1

(19 replies, posted in Balancing)

At this point I have tried to not be one of the older players in an assault mech taking all the younger players kills, but after two assault bot losses in three days while completing about 10 missions, I'm done being stupid.

Back to the L1 missions and screw the newbs, just like the Perpetuum Devs apparently want.

I can see several classes of market.

New Market (undamaged)

Slightly Used market (white damage)

Bargain Basement Market (yellow damage)

Junk market (red damage)

Make each market background color match the damage code.  New market would be just as it is now.

auster wrote:

Effect weapons are planned as far as I know .. even some kind of artillery bot.
Lol at the Viral-Weapon-Idea .. sounds cool, but would be difficult to balance .. maybe some dependency on the group sizes involved?

EDIT: The viral weapon shouldn't just attack those in the corp/squad of the targeted bot, but those nearby who have non-friendly status. That is because ppl would just split up and communicate via another channel (or even teamspeak).

Yup I thought of that and was trying to hink of how to prevent it.  The only thing I can think of would be to make it so that if a bot's weapon misfires, it will target the nearest bot that does not share a communications channel with the misfiring bot.  If that bot is not an enemy, it will do enhanced damage due to defenses not being prepared for an attack from that angle.

This would cause a pretty significant number of friendly fire incidents in a zerg or blob situation where there are several small teams operating, especially with low skill pilots.  With high skill pilots, there would be fewer misfires, but the ones that do happen would probably hurt a lot more.

DEV Zoom wrote:

merged topics

Ate my response while switching topics sad

It looks as if Perpetuum is headed the same way as EVE went.  Blobs and zergs rule.

  With the weapons and technology that we are using, I can think of a couple ways to severely discourage blobbing and zerging.


  1) Cluster Munitions - basically area effect weapons.

  2) Viral electronic warfare which feeds off linked commo channels.  If you have 10 people on team A and 40 people on team B, and any of those players are hit by the viral attack would spread the attack to their teammates.  Every mech is affected if any of them are successfully affected.  The more mechs on a team that are affected, the worse the effects would be.  At 10 players, targeting times would be extended maybe, at 20, you might lose lock on existing targets, at 30 you might have your targeting range significantly reduced, at 40, you might simply be unable to target anything.  At 50 all of your equipment stops functioning.  At 60 your mech might move at half speed.

  The same might hold true for corps or alliance, not just teams.  If you get too many people together in one place, and they are linked by team, corp, or alliance, one hit could bring a zerg to it's knees.

  This would be a mighty potent discouragement.

  It might be appropriate to allow some mitigation of this effect with modules, but the modules would need to be difficult to fit, and NOT fit in an aske at all.

Surge wrote:

I think Doc Iridium is simplifying the issue here.

Of course I am, thats the entire purpose - simplifying the issue smile

JUST for calculating where everyone is in regards to each other, on the database side, lets assume that in a 50x50 battle, 9900 calculations would normally be performed every 0.25 seconds and the data sent to the clients.  9900 calculations, 9900 pieces of data sent. every 0.25 seconds.

Now with fog of war, every 0.25 seconds the same calculations are made on targeted enemies, or enemies that you are targeting, or those that have you targeted.  each bot is capable of a maximum of 10 targets I think? (unsure what the real maximum is) but 100x10 would be 1000 precise calculations every 0.25 seconds.

The fog part is that the rest of the calculations are performed only every second.  Here's what I'm thinking.  At every second, a vector is calculated for each bot on the field, and the current position and vector is sent to the client.  Every 0.25 seconds, any bot that is not being closely tracked, has it's movement vector extrapolated and that is where the client displays the other bot.

This should not be present at all in small group combat, only larger group combat.

It may be better to only have fog of war affect enemies, which would still reduce the intensity of the calculations, but not by as much.  Otherwise staying in formation in a fight would be a bit rough.

It should be an option.  If you want to see everyone, you can, but normally only the scouts and leadership really have a need to see where everyone on the field is at all times.  Everyone else should be concentrating on repping the enemy's target, or pouring fire into the target your force commander has designated.  Or both big_smile

Distances between your mech and everyone else's mechs.

Sure there isn't collision in the game, but it has to have at least some effect on the server when a 50x50 battle means the server must keep 100 people updated on the positions of 99 other people at near realtime rates.  At the very least that's going to be 9900 updates per update cycle - just for sending the data to the clients, not to mention calculating them.

With "fog of war", you could reduce the range calculation rates to any non targeted or targeting to once per second or two and only send basic range data, not specific data.

You would still see mechs moving around, but they might not be exactly where you thought they were, until you target them, at which point they would firm up in your sensors and give you good info.

8

(28 replies, posted in General discussion)

Ekim wrote:
Neoxx wrote:
franko wrote:

Block arkhas  pvp targeting

I like this.

yes no more arkhe blobs

light bot or higher only sounds good

It doesn't keep people from using askes for transporting nice expensive things either...

9

(55 replies, posted in Recruitment forum)

Been a member for a couple days.  Good people.

Bump

I wouldn't mind a system to allow you to unspec and get one point back for each 2 points you "sell back"

It should be a slow process though, 1 piont per minute seems like an OK rate, so when respeccing, your gain in free EP would be 2/minute and your EP loss would be 1 per minute.

11

(25 replies, posted in General discussion)

Fumanchu Taitharn wrote:

welll.....I'm not the best combat person in the world on my main.  So naturally I pick on the weak and defenseless low level PvE bots.

3 times now since launch.

There I am in my well equipped Castel.  Been doing low level Bounty hunting for less than half an hour.   Killed a few.  Then one of them under half strength (no, it was the only one attacking me!) resets to full strength and proceeds to kill me, apparently in under 3 seconds.

I give up.  I ain't all that computer litrate but something about that part of the game just don't work for me.

I've experienced the same problem but I run an armor repper continuously in my Castel when fighting, so I didn't die.  Seems as if you hit a bit of lag.  Some drones have armor repairers and will repair themselves.  If your lag lasts long enough, the bot will stack healing actions and firing actions that your client can't see, and your client will display and register them when the lag is over.  The server, however, doesn't trust your built-up actions and ignores them.

Unfortunately the server needs to ignore stacked client actions or there would be mass exploitation.  The server also needs to stack effects that you can't see if there is lag - also to avoid exploitation.

Best bet is to make sure your connection is clean, and if you are on a shared connection, ask people to stop downloading Pronz when you are playing.

I'm not color blind and I can't tell what color the npc's are, lol.

I could probably adjust video settings and get a better color display for this game, but since I ID everything by name, I'm not going to adjust my settings so that other applications are off color.

It is working properly.

It's not 5% of all possible incoming damage.  It's a 5% reduction of the % that currently is unblocked.

Basically:

L1 = 100% * .95 = .95
L2 = 95% * .95 = .9025
L3 = 90.25% * .95 = .857375
L4 = 85.7375% * .95 = .81450625

...

This yields diminishing returns, and keeps you from ever reaching 100% damage reduction.

14

(118 replies, posted in Open discussion)

Frail

15

(12 replies, posted in Balancing)

As you get into the larger robots, I would hope this would be less and less of a problem?  The small hills and whatnot will interfere less because you can fire over them easier in a taller bot?  Any laser pilots in mechs out there able to comment?

16

(118 replies, posted in Open discussion)

Flair

17

(12 replies, posted in Balancing)

Only for the Tutorial 3b Mission:

Pop open the personal storage and make the concentric red circles like what is used to draw attention to the tabs at the top of the screens during other tutorials.

18

(93 replies, posted in Balancing)

The problem is getting to L2 missions - it's not fast.  It's not terribly slow either - IF you have the locking speed to actually get npcs.

Until you get L2 missions and can actually kill the enemies without absurd risk, camping newbie spawns is best risk vs reward.

19

(118 replies, posted in Open discussion)

Sated

20

(93 replies, posted in Balancing)

The point here is that the risk vs reward calculation for higher skill pilots is skewed.  It should be more rewarding for assault mech owners to do higher teir missions and camps, but in general it's not.

This means that the risk/reward PVE calculation sends higher skill players right back to newbie mission spawns.

Risk vs reward needs to be recalculated for high end light mech / low end assault mech pilots.  There need to be a lot more 1st star and servant type spawns that have nothing to do with missions.  There should be more spawns of single assault mechs, maybe with 1 or 2 lights.

Basically one goes from newb missions to 2-assault 2-light mech spawns, most of which have some sort of ECM or energy drain.  Thats a rough fight for a low skill assault pilot or most light pilots.

Personally, when I log in today, I'll be in a Waspish, doing L1 agent missions, to raise faction.  That will put me right on top of a lot of aske pilots and light mech pilots.  As soon as possible I'll move to L2's, but it's going to take at least a few more hours.

It really shouldn't be like this.  I don't like stepping on the toes of aske pilots and other younger players while I'm still in PVEland

I'm not against optimization at all, but even when optimized, fog of war could be added.  This would allow even larger battles than optimizing alone, and allow lower end machines to participate in some battles that otherwise would be a problem for them even with optimization.

    I think it would be fun to allow more uncertainty on the battlefield, without implementing something silly like EVE's cloak and coast.

In another thread, it was mentioned that distance calculations for many bots simultaneously might be causing crashes in the clients of some people. I basically just made a new suggestion post and cut and pasted my comment there in here.

About those massive PVP battles:  Why are we precisely calculating all of these distances anyway?

If more than X robots are within your detection and ranging radius, switch modes to a fog or war mode.

Fog of war mode would only tell you the precise distance between you and anyone targeting you, or anyone you have targeted.  Everyone else would be an approximation.  Zero range, short range, medium range, long range, extreme range.

Ranges could then be refreshed occasionally rather than continuously, and ranges would be based on each individual ship's targeting range.  Ewar robots might have the ability to track all distances precisely, but make it an option, not a feature.  If someone tries it and it crashes their machine, then next time they won't try it.

This would add a lot more realism to larger group PVP, and reduce the server / client range calculation issues as well.

Faster mechs might be able to move far enough that you might not see where they went - provided they were not in an engagement with you.

Perhaps allow mechs two size classes larger than other mechs to mask signatures, letting an aske hide under an assault class robot.  This would immediately be revealed by targeting the assault mech and isolating it's signature.

I could really see the fog of war adding a LOT to PVP combat.

23

(21 replies, posted in General discussion)

Lege wrote:

What's happened in other games is the number of range calculations got so high that the memory couldn't handle it. 150+ objects all getting distance calculations from each other might be too much for todays computers. Other games couldn't solve the problem, so they came up with population limited battlegrounds.

If this is indeed the case, then it might be best to implement some sort of fog of war that limits data input.

Here's what I mean:

If more than X robots are within your detection and ranging radius, switch modes to a fog or war mode.

Fog of war mode would only tell you the precise distance between you and anyone targeting you, or anyone you have targeted.  Everyone else would be an approximation.  Zero range, short range, medium range, long range, extreme range.

Ranges could then be refreshed occasionally rather than continuously, and ranges would be based on each individual ship's targeting range.

This would add a lot more realism to larger group PVP, and reduce the server / client range calculation issues as well.

Faster mechs might be able to move far enough that you might not see where they went - provided they were not in an engagement with you.

Perhaps allow mechs two size classes larger than other mechs to mask signatures, letting an aske hide under an assault class robot.  This would immediately be revealed by targeting the assault mech and isolating it's signature.

I could really see the fog of war adding a LOT to PVP combat.

24

(3 replies, posted in Feature discussion and requests)

If it were possible to create a local channel which would not in any way report to your client who is near you (even if you hacked the client - because people will), then it might be doable.

EVE has had the Local or No Local battle for years.  Local is abused in EVE because it contains a list of players.  Even worse, it provides a place for scammers to easily hawk their wares, rather than selling them legitimately through the market.

Being a Castel pilot myself, when I ran into this problem, I just dropped a few points into fast locking and put a sensor booster on, and started taking what I wanted, as it spawned.  It would be very easy for me to take multiples if I want, but I limit myself to 1 at a time when others are fighting for lock.  Others don't.

The 1 lock rule might work, but I think a better idea would be to create dynamic spawn points that don't activate until mission owners arrive.