1

(3 replies, posted in General discussion)

I really like that option of setting the maximum or minimum height that the terriformer module will attempt to move a vertex to (as suggested by Zortarg Calltar).  Though that change would require a player interface update and might not be viable to include right away due to time constraints.  However it's doable and I could add this logic to my functions (again if the Dev Team is interested in them).

Since we are talking about the terriformer module itself I think this might be a good point to request that we include a requirement of "Industrial Robot Control 8" to the module.  The last thing we want to see is herds of trial accounts terriforming gamma after the reset.

2

(3 replies, posted in General discussion)

I've had the chance to mess around with the single tile terraforming for a bit now and I enjoy it quite a bit.  There are a few issues with it though that will need to be changed for the new maximum slope allowances for players.  Also the "smoother" function changes the terrain too aggressively compared to the other tile changers.

A general idea of how I think the system should work is:

  • Raiser/Lowerer:  All vertices inside the target area are raised/lowered by a set value (lets call just call this value "y units").  All changed vertices must adhere to the Vertex Slope Check.

  • Flattener:  An average of the 4 vertices on the center tile of the target zone is calculated.  All vertices inside the target zone approach this average by a maximum of "y units".  All changed vertices must adhere to the Vertex Slope Check.

  • Smoother:  A "perfect" smoothing endpoint is calculated for every vertex inside the target area (that doesn't allow for the maximum slope allowances given to players).  Every vertex inside the target area is adjusted by a maximum of "y units" to approach this "perfect" smoothing endpoint.  All changed vertices must adhere to the Vertex Slope Check.

Vertex Slope Check:  For any vertex that changes height the initial slope and after slope must be calculated for all adjacent vertices.  The after slope must be less than or equal to the initial slope or be less than or equal to the maximum slope that a player can create.

I also think there should be 3 sizes of charges for each function (but at the very least all variations of the tile changers should have a size that will only affect 1 tile):

  • 1 tile:  Target area will affect the height of the 4 vertices on the selected tile.

  • 9 tile:  Target area will affect the height of the 16 vertices on the 3x3 tiles centered around the selected tile.

  • 25 tile:  Target area will affect the height of the 36 vertices on the 5x5 tiles centered around the selected tile.

I've written a few prototype functions currently to test a few of my theories about how I think the best solutions should be approached and they seem to be working well.  I'd be happy to clean them up and share them with the Dev Team if they are interested, however they are written in C# and use the CSML library for some simple matrix math.  I would be happy to port them to C++ however but I'd have to use a different library for the matrix math or code that part by hand (which I would prefer not too).  Also my C++ is a bit rusty so it might take some time.

3

(56 replies, posted in General discussion)

Doek, though I had no intention of responding any further to this thread I would like to recognize the value of your point about how people don't do much research beforehand.  I see your point and I'll reiterate it in my own words: all they have to be is interested enough to try it out and then there are plenty of reasons for them to stay (paralysis included).  Thus there's a chance they never considered the EP system/gap before they got hooked into the game. 

If there's one thing I do believe in, it's how lazy people can be.  So yes maybe new don't consider the EP system often enough such that any changes to it would would not effect how many people would want to try out the game.  But then again you could say this about any feature of the game.  So theoretically if you subscribe to this logic changing almost any aspect of the game would have negligible effect on enticing or pushing away new players.  The only thing that would matter is marketing.

This might be the case.  I hope to god it isn't the state of our society to be this lazy, but it might be the case.

4

(56 replies, posted in General discussion)

At this point, all argument new arguments have just been reiterations of things I've already responded to.  There are some reiterations of a valid argument being that my premise is false and that people don't reject even starting the game because of the EP system.  Many of them site that they've talked to many people that have quit the game and the reasons those people quit the game.  I'm not talking about player retention, I'm talking about appealing to them before they even download the trial.  I have responded to this already in my response to DEV Zoom and ultimately it's a difference of opinion.  I realize now that my response to DEV Zoom isn't robust enough to really drive home why my opinion has more valid evidence backing it than the theory that my premise is false. 

I could write a response or a new post addressing the issue around my premise in detail and hopefully more clarity however I think it's kinda pointless right now.  This is a recurring issue on the forums and regardless there is never any compromise on the issue.  The general response is always "live with it, love it, or gtfo".  And the truth of the mater is, that a significant amount of people do gtfo because of it (most of the time that this happens before they even download the trial). 

If I decide to write a more detailed explanation of my premise I'll show why people gtfo before they even download the trial over this issue.  However I think there is little point in doing so right now.  I'm arguing with people that are unwilling to compromise or deny there is an issue there in the first place despite the constant debate on the forums.  People are just too set in their ways.

5

(56 replies, posted in General discussion)

Doek wrote:

Catering to new players is what kills games.

Just more unsubstantiated rhetoric.  I refer you to WoW, well known for catering to the casual/new player and also the highest grossing MMO ever.  DEV Zoom said it himself, no MMO has 100% retention rate.  There has to be incentive for a new player to join the game or the game will die.

So the inverse of your statement is far more likely to be true:  catering to the veterans at the expense of the new player is what kills games.

6

(56 replies, posted in General discussion)

Shadowmine wrote:
Finibhire wrote:

If you had two players of equal skill playing the person with more EP wins.  Thus EP does matter enough to decide the outcome of equal skill players.

Wrong. Completely wrong, actually... I don't know any other way to tell you it. I can be a dedicated awesome assault bot pilot with all my ep spent in assbot skills and wipe the floor with someone with 5 times the ep, but has spent their ep more in mechs or ewar, but are piloting an assbot at the time.

Your statement is true but you don't consider effective EP allocation a skill.  If one player does not have the intelligence to use his EP effectively then he obviously has very little skill in using his EP.  Thus there is a huge skill difference (in the terms of what is effective to win a battle in the game) between the players.

So yes, if you completely dominate in your skills for being an effective Perpetuum player you can win battles despite having less EP.  But if you are fighting someone with equivalent skills at being an effective Perpetuum player, EP is the deciding factor.  So in your own, and oh, so eloquent words "Wrong.  Completely wrong". 

Shadowmine wrote:

More EP DOES NOT mean better.

I never once said or implied that having more EP means you will be a higher skill player or that you would win every battle you go into even if you're an idiot that can't allocate EP.  I don't know how you got this impression or why you felt like you needed to go off-topic to correct presumed view I have.  I take some of the blame myself for responding to an off-topic comment in the first place but please stay on topic in the future. 

Shadowmine wrote:
Finibhire wrote:

Besides skill gap has no bearing on my argument.  Most prospective players will reject Perpetuum without further consideration upon learning of the tremendous numerical EP gap that will never lessen between them and a veteran player.

A little exaggeration to try and prove your point maybe? I would love to know what evidence you have to back up your conclusion that nearly everyone who will try perpetuum will leave due to a "tremendous numerical ep gap". TBH, I have heard a lot of reasons why people stopped playing perpetuum. The "EP Gap" has not been one of them. If this change was made I suspect it would have zero influence on the amount of new people trying the game or the amount of people that would stay around because of it. It is only a nice little boost for new players who are already here and are staying around.

I've provided what evidence I have in my response to DEV Zoom.  If you still reject that premise there's no need to argue any further.  It's a disagreement that could only be solved by a case study & research.


Here's an analogy that I like to make.  (it's an analogy so it's not perfect but I hope it will help illuminate my perspective)

I have a chess club that I'm trying to sell memberships for.  I've been running for a while now too and I have 200 members currently.  However unlike most mainstream chess clubs we play so that all new players don't get to play with any of their pawns.  For every 3 months they pay membership fees they can play with one more pawn up to a maximum of 7.  Only the veterans that joined on day 1 will get that 8th pawn.

It's a *** hard sell when all the other competing chess clubs let you play on an even playing field after a nominal probationary period.  Sure, I'll get some people to join my game anyways and pronounce it's the best thing since sliced bread but it's very hard to have enough redeeming qualities to actually pull in more new players than my competitors.  With enough advertising I could likely do it but imagine how much more successful I could be if I didn't have the messed up system that caters to the veterans.

7

(56 replies, posted in General discussion)

Cassius:

I agree the amount of EP to start with is tough to swallow, or appears daunting ... but it shouldnt be game breaking, you have to start somewhere.

That is the core of the issue I'm trying to get at.  My argument is that it's gamebreaking for enough people that if we change this aspect of the game, the game would become considerably more successful and entice considerably more new players. 

If it is gamebreaking for you its probably not the right game for you.

Another thing I'm tired of hearing.  A todler understands this concept.  When I hear this, it just sounds like you feel threatened that you might lose what you have.  It sounds like you would like me to leave because I might incite change if I stay around.

As for the whole pay2win.  I define pay2win as paying for an in-game benefit with real money.

So if you are upset because the value of EP per dollar spent on the game would be reduced that means you weren't buying only play time with your subscription, you were buying EP.  Which means you were buying an in-game benifit and you're upset because you're going to get less for your money than someone else.  Thus the game is defined as pay2win.

However if you were only buying play time with your subscription changes to the EP system might be upsetting but not because you felt that you had bought EP and it was being devalued.

Higher value EP for noobs is both essentially a handout and easier for them

I don't deny that it would could make the game easier for noobs.  If you want to define that as a "handout" so be it.  I was just trying to distinguish the difference between a lump sum handout and a gradual gain.  You originally said something to the effect that if we just gave a noob everything at the start of the game it wouldn't be fun.  I agree, however GEPS doesn't do that.  In fact it's still considerably slower to get to end game content than most competing MMOs.

8

(56 replies, posted in General discussion)

Line wrote:
Finibhire wrote:

Line:

newbies will never catch the vets. But should they?

If it's the only way to entice a significant amount of new players to play Perpetuum.  The answer is "yes".  I haven't seen any other viable alternative with the exception of going full out "pay to win" and account transfers/purchase EP system.

Again - why would a newbie need the same amount of TOTAL EP, while he need the same amount of SPENT EP to be competitive? Spent EP are reachable. Total EP are not. Newbie needs Spent EP. That's not the gap, that's lvl 1 vs lvl 80.

I'm aware that you think that a Vet is entitled to the EP gap and any advantages (or not) that it brings.  I'm saying it might be something a vet will have to give up part of to bring in new blood.  (not even give it up entirely just some of it, the vet will still have an EP advantage over any newer player using GEPS)

I've said this in my original post, in responses to others and directly to you already in slightly different ways.  I'd prefer not to have to repeat myself again but it seems inevitable.  If you would like to be constructive, show me why my premise is wrong or show me why letting new players close the EP gap a bit would not be more enticing to new players than the current system.

9

(56 replies, posted in General discussion)

DEV Zoom:

Thanks for taking the time to read my arguments and respond.  I appreciate being heard by the DEV team.

I only want to react to one false premise/conclusion here, which is "the EP gap is why we don't have new players". It's really not, by far. It might contribute to it minimally, but the number one reason we don't have new players is because we don't have a marketing budget. At all.

That's a very strong point.  Something that I forgot to consider is that you have a very limited marketing budget and that likely contributes more to the lack of new players than the EP gap.  Although I don't think it invalidates my premise that it is a leading issue for new players that can be fixed by the DEV team in a reasonable period of time. 

Right now you are developing new content for the game or fixing old content.  I don't believe that making those changes to the game will prove to bring in more new players or retain more old players than fixing the EP gap issue.  I might be wrong, I don't have access to the game exit poles of people quitting the game in under a few months of play.  Do you have them?  I'm also unable to do a case study on the topic. 

There is some evidence that I have access to that lead me to believe my premise is true.  Of the new players I've talked with the EP gap is at least a major concern and I've never seen it approached in a positive light from the perspective of a new player.  It also seems to be a topic of constant debate here on the forums by a number of people that play this game for other redeeming aspects despite heavily disliking the constant disadvantage they feel they are forced to endure.

So, with the limited resources I have access to this is why I've made my premise what it is.  I'd be happy to look at any evidence that shows that new players consider the EP gap a positive attribute of the game.  Also I'd welcome any evidence that shows EP gap is not one of the leading causes why new players will reject this game. 

On the other hand, I concede my entire argument if the premise is false. 

I think at the very least a case study done on the concerns of new/potential players should be done before the steam release.  Address the concerns of these new players before the STEAM release to get the maximum draw possible from the release.  That's ultimately what I want and what I think the game needs.  More new players.  Also it would be a way of closing the books on the issue of the EP gap if it shows that it's not a major concern of new players (well, at least for a while).

10

(56 replies, posted in General discussion)

Line:

newbies will never catch the vets. But should they?

If it's the only way to entice a significant amount of new players to play Perpetuum.  The answer is "yes".  I haven't seen any other viable alternative with the exception of going full out "pay to win" and account transfers/purchase EP system.

11

(56 replies, posted in General discussion)

Blocker:

Perp has always had a time progression. Not sure if your argument that it will be a turn off to new players is valid.. EvE has a time progression system, doesn't seem to put off new players in that game. I think there are other things that would deter a new player from sticking with the game rather than time based progression.

Just because EvE does it and is successful doesn't mean that it's the EP system that made EvE successful.  I personally believe it has more to do with there famous economy which EvE is known for.  It would take an in-depth analysis anyways to make any conclusions there.  I would also like to add that Eve's skill system does definitely put off new players.  There's a very active buy&sell for accounts on EvE.  Also there have been many discussions on Eve forums about it also.

Another way of looking at it though is that Eve is the only major MMO that uses a system like the EP system and is strongly successful.  So the normal experience system is a viable option also considering how many successful MMOs actually use it.  There is no 'rule' that Perpetuum must use the current EP system to be successful.  I tried to come to a middle ground with GEPS though so that the veterans would be less upset about the change.

You might be right, there might be something out there that people are rejecting this game over more than the EP gap.  However I believe the EP gap is a serious issue because it is a topic of constant debate here.  I'm pretty sure if you did a small case study lining up games and find out why people didn't play this one you would find that one of the most recurring fixable/changeable issue would be the gap.  Some of the data might be available already if they have a "why did you quit the game" survey.  I'd be very interested in seeing what the results were on that.

Again though, most issues require a massive modification to the game (adding new features or content).  It takes time and is hard to do well.  What I suggest could be completed by a single programmer in less than a day.  When you look at the amount of effort vs the amount of potential new players it seems like a no-brainer to me.

I want to thank you for staying on topic and being constructive though.  This topic is already degenerating into the tangent of "it's not fair that a new player might have an easier time than I did leveling up."

12

(56 replies, posted in General discussion)

Cassius:

Yes, my system would ultimately reduce the real dollar value per EP of characters.  So basically, when you look at it that way, the game is a "pay to win" game.  If you want to follow that model that's fine.  Let people buy EP for accounts or transfer old accounts to new players.

Right now the whole transfer of account has to be done privately or though third party websites.  The dev's might as well legitimize it and provide there own system for doing so if they want to continue this model.

GEPS is an alternative to that "buy your EP" system.

Should you be allowed to have cheaper EP than me? No.

Many games out there came to the conclusion "yes".  As many games add more and more content the "leveling up content" becomes easier.  As I said above, if you want to follow a static $$ per EP value on a "pay to win" model it's a valid approach but not the only approach.

Do you think giving him this will help him stay? Not at all.

You've mentioned many times that handouts don't work.  I agree.  I suggested tieing GEPS into the mission/assignment system.  It doesn't come as a handout either (like lump sums of EP of 20k/20k) it's earned over time just like current EP is earned over time. 

I could solo Rank I and II Observer stashes...

I've asked a few times not to degenerate this topic into a discussion of what is possible to do after XX months and if it is fair.  That is not the issue I'm trying to discuss.  I'm trying to make the game more appealing to prospective players.  Most of which never make it as far as downloading the trial because of the tremendous numerical EP gap.

For future reference also, I think we are all aware that there is also a skill gap along with an EP gap.  However to say because there is also a skill gap the EP gap doesn't matter is an invalid argument.  If you had two players of equal skill playing the person with more EP wins.  Thus EP does matter enough to decide the outcome of equal skill players.

Besides skill gap has no bearing on my argument.  Most prospective players will reject Perpetuum without further consideration upon learning of the tremendous numerical EP gap that will never lessen between them and a veteran player.

13

(56 replies, posted in General discussion)

Tux:

If new players were given the maximum amount of EP to enter the game with equaling many of the Veteran players do you think they would have more or less fun in the first 6 months of playing? My vote is less fun.

Agreed.  I made this very point when responding to an alternative system where buying/selling of accounts could be done though Avatar Creations directly.  It's not fun to buy all your EP at once.  It's fun to build it up over time which my system does.

GEPS does not "only benifit new players".  In fact I showed that Veterans will maintain their EP advantage regardless.  This is not the case for most games.  Most games there is a "max level" where only skill separates players.  GEPS still gives the EP advantage to Veterans.

I do not mean to be dismissive but why should new players get any benefit over players that have been here longer?

They don't!  They still have less EP than a Veteran?  How is this an advantage to the new player?  Also, even if this was true, I answered it already.  We want more new players in the game.  I have never once suggested my system was fair to Veterans, just that it is acceptable cost to bring in new blood.

What you are asking for will not be balanced / fair / or good for the game in the long run. People who want to grind to level 80 in a few weeks are not made for this game so what should the Devs even consider accommodating them?

I feel like I'm talking to a wall... look up, 3 years to get 75% of the EP of a veteran.  How is this even remotely close to "grind to level 80 in a few weeks"?  I get tired of hearing this argument.  And your opinion about how it wouldn't be fair to (veterans?) if we used GEPS is not supported by any facts, or well-though theories that I've been made aware of.

14

(56 replies, posted in General discussion)

Merkle:

Like I said before, I don't want to get into if the current system is fair or not.  That is not the issue I was attempting to solve.  Please don't derail this topic into what you can and can't do at the start or XX months into the game or go around pronouncing that new players can win against vets in some situations.

When someone is looking at potential games to play, Perpetuum has a very small window of time to impress that person enough to get him to play.  It's like trying to pick up a girl, she's pretty much decided in the first 10 seconds.  Or an interviewer looking at 500 resumes.  Coffee stain on this one?  >> trash!

A new player rarely will take the time to learn why this EP system is acceptable despite the huge gap that never lessens.

Another issue I have with the account transfer model is that it puts this game squarely into the "pay to win" category.  Skill and all other aspects being equal, the person that pays more $$ for more EP will win.  I'm not sure if the Devs of this game wants to head down that path.

Also, I have a hard time understanding why players are ok with the account transfer but not the increased EP rate?  Ultimately you end up in the same situation.  The new player paid for an account and has X EP instantly or he got EP more rapidly and ended up with X EP in a few months/years.  The only difference is, you exclude the people that can't or don't want to pay for all the EP at once.

15

(56 replies, posted in General discussion)

Kokomut wrote:

I don't oppose this, but at the same time if they implement account sell/transfer option it would serve the same effect for the players but more revenue for the devs. Account transfer/ name change is one of the best moves eve did to make the new player feel like they can work their way up.


This would be another way of dealing with the issue also but only if there were enough people selling to make the prices reasonable.  With the STEAM release, I'm not sure that would be the case.  Also people like the feeling of personal achievement.  If you start an account at 0 EP and work it up from there there's a sense of achievement that isn't quite the same as paying 200$ for an account that has more EP.

On the other hand, being the realist I am, I realize that more veterans this system more acceptable and it would provide another source of income for the Dev's.  I would consider this an acceptable compromise.  I just want the issue dealt with.

16

(56 replies, posted in General discussion)

Chemist wrote:

Another ep-gap-topic? Zaebali, pidorasy... fuuu

I need a new alt! Damn... wait so long. Oh! Will create another topic about the gap.


For my needs, the game (and EP system) is fine as is, and no I don't need another alt.  I want more players in the game though.  I don't think you took any time to even read my post before you decided to flame on it.  Please keep your comments constructive in the future when responding to my posts.

17

(56 replies, posted in General discussion)

Cassius

I agree with much of what you said.  While your system might deal with the issue right now (I'm not entirely convinced though) It doesn't scale into the future when EP of veterans continues to grow.  It would have to be updated all the time.

Personally I found getting quite a few extensions all at once then dropping to such a slow rate of EP gain was very frustrating.  Maybe this isn't true for everyone.  Ultimately though we both are talking about increased EP for newer accounts.  You suggest a total of about 210,000 EP for an account of 3 months old.  Mine is sitting considerably higher at almost 400,000 EP.  However I also suggested upping the low level extensions requirement a bit.  Also you could use 2x or 1.5x system but I don't think that would be enough to really entice new players.

Finally, your system doesn't address this huge numerical gap that new players see.  As burial said, "been gone over many times".  It's something that is seriously considered by people and isn't a non-issue.

18

(56 replies, posted in General discussion)

Burial wrote:

Been gone over many times. I think the best solution is just more content especially the kind that separates vets from the newbies.

More content I fear will just frustrate new players with less EP even more unless you're making it low EP content.  If so, what is this content?  is it quick to program in?  will it cause balancing issues?  These are all questions that have to be answered.  It also doesn't deal with the huge gap that never lessens for new players. 

I don't think this is a viable solution.  In fact this solution is basically saying "let's continue as is" because the game is going to continue to add more content anyways.  The game has quite a bit of content.  New players just have to wait (too long for most people) for the EP to actually use the content effectively.

Finally, developing new content is considerably more programmatically intensive than just changing the rate that an account would gain EP at.  So it's defiantly not a faster solution.

19

(56 replies, posted in General discussion)

Another Consideration:

Right now when you make a trial account you are given 20k EP to spend and if you decide to subscribe you get another 20k right away.  This is quite a bit of EP for a new player and they can get quite a few low level Extensions for it.  Then they hit a wall and only gain 1440 EP for the following day which might not even be enough to buy the next extension level they want.  I personally found this very frustrating going from getting so many extensions to getting none/little.

With GEPS new players would get increased EP/min anyways so we can reduce the 20k/20k EP granted at the start of the game.  Maybe 10k/10k?  With some luck this might even reduce the amount of trial account exploitations we have in the game.


A Possible Way to Expand on GEPS:

Tie it in with Assignments/Missions.  Give anyone that completes an Assignment the increased EP/min rate for a length of time like 4 hours to a maximum of 24 hours.  This would give new players the feeling that they are doing something in game to lessen that gap between them and the veteran players and a reason to keep coming back to the game and play it for a few hours each day and develop friendships in-game with others.


The Common Argument Against GEPS:

“The current EP system we have in place actually doesn't give that huge an advantage to veteran players after XX months.  There's no need to change it.”

I've heard all kinds of variations of this argument.  Regardless of if there is and advantage or not new players see the tremendous EP gap and often look no further.  You've lost that prospective player before he has a chance to learn the reasons behind your point of view. 

If you truly believe that there isn't much of an advantage after XX months then I ask you a counter question:  Isn't it worth giving up *some* of that “not much advantage” to get significantly more new players into the game?

20

(56 replies, posted in General discussion)

When a prospective player is scouting out a new game to play or testing a game to play via a free trial one of the first things they consider is character progression.  In Perpetuum this leads the prospective player to the Extension Point system.  At this point they quickly learn that there is a tremendous numerical gap between themselves and veteran players that will never lessen.  I believe that most people don't bother researching any further because they just aren't interested in playing a game that seemingly puts them at a permanent disadvantage to some players regardless of what they do.

I don't want to argue if there really is a disadvantage or how small/negligible the disadvantage is in this thread.  The point I'm making is it seems huge to new players and it does not lessen ever.  This puts them off and they don't consider the game any further.

Some people have suggested wiping everyone's EP before the STEAM release.  I think this will upset too many veterans and cause other issues with regards to game mechanics.  Furthermore it won't deal with the problem long term.

I want to suggest a small change to the current EP system which I call the “Graduated Extension Point Gain Rate System” (GEPS for short).  The system is fairly simple to understand and comes down to a single fact: If account A has less accumulated EP than account B, then account A will gain more EP/min than account B.  As the the total amount of accumulated EP approaches the same value between the two accounts, the rate at which they will gain EP will approach the same value also. 

Consequences of using GEPS:

  • EP Gaps between players will lessen over time instead of staying static.

  • A veteran player will always maintain an EP advantage over a newer player regardless of how long they both play.

  • Point Cost of Extensions might have to be balanced/increased at lower levels.

  • New players might gain access to more aspects of this game at an increased rate.  This would depend on the possible re-balancing of the Extensions and if this effect is desirable (I think it is).

  • No need for an EP wipe.

The goal of GEPS is to make it feel to the new player that they are “catching up” with veteran players.  This catching up feeling will be reminiscent of most experience point systems players are used to and thus not a deterrent to playing the game.

The actual amount that a new player would get in comparison to the most veteran player is debatable.  I suggest a new player get 3x the EP/min that the “most veteran” account would get.  Below is how the math would play out using the current system and GEPS.

Comparing the EP accumulation of a new account vs a “most veteran” account of 3 years.

Currently:
days until new account has 10% of the EP of a veteran account: ~91
days until new account has 25% of the EP of a veteran account: ~328
days until new account has 50% of the EP of a veteran account: ~1039 (2.85 years)
days until new account has 75% of the EP of a veteran account: ~3174 (8.70 years)


GEPS (3x):
days until new account has 10% of the EP of a veteran account: ~30
days until new account has 25% of the EP of a veteran account: ~109
days until new account has 50% of the EP of a veteran account: ~346
days until new account has 75% of the EP of a veteran account: ~1057 (2.9 years)

21

(235 replies, posted in Balancing)

Zoom, I like the proposed changes so far.  Something that others have not touched on yet is how the new system of terraforming will work with tiles that are currently too steep to cross with a light bot.

I would assume that you could terraform it so that it was passable but not back to it's original slope. 

Will the placement of buildings cause impassible tiles in some situations?  If so this might be exploitable in making a base.

I noticed a few people talking about making zones around bases that are not terraformable.  I would think that this would be an easy thing to do with a new building that creates a anti terraforming zone around it (when turned on).