1

(3 replies, posted in General discussion)

bump

2

(5 replies, posted in General discussion)

I know I'm asking for your opinion but that dose not mean you can troll, be *** and what not.

If I see any doing that I shall report you, So give your opinion on what you think about where the game is heading to!

3

(5 replies, posted in General discussion)

As the name says, can we in a way that only help them and not force them to add in stuff?


Like just to donate to keep the game going and the server?


And this is off topic but once the game do die can we download the whole thing and run it on our servers for fun and hardcore players for it?

4

(21 replies, posted in General discussion)

Calio, In other MMO there travel, and yet we walk, run, ride, fly or what in there, the point is travel is a necessary evil for all games even World of warcraft.

5

(60 replies, posted in General discussion)

What is losing?  well that would fall within the purview of your conundrums of philosophy.

I solve practical problems.

6

(21 replies, posted in General discussion)

Annihilator wrote:
DEV Zoom wrote:
Annihilator wrote:

zoom - will you move teleports or outposts for this?

Outposts no. Some teleports will be probably moved.


Regarding interzones: we have moved zones further away from each other. This feels more realistic, and the 3 factions now have a more distinct place on the map. You can still reach betas from alphas with interzones but only within the same faction, and barely. You'll see this soon on the test server.

regarding interzones -
why don't you make them teleport to player set waypoints with the condition that the waypoint has to be on another island in range?

that way at least the entry point to beta cannot be covered with a single proxy beacon or scout (that could teleport away).
I mean, do you really need a static teleporter as destination for those things to work? instance and coordinates should be enough. even a validy check if the waypoint is on passable terrain should be doable.


If that were to happen then you can jump anywhere that you wish to jump to making it easy to attack a spot, or moving a army in to a spot that most likely hard to stop and it easy to move one unseen too.

7

(21 replies, posted in General discussion)

Celebro wrote:

I am still concerned with faster travel as it always ends up making the game world smaller.

Yes, we could all agree that travel is rather dull, but on the other hand, it is a necessary evil. You still have a choice not to travel between islands unless you are doing pvp or want something from beta. So this leaves us with 'forced' travel doing missions or mining, mostly inner island travel, which is where the big issue lies.


I agree with you, but my concern making it too fast to get to one place from another, make it too fast then we can get there with backup with fight any type pvp going on, but make it too slow and there will no back at all, so we have to find the mid point of fast and slow, as celebro said some travel is a necessary evil for many reasons, for the most part i think the inner ring of islands need been speed up but not too much while traveling to any beta need to be slow down a bit but hey that just my 2 cents, i can have it backworks for all i know.

and another suggestion, why not remove the teleport sparks off the beta islands and the Alpha islands that leads to the beta islands so you cant just teleport spark over there and have backup in a very short time but hey that just my 2 cents. i can have it backworks for all i know.

8

(3 replies, posted in General discussion)

So far Here are the helpful suggestions!

From Jita

1) make station ownership a time sink so that people only own what they live in or have a direct strategic need for

2) make resources in the area of that station finite so you can't get massive amounts of people living in the same station

3) make travel distances considerable

4) make scouting and / or attacking at least as dangerous as the defensive version of the same

5) provide disincentives to pvping in large groups

Four out of five of these are broken.

Now you could 'fix' this but most of these things existed years ago and the Devs added stuff that's broken them so 'fixing' it would require them rolling back content and so far that's something they have never been big enough to do.

Some examples would be:

1) make station ownership a time sink so that people only own what they live in or have a direct strategic need for

    Require you to take your own saps to maintain stability.
    Increase number of saps to four a day
    Make an offensive sap attack take double the stability

2) make resources in the area of that station finite so you can't get massive amounts of people living in the same station

    Bring back static spawns on Beta
    Bring back finite materials everywhere

3) make travel distances considerable

    Remove spark teleports
    Remove mobile beacons

4) make scouting and / or attacking at least as dangerous as the defensive version of the same

    Remove detectors
    Add a vulnerability timer when undocking or jumping teleports
    Add a PvP zone 500m on the alpha side of beta entrances

5) provide disincentives to pvping in large groups

    Increase PvP loot drop to 90% adding a modifier that reduces the drop rate dependent upon the number of people on a killmail
    Triple module material costs

No one change can alter the game, a series together is needed.

Even one spark allows you to run something in to an enemies station and then disengage. Without sparks your forced to leave a character in station if your camped in or commit an alt if you want to grief a station.

I think mobile teleports should only be around for quick jump and return to mission locations (ie given as a mission item) and the problem of getting around should be addressed by better highways and teleport networks.

If detectors stay in game I think they need to be nerves considerably in so many ways it's hardly worth keeping them.

The 500m alpha side conflict zone is to make alpha gate hugging detectors / scouts at risk. Not only are you at risk on the beta side but you can't just jump back to alpha if your a greased as they have 500m to pin you down and kill you.

The aim of the increase in mod value and drop rate is to make PvP a paying profession. Mod cost on a mk2 mech is around 40% of the cost of the hull currently. Drop rate (I think) is 30%. That means your talking about needing it win over ten fights to recoup the cost of one. Making this change would make it closer to 2.


from Maidden

Perhaps the addition of mercenaries of which any character under lets say 500,000 EP can hire, factional of course.
Have them in tiers. And can only be used against player characters.

The level of the merc would be how much you are willing to pay. As well as how many they want up to lets say 3? 100k ep+bot 1m nik.  Light bot pilot regular
200k ep+bot 5m nik   Light bot pilot elite
300 ep+bot 10m nik   Assault pilot
400 ep +bot 20m nik  mech pilot
500 ep +bot 30m nik. mech pilot elite
600 ep+bot  40 m nik.  Heavy pilot
650 EP+bot 50m nik  Heavy pilot elite
Only applicable on beta or gamma islands. If the player dies or leaves the island the merc remains a red bot on whichever isle it was left at. Killing a merc will leave no reward.

Advantages, would even out vet owned islnds. As they have to keep the isle clean of red bots. Would help significantly in pvp battles where vets have a direct advantage in a conflict.  Can be used to provide defense for low or newer corps.

Also, change the pvp mechanics to include players to be able to attack pvp flagged players on starter islands. This will allow pirating which will help the newer player base. While forcing older veteran corps to provide security if they want to move that red con scarab across a alpha.

Another idea is to allow beacons to be red con bots to all players(Including proximity aggro) rather than just the player who popped them. Make it where the player who popped the beacon can loot. While all other players get no reward for that bot.


so far only they Have reply with helpful suggestions so to anyone KEEP THEM COMING!


*edit: Removed some parts. The forum has rules already, which includes "don't act as a moderator yourself". - DEV Zoom

9

(54 replies, posted in General discussion)

Nvm, I take it all back, Oh it's truly a shame, to even have hope for some kind of intelligent in that "Corp" but now I see what it's true colors are.

What a shame indeed, to anyone less Come with your helpful comments we need them!

And do ignore the ones that are on the list if they reply to you and report them if they being a jackass or trying to hurt your feelings or be a troll or talk about stuff that is off topic.

10

(54 replies, posted in General discussion)

And as for you Rex amelius, I know why you are here and there for shall be ignore.

To all, there will a ignore list will be on the 1st post that i made for this thread, if you see their names on that list, Do not reply to them and just ignore them.

And thank you Maidden, thats your only warning tho, next time Try to be civil.

11

(54 replies, posted in General discussion)

ladies and gentlemen, this thread is mean to help the game, There NO fighting allow in this Thread, If you want talk *** about them then go on general chat and talk *** about whom ever you seen to toss your rage at.


Any and all that "NOT" on topic shall be reported and be ignore


I know that a BS move but I want to help the game and not have the thread turn into a rage thread.

We are civil peoples, not a raging ten year old.

So I'm sorry to all that I offended.

12

(54 replies, posted in General discussion)

Jita wrote:

On a serious note if you want small factions rather than half the game alliances you

1) make station ownership a time sink so that people only own what they live in or have a direct strategic need for

2) make resources in the area of that station finite so you can't get massive amounts of people living in the same station

3) make travel distances considerable

4) make scouting and / or attacking at least as dangerous as the defensive version of the same

5) provide disincentives to pvping in large groups

Four out of five of these are broken.

Now you could 'fix' this but most of these things existed years ago and the Devs added stuff that's broken them so 'fixing' it would require them rolling back content and so far that's something they have never been big enough to do.

Some examples would be:

1) make station ownership a time sink so that people only own what they live in or have a direct strategic need for

  • Require you to take your own saps to maintain stability.
    Increase number of saps to four a day
    Make an offensive sap attack take double the stability

2) make resources in the area of that station finite so you can't get massive amounts of people living in the same station

  • Bring back static spawns on Beta
    Bring back finite materials everywhere

3) make travel distances considerable

  • Remove spark teleports
    Remove mobile beacons

4) make scouting and / or attacking at least as dangerous as the defensive version of the same

  • Remove detectors
    Add a vulnerability timer when undocking or jumping teleports
    Add a PvP zone 500m on the alpha side of beta entrances

5) provide disincentives to pvping in large groups

  • Increase PvP loot drop to 90% adding a modifier that reduces the drop rate dependent upon the number of people on a killmail
    Triple module material costs

No one change can alter the game, a series together is needed.

+2!


wow Thanks for that post! keep it coming guys we need to get this thread seen by a dev or two!

13

(54 replies, posted in General discussion)

Burial wrote:

Don't blame the players, blame the mechanics.

If CIR/77 were to be removed from the top, they'd be replaced by someone else with the same instruments to be equally devastating for the game. The new entity might have different methods of operation, giving more freedom to the newer players, or might not. Problem is the mechanics that make such game-style unchallenging.

Do your best to get good changes heard and implemented. It's hard crusade against loud veterans(just watch how this thread explodes) with every reason to flush all the suggestions down the political *** to preserve their dominance, but it's hopefully worth it in the end.



That great, thank you for posting this, now we need to get Good suggestions to fix the current mechanics that are at fault, but If that the "loud veterans" say anything that will go against what can save the game will be their tome, and maybe a great game too.

14

(54 replies, posted in General discussion)

checksum wrote:

Why you guys not put everything in to one pot and try to rule CIR ?
You know what Cesar says divide and rule!
I cant agree with your mood from this perspective.


And i Quote "one that do not learn from history, shall been doom to repeat it."

as Julius Caesar was assassinated.

15

(54 replies, posted in General discussion)

And here why.


The main " corporation " AKA CIR and their soo call allys.

You know why?

Well in the short run they great, they give us a target to battle with.

in the long run if they still standing on top, They killing the game off, and why?

well it's making it nearly impossible for new players to have fun and that one word, "fun" is the key, if the game is not fun well noone going to play it then.

and i'm not just smacktalking about them, I'm being very serious about this.

well I don't know how to fix this but if this keep up then well, we can kiss perpetuum goodbye and have it lost in the wind.


Rules are No smack talking in here and be helpful and not a jackass, any and all that choose to be a jackass will be will be shunned




ignore list.

* Rex Amelius (troll/jackass)

*Annihilator (troll/trying to make others mad)

*Ville (troll/trying to make others mad)

*OptiKhan (not on topic)

*Stranger Danger (on topic but being a jackass)

*Jasmoba (not on topic)