51

(4 replies, posted in Balancing)

I totally didn't realize it didn't need skills ... lol.

I've read the desc a few times prior to your mention ... The Nians should upgrade their 'Elite' robot.  Just saying.  big_smile

Can ya blame a person for asking?  Ain't the dumbst question the one that wasn't asked?

-Ensi

With it being so inefficient, maybe Advanced Recycling needs to become an Extension.  +2% per level, all the while being a complexity of 9. 

I dunno ... but we could always add another EP sink.  ha ha

-Ensi

53

(27 replies, posted in News and information)

Annihilator wrote:
Ensireka wrote:
Annihilator wrote:

so, first impression:
- hitsize does not compensate lack of hitpoints http://www.perp-kill.net/kill/269643
- dark green just doesn't do it... needs to be same color as arkhe

right after udocking, i got a very long phase of low FPS... is that just my client or a common issue?

Let's be honest ... FastCar is just a pos.  It would be nice if they forced bots to play their roles and not use a speed nexus trick that shouldn't even be available. 

I don't know what you expect though Anni, dirtbag is in a mk2 mech, you're in an assault.  hmm  Evasive module?  Likely still needs some balancing.

-Ensi

what i expect ?
medium magnetic weapons are the second worst weapons regarding precision, in number "7°"
~400 damage per shot every 5 seconds

vs. a locust, with max "1.85 m" hitsize, maybe less. and ~1700 hitpoints

thats a 26% chance to hit and ~4-5 salvos with a kain and no tunings

somewhere Zoom said their lack of resists and hitpoints shall be compensated by their hitsize bonus - and it doesn't.
he also said no MK2 versions, because they are already special enough.
equipping plates doesn't sound reasonable either, as plates negate any hitsize bonus to begin with.
small firearms are melee weapons.

i would expect that someone would need to field dedicated equipment to deal with it if it sacrifices a legslot for an evasion module. Instead its plain DPS again.

Anni, Is that taking into consideration the Precision Firing Extension?  At level 10 it's an extra 30% chance to hit ... so, a 56% chance off the boot if I understand how to calculate this properly. 

Or is it 26 + (26 x .3) = 26 + 7.8 = 33.8% chance to hit? 

At level 10, the Locust has a -1 hit size, it starts off with 4 ... with a t4p evasive Module it drops the hit size from 4 to 2.8 - 1 (max bonus) = 1.8 ...

Maybe they need a bonus to evasive modules also?  Take them down to at the minimum 1.25.  However, seems like they need to be under 1.

The Chameleon starts off at 2.75 ... so, it should start off at 3 ...

-Ensi

Naismith wrote:

Your tiki torch is on the way out.

A solo player starts to build a base and now he's marked? 

With so few players, I find it odd to want to harass a single player over something you don't seem to care about utilizing ... heck, even Beta was taking quite a bit of hits from Ethos, losing the terminals and such.  That darn DeathPaw.  smile

I must say, at least he's using the Gamma.  smile

-Ensi

ps With the Test Server down for possibly a permanent basis ... does it hurt to let him be there?  Honestly?

I think I get it ... but it just means overall it is really only good for Alpha increases ... sad

-Ensi

56

(4 replies, posted in Balancing)

DEV Zoom wrote:

I think you're confusing Syndicate robots with the special black robots, they are not part of the Syndicate faction. The Vanguard Mesmer isn't derived from the Mk2 variant either so it doesn't make sense to compare their bonuses.

Note : You do buy the Vanguard Mesmer from the Syndicate shop; do you not?  wink  Please pardon the confusion I have led you to believe I had.  :B

Anyhow Sir Dev Zoom, what is the Vanguard Mesmer derived from?  Is it basically a Mk1 of the Vanguard Mesmer series?  So, I could hope to find an CT or purchase an Mk2 variant from the Syndicate shop at a later date for like 10b and 500k - 1m tokens? 

It's all about goals right? 

Correct me if I am wrong Sir, would it be safe to assume you would need higher skill level to pilot an Elite Robot vs an Mk2? 

I find it difficult to believe that the Vanguard Mesmer (an Elite robot) would have the virtually the same base stats as both the Mesmer Mk1 and Mk2's, though you indicated the Vanguard is not Derived from the Mk2 variant ... therein lies my issue. 

They both weigh 5,610 kg more than the Mk1 variant, yet go the same speed ... not complaining, but I think that was overlooked.  Besides a little more CPU +30, Reactor +100, Masking +40 and Detection +40, Locking Range +50m ... the only bonus's worthwhile are the Optimal Range and Hit Dispersion ... (I believe only a fool would use it in PvP ... or someone very brave and possibly arrogant) ... so the other bonus's are just ... odd to me.  tongue


One more thing ... Is it possible to paint the WHOLE robot Black?  It was an valiant effort ... but it could use an improvement.  big_smile


Btw, the Mesmer Mk1 and Mk2 both state Turret falloff while the Vanguard Mesmer states Falloff modifier ... I know it's the same thing ... just figured it was intended to be the same as the Mesmer Mk1 and Mk2 varieties

I know you're a busy man, so thank you for your time.

-Ensi

57

(27 replies, posted in News and information)

Annihilator wrote:

so, first impression:
- hitsize does not compensate lack of hitpoints http://www.perp-kill.net/kill/269643
- dark green just doesn't do it... needs to be same color as arkhe

right after udocking, i got a very long phase of low FPS... is that just my client or a common issue?

Let's be honest ... FastCar is just a pos.  It would be nice if they forced bots to play their roles and not use a speed nexus trick that shouldn't even be available. 

I don't know what you expect though Anni, dirtbag is in a mk2 mech, you're in an assault.  hmm  Evasive module?  Likely still needs some balancing.

-Ensi

58

(27 replies, posted in News and information)

Gekko wrote:
Ensireka wrote:
DEV Zoom wrote:

Beyond the introduction of the first wave of Syndicate robots, patch 3.8 will also include a few significant changes, so I felt like it deserves its own blog post.

http://blog.perpetuum-online.com/posts/ … patch-3-8/

Another change that’s coming with the patch is the reduction of EP rewards for mining and harvesting from 1 EP per minute to 1 EP per 2 minutes on average (without bonuses). Based on our statistics, the amount of EP that players gained from mining and harvesting was too high, considering the effort and risk involved compared to other activities.


I would like to address a couple concerns to EP change regarding Mining and Harvesting. 

1.  Harvesting may be extremely uneventful and not dangerous; but it is a pita!  Find plants > drop a can (or fill cargo) > when plants are all harvested or cargo full > return to station to empty out or return to site to haul harvested goods back > REPEAT

2.  Mining items that are NOT liquid require you to move a lot!  Due to the nature of the Alpha tiles, they don't last long when you have good mining skills.  Before you know it, the field is empty and you're back to hunting down that next field of NON liquid. 

3.  I know combat pays a lot more for EP in regard to Mining and Harvesting.  Since combat pilots get EP per kill, that EP is based off the 'tier' of npc (if i recall correctly); therefore a Mesmer and a Vagabond of tier 3 pay the same even though the Vagabond can be a 1 alpha strike kill, the Mesmer not so much. 

4.  The real issue was players AFK'ing while mining liquids in a Scarab or Sequer with 1 mining module. 

I wonder, what were the EP gains were compared to.  Where they compared on Beta afk'ers?  Yes, i've seen em. 

Right now, my main issues is, i believe the EP change mining was mainly due to the lazy liquid miners.  So, instead of a fix just for liquid miners, you do an blanket fix for mining and harvesting.  They may be uneventful, but it's typically more work then combat without the danger (of Beta or Gamma).

-Ensi

The Liquid, Ore, and Plants should have different EP rewards.
Which should be affected by amount of material mined.


Actually, that's not a bad idea.  However, I feel all non Beta / Gamma (do they have special liquids?) liquids should be dramatically lower for EP gains vs any physical activity type of mining / harvesting.

I do wonder how you would scale EP for mining non liquids and harvesting though ... by 'amount' could lead Vet's still scaling far beyond a newbie, albeit temporarily.

I would adopt this idea in a moment, just fyi.  Still makes you wonder though ... 

-Ensi

59

(27 replies, posted in News and information)

DEV Zoom wrote:

Beyond the introduction of the first wave of Syndicate robots, patch 3.8 will also include a few significant changes, so I felt like it deserves its own blog post.

http://blog.perpetuum-online.com/posts/ … patch-3-8/

Another change that’s coming with the patch is the reduction of EP rewards for mining and harvesting from 1 EP per minute to 1 EP per 2 minutes on average (without bonuses). Based on our statistics, the amount of EP that players gained from mining and harvesting was too high, considering the effort and risk involved compared to other activities.


I would like to address a couple concerns to EP change regarding Mining and Harvesting. 

1.  Harvesting may be extremely uneventful and not dangerous; but it is a pita!  Find plants > drop a can (or fill cargo) > when plants are all harvested or cargo full > return to station to empty out or return to site to haul harvested goods back > REPEAT

2.  Mining items that are NOT liquid require you to move a lot!  Due to the nature of the Alpha tiles, they don't last long when you have good mining skills.  Before you know it, the field is empty and you're back to hunting down that next field of NON liquid. 

3.  I know combat pays a lot more for EP in regard to Mining and Harvesting.  Since combat pilots get EP per kill, that EP is based off the 'tier' of npc (if i recall correctly); therefore a Mesmer and a Vagabond of tier 3 pay the same even though the Vagabond can be a 1 alpha strike kill, the Mesmer not so much. 

4.  The real issue was players AFK'ing while mining liquids in a Scarab or Sequer with 1 mining module. 

I wonder, what were the EP gains were compared to.  Where they compared on Beta afk'ers?  Yes, i've seen em. 

Right now, my main issues is, i believe the EP change mining was mainly due to the lazy liquid miners.  So, instead of a fix just for liquid miners, you do an blanket fix for mining and harvesting.  They may be uneventful, but it's typically more work then combat without the danger (of Beta or Gamma).

-Ensi

60

(4 replies, posted in Balancing)

Is it me, or should a Syndicate Robot have more Sensor Strength to go with the increased Signal Detection and Signal Masking? 

I mean, it sounds logical to me ... it also seems to me that for 2.5b and 100k tokens I should get a dramatically better bot than something considerably way cheaper. 

Btw, the Vanguard's  1% Damage Modifier is utilizing the wrong 'extension' if compared to the Mk2 Mesmer which uses Hi-Tech while the Vanguard uses Nuimqol Robotic Control ... perhaps that was meant to be another 1% per level ... for 4 damage bonus's?

I understand it's not a mk2 ... but it's more advanced then an mk2 ain't it?  So, Hi-Tech should come into play.

So, like I mentioned above.  Please consider raising Sensor Strength as you did the Signal attributes. 

Maybe the Syndicate bot's need a speed buff too!  Jet Packs?  :B

-Ensi

Obi Wan Kenobi wrote:

Make it so you have to harvest the broken parts from dead NPCs or other player wrecks smile  & combine a few minerals & maybe a syndicate shop item & BAM throw it in the oven!
big_smile

This was posted somewhere else on the forums ... I wonder who posted something exactly like this over a year ago ...

-Ensi

Why does it need to be tied to an ore / liquid or plant type?  Can't it just be tied to what a person wants to use?

Perhaps they just made a cash shop / credit type item that let you switch between the normal color and one you purchased ... it might need to be a 'slot' on the bot, but w/e. 

While undocked you would right click yer bot picture and a menu would appear :

       Mining Beam color : 
                              Red
                              Blue
                              White
                              Green
                              Yellow
                               ect ...

Something like that.  tongue

-Ensi

63

(4 replies, posted in Q & A)

Ohhhh!  Ok.  I'll try to delete my post on the test server forum.  ha ha

Thanks peeps!

-Ensi

64

(47 replies, posted in Balancing)

Annihilator wrote:
Ensireka wrote:

...

Ever played Tabula Rasa?  The npc's would take over the bases ... it was an ingenious idea.  Loved it!  Maybe we need npc's to hit saps and such ...

-Ensi

As former TR and also Firefall player,
you know, i have requested that for so long now... its what you call sandbox AI and living world.
its just out of reach of the current DEV team (and since the request is up for 5 years or more now, i would say, it always has been)


I miss Tabula Rasa.  wink   

I figured if a player Corp wants to hold the station(s) they should be forced to fight the npc's for control too.  Talk about adding an interesting dynamic into securing Beta Outposts.  ha ha

-Ensi

Just fyi, I was on Gamma with my recycling maxed.  So, please tell me what I'm doing wrong ...

-Ensi

Perpetuum wrote:
Annihilator wrote:
DEV Zoom wrote:

Yes this is something I plan to specifically look into. Maybe a bigger difference is needed between the hit size of lights/assaults and the accuracy of medium weapons.

well, thats a good idea,
but you have to look at the implications that come with that too. especially with shields, medium accumulators and ewar that has 100% chance to hit and no LoS restriction that does not have any penalty from beeing boosted by rangextenders wink

No ***.

Zoom is slow, but not stupid.
More thoughts to come with a SS.

With my few encounters of ewar, it seems just a bit unbalanced ... just a bit ...

NPC's jam quite easily with 2 t4 eccm and players ... wtf.  I'm not sure, but imho only ewar bots should be able to equip ewar offensive equipment and everybot should be able to equip ewar defensive equipment. 

Why are there no extensions to raise the effectiveness of ewar defensive items?  Because it's not like there aren't any modules or extensions for ewar equipment to be more potent. 

Maybe it's not the point of people using ewar on non-ewar bots as much as maybe it is that they can fit it with such ease on these non-ewar bots.  Maybe jack the ewar offensive items reactor / cpu and accumulator usage by 100% and give ewar bots bonus's that reduce all ewar equipment stats by 50%  (which would return it to it's original fitting / accumulator usage) on ewar bots.

I can't help it, an non-ewar assault with the ewar effectiveness near that of an ewar bot seems pretty shoddy and unbalanced.  Shouldn't ewar be physically weaker then non ewar bots? 

Bah. I'm not holding my breath.  Most people that use ewar love being able to be tanky, do good dps and have no limitations ... but, ain't that the base of the problem?

Just saying ...

-Ensi

(Yes, I expect flames)

67

(4 replies, posted in Q & A)

Is it down or am I just screwing something up magically?  geeze.  lol

Testing stuff gets dangerous in normal mode.  ha ha

-Ensi

68

(47 replies, posted in Balancing)

Jita wrote:

Rolafen you don't know what you are talking about. Two people doing missions solo make more money than two doing them together in a squad. Thsi is the same for three, four and onwards. That is even before tokens where there is zero increase in squad missions.

That's stupid and needs changing.




As much as i'd love to get more tokens per assignment, giving the 'squad mates' tokens is just silly.   How many people have alts that just do NOTHING?  Oh?  Just a few?  Like almost everyone on the server ...

Now that we have that cleared ... here is the problem you people refuse to face :

With 'squad mates' getting tokens, you will just flood the market or your storage with tokens just to buy that 'next best thing' ... as usual.  Oh?  You want more beacons?  Well here is 50k tokens for that level 6 assignment!  go get em! 

Come on guys.  It needs to be balanced, but not like that.  If they did that they'd have to cut the amount of beacons down for solo assignments in accordance with the change.

I can effectively grind a whole level (as much as a grind it really is) by simply just sticking to the assignments for a day.  When i say that, I literally mean being at the pc grinding away from 4 to 5 in one sitting, 5 to 6 in another and typically 6 to almost 7 in another.  They aren't hard.  They are just ... mind numbing. 

I will say, the pay on some of the level  6's is quite pathetic with the extensions at 10 ...

They were pathetic in EvE, WoW and every other game i've ever played.  In what game have missions, quests, assignments or tasks ever been enjoyable? 

Ever played Tabula Rasa?  The npc's would take over the bases ... it was an ingenious idea.  Loved it!  Maybe we need npc's to hit saps and such ...

-Ensi

So ... I have a comparison for you :

Material Ratio of 425 (80%)  (level 10 Recycling)

960 Standard Medium Armor Repairer (t1)

Gain                    Material                    Loss                  G.Value                          L.Value                    Mkt.V.
--------------------------------------------------------------------------------------------------------------------------------
82,285                Titanium                  13,715               10,285,625                      1,714,375                    125
164,671              Plasteosine               27,429               25,508,505                      4,251,495                    155
41,142                Cryoprene                6,858                 3,085,650                       514,350                        75
164,571              Statichnol                 27,429               90,514,050                     15,085,950                   550
41,142                Chollonin                  6,858                20,571,000                      3,429,000                     500

                                                                Total         149,964,830                     24,995,170




Material Ratio of 325 (75%)  (level 0 Recycling)

960 Standard Medium Armor Repairer (t1)

Gain                    Material                    Loss                  G.Value                          L.Value                    Mkt.V.
--------------------------------------------------------------------------------------------------------------------------------
79,058                Titanium                  16,942                9,882,250                      2,117,750                     125
158,117              Plasteosine               33,883               24,508,135                     5,251,865                     155
39,529                Cryoprene                8,471                 2,964,675                       635,325                        75
158,117              Statichnol                 33,883               86,964,350                     18,635,650                   550
39,529                Chollonin                  8,471                19,764,500                       4,235,500                    500

                                                                Total         144,083,910                     30,876,090                     





The EP required Per Level :

1 : 180, 2 : 360, 3 : 540, 4 : 720, 5 : 900, 6 : 2,160, 7 : 3,780, 8 : 5,760, 9 : 8,100, 10 : 18,000

Now, since the test server remains unavailable for me to access due to ... server being down?  I dunno.  Just doesn't ever load to the point where I can connect ...

So, in order to decide if the skill was worthwhile I had to examine if on my main server account.  After this conclusion ... I am disappointed I tossed all that EP into a skill that is virtually useless. 

To manufacture 1 Standard Medium Armor Repairer it requires :

Gain               Material                              Mkt.V.                         Cost Total
-----------------------------------------------------------------------------------------
100                Titanium                             125                                 12,500
200                Plasteosine                          155                                31,000
50                  Cryoprene                           75                                   3,750
200                Statichnol                            550                               110,000
50                  Chollonin                             500                                25,000

                                                                                   Total         182,250



Material Ratio of 425 (80%)  (level 10 Recycling)

1 Standard Medium Armor Repairer (t1)

Gain              Material                    Loss                  G.Value                          L.Value                    Mkt.V.
--------------------------------------------------------------------------------------------------------------------------------
85                Titanium                     15                      10,625                         1,875                        125
171              Plasteosine                  29                      26,505                        4,495                        155
42                Cryoprene                   8                        3,150                            600                         75
171              Statichnol                    29                      94,050                        15,950                       550
42                Chollonin                     8                       21,000                         4,000                        500

                                                                Total       155,330                       26,920



Oddly enough ... I figured out the %'age of the Ratios.  It comes out to 14.771%.  I suppose we should consider ourselves lucky ... I still feel that when you look at the mass recycling you get robbed.

However, I believe it's still a little out of par and the Recycle Extension could be tweaked up to 15 and not remain at 10.

As I had just proven with the numbers we actually get a better recycling rate.  Though I have no idea what is causing the invisible bonus of 5.229% ...

I'm posting this even though it really doesn't help my battle for a better ratio.  Just seems crazy when I finished all the comparisons to not just post it anyhow.  lol. 

In the end, I would not have placed points into recycling for such a small gain in value or materials.  I'm no crafter.  I just need the nic. 

-Ensi

70

(149 replies, posted in Balancing)

Obi Wan Kenobi wrote:
Burial wrote:

Why shouldn't a bot be demob immune/close to demob immune?

demob immunity is fine but it must come at a cost. You cant have tank AND be immune to a demob, its just to stupidly powerful.

You make no sense.  Would you really expect a raft to slow a Cruise ship?  I don't.  Maybe be unlike EvE and their imba warp scramblers.  If you want to demob a heavy Mech you need the appropriate sized demob.  No light should be able to demob a Mech.  Period. 

So, you would need a Mech equipped with a Mech sized demob in order to demob a Mech and smaller ... it would be about size.  Lights tackling a Mech is just stupid and logically foolish.

-Ensi

I thought this was mentioned a WHILE ago ... like when the field terminals were first being released.

It shouldn't give the access to anything but assignments and a few fittings / ammo choices.

-Ensi

DEV Zoom wrote:
Annihilator wrote:

how do you balance Autocannon bonus against everything else? atm firearms are competitive without ANY bonus against the other ones - as seen in the popular MG Seth fit that can kill everything but walls (because dumb pilot)

I'll do some tests, but the most straightforward thing is probably to reduce either the damage modifier of the guns or the damage points in the ammo, and recompensate with machine gun robot bonuses.


How about making drawbacks for each current bot in the game (except industrials) for using machine gun type weapons?  A -bonus rof for each one equipped.  Maybe that will then encourage people to play their bots with their Race Specific weapons ...

Just saying ... its been and currently is freaking OP and something could be changed about it ...

Btw ... I noticed you declined the EP boost of players using Nexus only bots.  However, if I was to use a remote sensor amp on the combat pilot ... i'd get an EP gain.  Does a Nexus not count as a beneficial member of a Squad?  How about when mining?  The Hauler using Nexus for Fast Extract and Accumulator Recharge ...

Thoughts Mr. Dev. Zoom?

-Ensi

Honestly, I have little desire to log in at all.  I have pumped a lot of $ into the game for cred's ...

If I were being honest though ... I dislike the changes to what was my solo farming and now the assignments; albeit not the end of the world, but it seems too much change too quick for my tastes.  The assignment system would have been great ... but the 15 (exaggeration) pickup and delivery points and the excessive size of the contents for transport assignments just ... ruins it for me. 

If I want to have an alt run an transport assignment in parallel with me while in squad ... they have to either run the one with me or just wait for my completion.  They cannot grab their own. 

I understand you silly Dev's and GM's are trying ... I Love the idea of Perpetuum ... but i'm seriously about done; apparently, according to the population of players ... they are too. 

By the way, I have very little regrets about the amount of money I have put into the game and given you guys.  Sometimes the player population really does have good and bad ideas ... you just need to discern which is which. 

-Ensi

Ps.  I've heard others say they are waiting for the gates to shut down so they can move on.  Because it's like babysitting a rotten child that won't behave and you just eagerly await the parents to come and get it so it'll all finally be over.  But they never come fast enough ...

I agree, but maybe a rework is needed for the whiners.  We all know getting from a to b was the issue ... Speed of the robots, not necessarily sparks issue.

-Ensi

75

(52 replies, posted in Q & A)

You mean let all the whiners from the past force the Devs to make the game terrible so people leave?  That's working.

-Ensi