201

(53 replies, posted in News and information)

I love all the theories and suggestions on pricing. I think the Devs have already admitted that they are not even sure how the servers will handle the influx of players.  Maybe they don't want a flood that a lower price would generate.

202

(34 replies, posted in General discussion)

Ioci wrote:

I used directional to get Titan Ore spots on Hershfield and they were all spawn camped. Bring a group.

I'm fine with group content but that's like asking me to bring in 5 buddies to mow the lawn with one push mower. It might sound novel but in the end it's something you need to do on a regular basis and just dumb.  I'll keep checking back but right now the game is still a bit too idealistic for its own health.

Many have been arguing about the problem of Dynamic Ore Spawns colliding with Static NPC Spawns. The typical reactionary response is that one should bring friends to fend off the NPCs. Always the argument is about how it is POSSIBLE.

The quote above is an excellent analogy to illustrate how stupid the "Friends Solution" is to this problem. It's simply not worth the time and energy ...not until the day comes when all Ore Spawns are on top of NPC Spawns. Bad Mechanic is still bad.

I love you

DEV Zoom wrote:

I'm not really sure what you're getting at here. The API doesn't include anything (to my knowledge) that sequer.nl doesn't show already to the public.

API access is given to those who actively want to use it "for the greater good" of the community, and provide a public service, not for some shady selfish business.

For those of us with limited (if any) knowledge on API, specifically Perpetuum's API...

Is the data displayed on Perp-Kill and sequer.nl delayed by result of game mechanics or as result of the individuals managing the sites?

If one day Doek swallowed a crazy pill or was infiltrated by nano bots losing all conscious control could he release Kill data in real time? Do the managers of those two sites have actual ability to show that data in real time, even if by design they are delaying it's release?

And if anyone can access data from sequer.nl or Perp-kill what is to stop them from having that data in real time?

For record Doek seems honorable guy. I have no idea who manages Per-Killl. But I don't care how honorable they are its bad bad policy to leave that in player hands. "Good for the Game" is another piss poor standard of fuzziness.

Could skip the diminishing return and just go with max two of a type. It's the lazy coder route to a fix I don't know is necessary or not.

Oh yeah first define if its a Problem then come up with Solutions. I broke my own rule skipping Problem and going straight to Solution. Bad me.

Not sure what I think about Specific Coordinate Intel after the fact (real time is obvious disaster). I can see how its an issue now with a low population and not much data to sift through. But assuming Steam takes off my thought is that without 3rd party software it would be hard to find useful patterns. And then if would mainly be probabilities, not certainties about future action.

Far more disturbing to me is that the API is trusted to select individual(s) on some "honor" system. This may have worked in low population low budget days, but should be reigned in post Steam. Did I miss something on who gets API access?

Any real-time info should be restricted to an hour, at least. 15 minutes is not enough. I'd rather not see even a hint of a kill on the boards until that hour has passed. And game developers should have control over the timeliness of when that API gets released for public viewing, not player(s) on some fuzzy honor system. Bad bad policy.

I'm not sure what the number is these days but coming from one who almost NEVER goes into GC, it sounds like a good idea to support the game. So for at least a temporary period please all, encourage your corp mates and friends to enter. You don't even have to read anything.

PLease, please, please, will someone create a User Friendly Fitting Tool

How about some Toll Roads with the new Currency?

Or long range Toll Teleports that insta you across the map.

Yeah baby, cha-ching

210

(26 replies, posted in General discussion)

Same video? I guess it's been long time since I saw it.

211

(26 replies, posted in General discussion)

Nice video. Well done.

And no sense poo pooing marketing verbiage. You want a community or not?

+1 90 days EP boost on new accounts

For the sake of Marketing and Feelings

213

(20 replies, posted in General discussion)

Just lol

not best first impression for those 110. I'd say let them have a drink on the house.

Generally very good summary of existing problems with missions. I hope devs are paying very close attention to this thread as it will replicate significantly with Steam.

As for Jita's mention of alternative PVE with beacons, I'm thinking that Dev's new NPC teleporting AI may be pre-mature. Given that Missions are generally broken, is it really a good idea to take away the beacon farming alternative? I'm all for improved AI and the pit is a broken feature, but it may be more appropriate to 'fix' with the improved missions. Whatever though, do whatever you gonna do Devs.

216

(1,455 replies, posted in General discussion)

Martha Stuart wrote:
Syndic wrote:

With the current way sparks work I'd lower their complexity down a notch.

Spark Teleport is the new Navigation.

If its the new Navigation, can't we just get rid of the skill entirely and just give everyone 10 slots from the get go?

+1

..still not a fan of this particular Point Allocation spark nerf. Even though I think it does not go far enough it really should not be tied to EP in any way. Plus I hope there are still other teleport and highway enhancements on the way, along with contracts systems and remote buy sell. Those problems still exist and need a proper solution.

Not sure that downgrading will be much different than full reset based on above. Many robot, engineering and elec skills cross all build types. Perhaps a smart choice of downgrades can be as effective as full reset. What if that downgrade is cheaper than reset?

I think you're making lot of fuss Mobius and ONLY citing "CHAOS" and "those who were there knew" as evidence toward Reset doom. I can use my head and envision issues with FREE and UNLIMITED resets. Were they free and unlimited back in the said time of concern?

Making it expen$ive financially AND putting time limit and/or EP penalty on the process all go long way toward limiting the potential abuse.

With all the changes this game has undergone at least a single reset seems in order. But I won't die without it.

$$ for SpT and logistics? Well $$ for SpT is a hurdle and the reason SpT needed a nerf was its near unlimited restrictions. But I guess $$ for xx is a slippery slope. You could argue $$ for DPS boost. I'm interested n seeing where it all goes. Pay items opens a huge door

Gunner wrote:

reverse whhhhhhhhhhhhhhhhaaaaaaaattttt?

Yeah, where NPCs farm you

I'm sure someone will find a way. I wonder if a reverse pit would work. If the player is in a small mazed pit will the NPCs tele directly on top of him?

221

(43 replies, posted in Feature discussion and requests)

bye bye beacons

If referring to my post above...

Shadowmine wrote:

A free ep reset every year is horrible. It needs to only be allowed so many times. There should be a penalty for resetting your ep, to be totally honest.

to clarify, not Free of $$ cost. Devs always get their money and player always pay the $$ fee for the reset. The "free" I'm talking about is NO EP PENALTY. Current Dev proposal has no EP penalty.

DEV Zoom wrote:

Concerning EP reset and downgrades:

What do you guys think about a 30% loss of EP when doing a reset or a downgrade? (Ie. You get 30% less EP back.)

% loss is definitely a way to stop tactical use over and over, but WHY take that route? First, 30% is outrageous. Even 1% would be significant enough to keep one from doing it over and over.

But if you do not want it done often then simply put a cool down on it. Once a year.

or hybrid, BUY it once a year at no EP cost and then if you want to keep BUYING resets within year it will also cost you xx EP (either fixed number or %).


Aaron Sool wrote:

Maybe the price for a EP-reset can vary depending on how much EP you have? Like 3 million EP 50 bucks. 300 thousand EP 5 bucks. Or something like that. You get the picture at least.

And I do like the concept that resets cost more for Vets than Noobs. Perhaps $$ value could be same despite EP level, but EP penalty could be % of total EP thus affecting higher EP players more than lower ones.

So I guess I like the hybrid approach: Same $$ cost for all, no EP cost if once a year, and some % EP penalty for every reset thereafter until span of 365 days (when you can buy EP penalty free reset).

DEV Zoom wrote:
Celebro wrote:

You do realize you are taking a chance here with an early access game at $30. Slow increasing playerbase  not going to happened need to go with a big surge.

It would equally be a gamble if we went with a low price and battle with thousands of refund requests because they can't play.

Sounds reasonable. If you guys are lacking the confidence to handle the server load then yeah, by all means use higher price as a break. When server stabilizes and all the people who would buy at $30 do buy, then lower the price like every other game developer on the planet (and listen to the inequity of it all).

/expert on all things
/officially knows everything
/irrefutable presumption: everyone else is wrong

225

(43 replies, posted in Feature discussion and requests)

I'm torn on this and would have to see it in action on gameplay. I definitely like the concept as far as making NPCs more challenging, but it may be premature as others stated.

I think the whole static spawn system needs rethinking. At very least it is not compatible with dynamic ore spawns. Plus there is great discrepancy from one island to the next when it comes to navigating around these static spawns. Adding the addition aggression just exacerbates the problem on some islands.

But overall I like aggressive NPCs so you're on the right track making NPC 'smarter' about attacking, but limiting the modules and planting it on top of current set of statics is not thorough thinking. At least re-evaluate the placement of statics.