76

(17 replies, posted in Feature discussion and requests)

Ambedrake wrote:

+1 with more hashing out of the idea.

While I do agree a trial period would do the game wonders there are some concerns.

First not allowing them to fully be a part of the Nia main islands (Virtual island is cool here), to do this they need a semi full featured demo island to be a part of.

Second I believe that 6 hours is not quite enough to get through the tutorial and really fully understand the basics. Some things like artifacting, and fitting balances can take a few hours each in themselves for the thickest of skulls. Maybe say a 48hr trial?

Third, while I understand the need for people interacting, this community can be toxic. Whether or not to allow them to interact with the main games chat or have them completely separated off on their own is one that should be considered, especially as general chat can get rather dismal at times.

Fourth, the tutorials are crap. To be honest it would be best to have video tutorials instead for each section as text does not convey enough information in the small amount of asset space it has. Even if its as simple as a 'mission' breif video for each with audio voice over on each step similar to some other games, this would be seen as a nice feature and give more clarity to the more complex things such as artifacting.

Fifth, while I understand most will not, some very well may chose to make trial accounts just to lock out names. This can be remedied in the most part by having the character creation step moved to actual deployment to Nia instead locking the name selection to full accounts.

Lastly, a tutorial on the game is nice, but more essentially a tutorial on the settings should be added as well. There are many useful options in the settings that are not fully explained until you meet other players, and some players require setting changes in order to keep a connection to the server stable. By getting this out of the way early you may very well keep many players that would drop early on due to technical difficulties.

These are the things I believe would need to be done or happen in order for a trial period to actually work.

Cheers,
Ambe

Very thought out explanation of your opinion. I agree with almost all of it and would like to highlight the last part of the post.

Lastly, a tutorial on the game is nice, but more essentially a tutorial on the settings should be added as well. There are many useful options in the settings that are not fully explained until you meet other players, and some players require setting changes in order to keep a connection to the server stable. By getting this out of the way early you may very well keep many players that would drop early on due to technical difficulties.

77

(45 replies, posted in Recruitment forum)

Bump for bananas

Annihilator wrote:

perp interface 3.0 will bring that, for sure wink

though, there hasn't been any news about the engine update for a year or so.

Thank you dev Annie! I'm so glad you can give us reliable information that has absolutely no chance of happening before we are all dust in the wind.

79

(45 replies, posted in Recruitment forum)

Bump for justice

80

(45 replies, posted in Recruitment forum)

Bump for justice

81

(45 replies, posted in Recruitment forum)

bump

Would be a nice sink for colixum

83

(18 replies, posted in Feature discussion and requests)

Tonnik wrote:
Syndic wrote:

Dropping standard terminals on Epri fields for safe mining isn't fun or risky, its an abomination of carebearism.

This is the main problem. Fix this and by all means put epi on gamma as it would give people a reason to roam gamma while now there is none.

While your at it stop in base noralgis production.

you make it sound like its hard to roam beta

Ville wrote:

Zoom, I would like to suggest something further.

Can you make a subforum strictly on Gamma FAQs?  Also I would suggest making Annihilator moderator of the sub forum.

This is "Perpetuum - The Gamma Frontier"

makes sense

Ville wrote:

Zoom, your English is better than 90% of America.  Kudos to you.


thats probably why the gamma turrets work so well

amirite?

You guys at avatars creations *** up. One setting would literally stop no one

Maybe an interesting way to add the topic features to game while remaining unique and balanced would be to have a rig slot for each bots head, leg, and chassis rack. The rigs should be sized based on light/assault/mech/hmech.

These rigs should be meant to add utility to the modules fit. These would be very similar to Nexus Module Aura but would only be local.

Ex. Crit Rig (possibly racial weapon specific) would go into the chassis slot to increase chances of critically hitting an enemy but would also require more fitting or other drawbacks (nothing original here).

I would also like to see rigs that increase the efficiency of masking/detection but for these there would probably need to be quite a bit of speculation and attempted balancing first.

My hope is to see a combination of rigs and bonuses to prototype bots to make new classes without adding too much art. The new rigs would be kind of like debuffed nexus and add a new sink to kernals.

Ok. Its taking longer than expected but when do you expect it done now?

I can understand that. What are your thoughts on a double edge plate for ewar/enwar?

And still waiting apparently

I always thought there should be skills to combat ewar since there are skills to improve it. As far as new mods I think it would be interesting to have a counter ewar/enwar mod that increased the susceptibility to ewar/enwar but gave a chance to reflect it.

92

(45 replies, posted in Recruitment forum)

still cooler than the next corp

DEV Zoom wrote:

We've actually pondered a similar concept a while ago, which would be about different robot states, like traveling mode (fast speed but practically no combat capabilities), combat mode (like it is currently), slow/stealth mode (lower speed, masking/accuracy increase), some sort of recovery mode (complete stop, but vastly increased masking and repair/recharge).


ponder some more on this idea please smile

94

(5 replies, posted in Feature discussion and requests)

Sure. No point. Once its actually released. I understand you guys are rolling a few things in with missions but ffs just add the missions. Even if its only alpha missions

95

(93 replies, posted in Feature discussion and requests)

Since we all agree turrets need to shoot npc's lets do it already or else go back to reds not realigning on gamma

96

(93 replies, posted in Feature discussion and requests)

Annihilator wrote:
Ville wrote:

Turrets dont have alarms that go off when they shoot, so its not like I'll know when to undock from station and pick up loot. And tbh kiting npcs to turrets yield a lot less nic/hour then standing on alpha farming a spawn..  Heaven forbid the players actually have something they can actually have fun with exploiting.  And the base's turrets are using energy.  Energy we either fed to a reactor or we had to put up energy wells to do.

green:
static spawns on alpha are a discontinued feature soon

red:
the word your missed to write in there.

Gwyndor wrote:

Don't let beacons be dropped within 4k of a terminal.


fixed that number for you to make sense

If that's the case then there will be islands that can't have beacons even though they have the most invested

97

(21 replies, posted in Bugs)

Please set a date for the mission revamp and go ahead and make it high ball. If you finish it early then we can all rehoice

Blocker wrote:
Ensireka wrote:
Gwyndor wrote:

Not when you can still make more farming a static spawn on alpha that you can running around trying to find observers on gamma. Observers need to drop more or just be more common. A static observer spawn would be amazing


So, remove static spawns on alpha, but create them on gamma? 

Do you whiners not realize the impact removing static spawns will have on everything actual PLAYERS that aren't cheating do?  I wonder how it'll effect research, fragment farming, module farming ... Ect.  You're tired of botters?  Put down reds that hunt players On each island.  Not just random patrolling and pathing pawns.

These are the same places you used to farm with friends.  Maybe they just need to be harder ... aggro them all!

They'll change the spawns and you whiney beatches will be whining about something else related to it before long. 

Why do whiners get their way?

-Ensi

Can't argue with anything here..

+1

I'm not saying anything about alpha spawns at all. That was purely about the change to roaming reds on gamma. If the roaming reds are going to r espawn fast you might as well make a couple of stitches spawns so they could be farmed because the same farming team on alpha moved to gamma makes about half as much with 100% more risk.

If reds and observers are going to r espawn then make at least two or three static spawns so they can be farmed. Put them in the red area that can't be built on or a base nearby to hide in. Still plenty of risk of rosters but a very challenging npc on the end game islands

99

(93 replies, posted in Feature discussion and requests)

Celebro wrote:
Ville wrote:

That's too complicated.  If explosion damage doesn't drop loot, you limit 1 beacon at a time that's enough for turret fire to drop loot.  It justifies players existence on gamma and make beacons worth while again.  Beacons on gamma provide production goods to use for extensive production and now we have a reason to own a gamma base.

No ones is discussing explosion damage, I am saying turrets could assist you in npc kills, if you shoot them only.


Edit: Once npcs are'flagged' turrets are allowed to shoot NPCs.

That would be cool

100

(93 replies, posted in Feature discussion and requests)

Obi Wan Kenobi wrote:
DEV Zoom wrote:
Ville wrote:

Zoom.  Why couldn't we allow the to drop loot?  But make beacons only deployable 1 at a time and at least 1500 to 2000 M away from any terminal.

It's not just because of beacons, any roaming spawn comes around and you just undock to pick up the free loot.

UM so what? its another little bonus Gamma islands have other the other types. if anything dont disallow loot drops just make what they drop be a lot less than normal. hell make them drop just the plasma.


Don't let beacons be dropped within 2k of a terminal.