal
4) Rinse and repeat 20-30 times to get to next tier
Then, I'd rather not waste the time I've invested getting relations over 7 in hopes of new, high-level missions. If PvE brings new and interesting low-level missions, one can always try them out, even with high standing.
Regards,
SPoT
13 2012-12-07 23:23:48
Re: Poll: Squad assignments (69 replies, posted in Feature discussion and requests)
With respect to the original topic:
I like the community as well as the ability to share intelligence and attack, defend in common with other corps. that is afforded by a large squad. In addition, given the current state of the game population, further fragmentation caused by small squads would make the world seem even more empty.
On the other hand, dropping in and out of the big squad when creating small special purpose task forces gets tiresome. Further, large squads currently make joint missions a joke for reasons stated above by others.
There is a need and a use both for small and large squads. As at least one person has stated above, I'd like to see a squad hierarchy implemented. The large squad, might have 50 members. Any of these members could form a sub-squad of 5 or so people for mission running. The sub-squads would inherit from the squad in that a member of a sub-squad would still be able to see large squad chat, share large squad teleports, etc... The large squad would not inherit from the sub-squad in that only members of the sub-squad could be part of an accepted mission and members of the larger squad could not see the sub-squad's chat channel. If that's is what your proposing by option 2, then cast my vote there.
Regards,
SPoT
14 2012-12-02 09:38:57
Re: Alchemist Executive Distress Beacon for sale - closed (1 replies, posted in Selling Items)
SOLD - Listed a Thelodica Commando distress beacon at Shinjalar as well.
Regards,
SPoT
15 2012-12-02 08:22:57
Topic: Alchemist Executive Distress Beacon for sale - closed (1 replies, posted in Selling Items)
It's listed on the market, but these things are rarely sold. So, it seemed worthwhile to mention it here.
Price subject to change without notice.
Edit: Unloaded this beacon today.
Regards,
SPoT
16 2012-11-15 05:32:49
Re: Perpetuum Manufacturing Spreadsheet (4 replies, posted in Guides and Resources)
Looks nice; thanks for sharing this!
Regards,
SPoT
Posts found: 16
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