1

(56 replies, posted in General discussion)

pretzel wrote:

Why would I want to use the market if I can use my alt miners to gather the required resources?

If you mine the expensive stuff you can trade part of it for cheap stuff and you will get more of it per time unit spent than if you had mined it directly.

2

(64 replies, posted in General discussion)

I too am impressed. Keep those costs down until this game becomes a lot more popular so you don't end up bankrupt like so many other companies!

3

(41 replies, posted in Services and Discussion)

Well, there's always the chance that someone will sell out both bids and you'll end up getting it cheaper than the other guy.

DevilSlayerX wrote:

What does that have to do with this darkwing?

The major downer of character creation is that attributes have a permanent effect on what extensions you can choose (in a timely manner). Everything else can be made up with time. The starter extensions are pretty basic and you can make those back just by waiting. Going from miner to combat (or vice versa) after 2 days of play isn't too big of a deal *except* for the attribute part which forever locks you into one choice or the other.

Solution:

http://forums.perpetuum-online.com/topi … e-request/

GLiMPSE wrote:

I'd prefer give everyone max attributes for all schools instead of removing...if you wanted to 'even the playing field'

If they did decide to remove attributes, this (or something similar) would probably be the way they would implement it "behind the scenes". It's effectively the same thing and wouldn't require a code re-write (they could remove the graphic for attributes at their leisure).

Cross posting this from the General Discussion board because Apher wrote up a very good analysis of the subject...

Apher wrote:

For me the problem lies in the strange way attributes affect Ep progression. I have two accounts: 1 pure combat and 1 pure indi. When I created them I didn't put much work into planning them but I've read up on the forums that "pure" is the way to go so thats what I did.

Yesterday I started wondering if there are any alternatives I've missed so I spent 2-3 hrs on the planner and guess what... everyone was right.

There is simply no scenario in which putting attributes into anything else than pure indy or pure combat is worth it. Well there is one build I managed to come up with. It's combat build specialized in the electronic warfare ONLY, which is better off if you put a little bit (e.g. just last choice of spark ) in the research and developement but only if you skip any weapon skills (which makes it kinda pointless imo) and the return is few days worth of EP anyway!

All other builds whether is pure mining indy, pure production indy, all combat builds etc is severly gimped if you make creation choice other than 4x combat or 4x indy.

So my question is why put attributes at all? The simpler and less painfull solution is to just make people choose between combat or industial class. Yea it's less sandbox but right now the freedom we have is an illusion. We're only free to have a same char as everyone else or a gimped char.

Or just fix the attribute system so the primary attribute for the given skill bears less weight comparing to the secondary attribute for the same skill than it is now. That would enable some more flexibility in terms of builds. For example almost all mining skills have Mechatronics as a secondary attribute. Wouldn't it make sense to be better off putting at least few points into this attribute if you want only mining char and thus be a little different than other standard builds (right now its all indy)?

There really should be no attributes at all.

Character specialization should be defined by skill choices over a lifetime, not day 1 character creation. Think about it, what added value do attributes provide? Some skills take longer and some shorter? But eventually they give or sell you re-specs because you change your mind?

Why not just have no attributes at all? If you want to specialize in production, go ahead and specialize in production by choosing production skills. If you want to specialize in combat, take combat skills. If you want to be a jack of all trades, master of none, knock yourself out and spread your SP around.

Attributes are not needed for specialization. The only thing attributes do is exacerbate the imbalance between those who have a mastery of system mechanics at character creation and those who are trying a new game without knowing much about it.

There really should be no attributes at all.

Character specialization should be defined by skill choices over a lifetime, not day 1 character creation. Think about it, what added value do attributes provide? Some skills take longer and some shorter? But then they sell you re-specs because you change your mind? Why not just have no attributes at all. If you want to specialize in production, go ahead and specialize in production by choosing production skills. If you want to specialize in combat, take combat skills. If you want to be a jack of all trades, master of none, knock yourself out and spread your SP around.

Attributes are needed for none of these things. The only thing attributes do is exacerbate the imbalance between those who have a mastery of system mechanics at character creation and those who are trying a new game without knowing much about it.