276

(99 replies, posted in Bugs)

Line wrote:
Martha Stuart wrote:

PVP centric games are not designed around players who use slower PC's and slower internet connections.  Hence why conterstrike, Battlefield, COD, etc etc do not run on slower PC's/connections.  This is why you have recommended system requirements.  If your not this tall, you don't get to ride this ride.

That's true, however, Perpetuum utilizes CPU/GPU like a pig and needs to be optimized FIRST and THEN everyone else should suffer.

I mean, look - my PC can handle up to 3 clients on minimized settings - I will suffer some lags on Gammas especially etc. You might think - hey he needs better PC....BUT! running those 3 clients on min settings, I can adidtionally run 1-2 EVE clients on med and above settings - and those EVE clients will run without any problems.

Perhaps lag is deserved punishment for running multiple accounts you pay2win pigz!

277

(99 replies, posted in Bugs)

Merkle wrote:

Agreed Rex, I would much rather see a module used for this scramming then a mechanic of the Dev's.

Now that would be a cool mod

278

(99 replies, posted in Bugs)

DEV Zoom wrote:

1. You are being chased and you want to teleport. Whether you committed to PvP or not, you are in combat if you've been attacked in the past 15 seconds (I think that's the timer). You can't escape via teleport, so the solution totally works here.

This is THE situation why this topic has been made I think.

If I read this right you are saying that if I'm agressed I cannot use the teleport? Thus am stuck ...er warp scrambled? And now just sit there and die in a corner?

If I read that right it's a radical change from current mechanics, especially for all you armor tele huggers. Why kill your armor tele if by the act of shooting you, you can't even use it?




I'm surprised to hear this limbo has always existed. The graphic has been there only a couple weeks after some patch or perhaps the hard drive swap. Surprised it was never discovered before.

I hope there is a surgical fix that does not tear down other long established mechanics.



How about just forcing the character through after, say two minute cap? Those with awesome PC jump quickly but if your client lags like 30-90 seconds you still have your sindictate protection. But if your PC is so bad you lag for longer than two minutes you are forced through the tele. And if you logged out in process or legitimately crashed, you have two minutes before forced through the other side. Then your insta log off timer starts ticking so you can't be saved by overlapping timers.  Hope that makes sense.

iPhone is terrible

Offensive terraforming in it's current state would get a MASSIVE buff to invader as defender ewar make little to no impact. I should probably be keeping my mouth shut about it, actually as my opponents are the ones with all the assets on Gamma.

It may be too difficult to conceive of offensive uses for Terraforming 2.0 at this time. Aside from the 50 degree limitation I don't think any other details are known about how the new mechanics will work.

So, for the love of GOD, just leave it alone for now. Once you get the Terraforming Mechancis ironed we can try it out on the new test server, and perhaps there discuss locking time as part of BALANCING.

This idea needs to be shelved.

280

(235 replies, posted in Balancing)

DEV Zoom wrote:

Sorry I'm not addressing everything here, but there is a practical problem with limiting terminal placement based on range.

You don't know where the other terminals are.

If you would know, the location of the terminals could not be hidden anymore.

If you don't know, you would have to trial-and-error the WHOLE island when you are trying to place a terminal.

Trial and error, maybe for some. And perhaps its a way to test distances to unknown terminals. But is that really a big deal? With new terraforming there should be NO WALLED OFF ISLANDS, so conceivably any light should have free reign to scout the entire island. And its not very realistic (not smart at all) for anyone to go to an island and pop down massive investment without taking 30 minutes to scout the island for other inhabitants.

DEV Zoom wrote:
OptiKhan wrote:

Zoom  - you MUST understand that terraforming WILL ABSOLUTELY be used offensively and defensively in active gamma warfare situations.

I understand you rather ECM a terraforming enemy and let it stand there doing its thing instead of shooting it?

neutral

If this is how you value ewar ..I'm at a loss for how you could be making decisions on it. I hope there are other Devs considering the ewar issues that simply do not give us voice on the forums. You guys have such a fantastic game but sometimes I'm simply perplexed by the things you say in representation of this game, Dev Zoom.

I suppose it must take considerable patience to listen to us gripe about things you created. I hope your game works out. I really do.

Your game.

282

(235 replies, posted in Balancing)

Burial wrote:

Maximum terminal count changed on the island or just let it be dynamic? With 5000m between terminals, I doubt one could fit more than 5-6 terminals on an island.

I too prefer a more dynamic mechanic for terminals. Any BASE CAP is artificial and can be exploited to help Turtle Island. Some distance requirement seems best approach. This could also make different islands have different appeals, especially with existing natural impassable terrain combined with new terraforming constraints.

Perhaps a distance minimum that changes depending on the Tier. More distance requirements the higher the Tier.

Perhaps even introduce different types of bases for colony establishment (Defensive) and Intrusive (offensive) bases. An offensive type of base would have much less capacity to place turrets, buildings, etc and have less distance requirements so that is can be placed on 'capped' islands. These are just thoughts. I'm not so informed on current base building mechanics.  But in general, the more dynamic, the better.

Best luck making these changes. I think some will get unhealthy windfall in the process but Terraforming in current form is Terrabad.

283

(6 replies, posted in General discussion)

I was surprised to see in Gamma Wipe thread that Zoom mentioned stage two of mission revamp comes AFTER Steam. I thought that was the main delay in launching on Steam. Not that I want to see Steam delayed but isn't the mission content one of the biggest gripes from new players? I like new mission ideas. I just hope awesome mission engine doesn't miss the boat.

And Zoom, if you go through with this change and decide to SINGLE OUT PVP muti-account users then I would like a reset on this Character Account.

Rage Rex can Rage Mine as my third Industry Account

Burial, I think the problem is very clearly outlined: Using multiple miner accounts in industry. Unfair advantage to anyone not using it.

Why do you keep making it harder and harder?

Awesome. My multi-account miners are even more OP.

Shadowmine wrote:

Sure, remove it completely. it still only really affects pvp. But if it makes you feel better Gunner, I will drive each miner to the field separately. It will add 10 minutes to the time it takes me to clear a mineral field.

That Follow nerf will NOT affect mining only illustrates my point that it's not a fairly targeted nerf to Multi-account users.

Shadowmine wrote:

Its not about stopping multi account users, its about reducing the competitive advantage gap of single and multi acct users. And if you think this is also the solution to nerfing multi acct industrials, I am all for it.

My biggest gripe about this whole nerf is that no problem has been clearly identified. Pay2win and mutli-accounts are a very wide arena for arguing what is what. You muddle it even more by attempting to distinguish "stopping" from "reducing competitiveness"

Talk about a cloud of fuzzy muck.

You like your multi miners because you do. You don't like Follow for whatever reason so you argue against it in any way you can. You have no good reason, certainly no fair reason.

Shadowmine wrote:
Rage Rex wrote:

This is the question answered only with broad sweeping play2win cliche aimed at people who play with multiple accounts. Yet in the play2win complaint, 'follow' is barely a speck of an issue compared to multiple industry accounts.

This whole nerf is a sham aimed at ewar range.

This is just a first step in making the casual single acct player more competitive in pvp by lessening the competitive advantage of multi acct pvp users.

Something similar should probly be done for industry as well, but...

What a crock 'first step'. There is no second step multi-account nerf. It's a pipe dream for the few who truly want a one account game. NEVER gonna happen in this style sandbox.

Best way to nerf multi accounting is to change the game launcher. Otherwise this whole follow nerf is a joke.

Lemon wrote:

@Zoom

What is the 'abuse' we are aiming to solve with the change you guys have come to

This is the question answered only with broad sweeping play2win cliche aimed at people who play with multiple accounts. Yet in the play2win complaint, 'follow' is barely a speck of an issue compared to multiple industry accounts.

This whole nerf is a sham aimed at ewar range.

290

(235 replies, posted in Balancing)

Martha Stuart wrote:

Question.

So we have all heard all of these plans in the last 2 months.  In what sequence can we expect to see all of this? So far i am expecting spark tele nerfs, gamma wipes, mission patch, etc etc. how and in what order are we gonna see this?  are we talking days on the gamma wipe or weeks? months?  When is spark nerf coming?

Fair question.

Some notice is in order for Sparks and Gamma, at least. Ninja patches and 24 hour notices are not sufficient.

291

(235 replies, posted in Balancing)

Not asking you Cassius

292

(235 replies, posted in Balancing)

DEV Zoom wrote:

It's enough to move your assets to alpha/beta ...

The only way to reimburse is to do it at the time of the reset.

So let me get this straight, Zoom.

Are you going to move EVERY single asset from Gamma to alpha/beta ...both personal and corporate?

Are you going to reimburse individuals and corps for Nic spent on terraforming charges and other NPC purchased items, whether used in creating or taking down defenses?

And your logs only go back one year, so those reimbursements only go back one year?

What is the exact, or at least ballpark time frame for all of this?

Will this delay Steam?

293

(235 replies, posted in Balancing)

I think Zoom already mentioned his logs go back only one year, so it does not matter if he 'indexes' today or next week. Anyone who invested in Gamma over a year ago and lost assets to Dev changes gets Zero.

I think the only real question is how much of current Gamma value will be saved? And if Zoom even thinks of Dev exporting all that stuff to Alpha  ...what a crock. There are likely 1000s or scarab loads of stuff to move. I wish to block that transfer to Alpha in game.

I hope Zoom does not bypass my in-game efforts with yet more meta

294

(235 replies, posted in Balancing)

Burial wrote:

@Ville: Some do, some don't. Anyway, if you tank for EM turrets, they aren't too bad either. I think it's still sensible to buff turrets and increase their occupied area a lot.

Sorry but I fail to see what a 30 second video of double plated, double repping erp mesmer, fully rep tuned proves about gamma turrets. It looks like it would not have lasted much longer outside cover.

Kinda stupid argument for a buff but if you get off on Benny Hill, more power to you.

295

(235 replies, posted in Balancing)

Your logs only go back one year so if there is some kind of reimbursement all those who invested earlier ...uh sorry?

296

(163 replies, posted in Feature discussion and requests)

Arga wrote:

simply means that you're not using logic

I have a feeling that won't resonate so well ...lol

297

(163 replies, posted in Feature discussion and requests)

Zortarg Calltar wrote:

...so called gap is not one of that things that will matter.

there is only one thing that gets ppl in this game: advertisement
and there is only one thing that lets them stay: content

Too true.

And I do hope this next Mission Patch will significantly help in the content arena. I love this game for the PvP, but I believe a sustainable population will require significantly larger percentages of non-pvpers doing non-pvp activities. In my opinion, this game needs not only better mission content, but far more diversification in bot capabilities. And, two classes (basic/advanced) is not enough, there must be far far more to strive toward. I'm hardly the first person to say this.

Giving EP away only quickens the path to boredom.

298

(163 replies, posted in Feature discussion and requests)

Seriously significant problem has always been lack of diversity in bots. I don't even see people bothering to ask for more. Most of time seems spent 'balancing' existing set of bots, and irony is that with introduction of new bots whole new set of balancing will likely be forthcoming.

You're depressing me Norrdec