151

(26 replies, posted in Balancing)

logicalNegation wrote:

If more income means the game gets more development and players online: then I'll concede my point.

My only suspicion is that once it can be argued that this game is p2w, it will be labeled as such.  Many players avoid this out of some moral imperative in how games make money.  Wasn't the first big surge of players because Eve just announced something that could have been leaning into p2w territory?  Those players left out of protest over just the idea of it, and ironically injected a lot of members into the game here.

My question is: should we expect different results?
If it works, and this game comes to life, and devs can justify investing more hours (and new hires) for the game, I'll get over it.

152

(26 replies, posted in Balancing)

I think that if an item can only be obtained with a direct purchase with real money AND it is superior to all others of the same category, a boundary has been crossed.

To answer the question: Yes, this is 'pay to win'. 

I'd urge the devs to provide alternate ways to obtain same sparks with in-game achievements.  Players need personal goals to work towards too, aside from corp stuff, high-end sparks might be a good way to seed some content.  Do be careful it doesn't break some balancing though..

Mixed feelings about this. 
I would advocate for Azyrex's point for accelerated EP earning, not 100k+ bundles right off the bat.  We all know how poorly the first 40k goes with some new players, why compound that frustration?

If more income means the game gets more development and players online: then I'll concede my point.

I would like to see higher end sparks for non-$ purchase, maybe of very high Nic costs, rare-item trade in, and/or very high corp-reputation.  The current new sparks feel pay-to-win-ish.

Just an opinion.

154

(5 replies, posted in Feature discussion and requests)

+1 to warp(demob) bubbles and mines

Mines would be exciting, but could get spammy.
Maybe they have min-distance from other objects to be deployed.  Expiration, maybe after a day or so, would be a good way to keep it from getting out of control.

155

(7 replies, posted in Feature discussion and requests)

So there seems to be some chatter about this recently, not sure what brought it up other than it being on the TODO list from the Roadmap blog: http://blog.perpetuum-online.com/posts/ … 5-roadmap/

T5 sounds interesting, and having an Auction house model for T5's and CT's would be nice.
HOWEVER, it should not replace the current market system! 
The blog states: "Current market system may be removed once this is done"
This is a horrible idea for the following reasons.

Players will have a hard time finding best prices in local or remote locations.  How do you compare a bid for 1000 units of ammo for x, and 252 of the same ammo going for some other bid.  And then when do the auctions end?  Whats the timeline? 
This slows everything down on already a sparse market.  The market needs density to drive competition.  The less easily a consumer can compare prices the less movement the market will have. 

If the auctions remain as a separate system to deal with the uniqueness of same-items like CT's, used or new, and T5's, I think that's fine.
But I am strongly opposed to replacing the current market system, as there are many more items that don

Discuss.

156

(7 replies, posted in Q & A)

I am surprised how many people have picked up the game this weekend.
The summer sale was what.. 50% off? and didn't have near this effect!

The holiday weekend, patch release, and sale were all very well timed.  But to Ville's point, maybe this price range is what can bring this amount of players into the game.

157

(13 replies, posted in Feature discussion and requests)

I want to see ads on billboards Zoom!
Billboards! Advertising for the 21st century!

158

(12 replies, posted in Feature discussion and requests)

+1 but not to 50 days.
Hopefully after 50 days something has worked out.

I think Zoom's solution of a batch of credits will have the same effect, and no time limit!
So mistakes can be made with no cost to the player (to a certain limit of course).

500 credits?

An alternative solution is accelerated EP generation for new players, instead of a lump sum up front.
This also keeps them coming back for the next days EP and helps avoid 1st day rage quits.

Hello and Greetings to all,
As many forum topics have risen over the balance patch from many moons ago, I thought this might have already been covered.

Have we considered applying Role Bonuses to get back the same level of effectiveness of some bots before the patch but maintains the same goal of equalizing the minimum skilled player vs L10 player in the same bot having 80%-100% more effectiveness. 

In reducing the overall maximum effectiveness of a bonus has, in some well documented cases exhibited in this forum, brought the effectiveness of that bot's intended role below that of more versatile platforms.

Number of turret slots should not, alone, out-class the intended/designed role of another.

How can we fix this?
Should slots have limitations on what types of turrets can be fit? Maybe.
How about bots get Flat Bonuses (Role bonuses; not affected by extension levels) to increase effectiveness in a target area to make it exceed others in a particular role. 

I think all bots in all roles can benefit from this!  It helps target their usage, but not necessarily limit versatility or creativity with fitting roles.  However, I think the whole community agrees that some bots just should not be able to do some roles better than bots specifically designated for such tasks. 

It would be absurd if a Seth could mine better than a Riveler right?
Hopefully this is clear from other discussions.

Thank you for your time,
-null

160

(76 replies, posted in News and information)

Some points I'd like clarification on with the spark removal:
If you are home-based to a gamma or beta, and you return there when you die, what happens when:
1)Gamma terminal is destroyed while, away, offline etc.
2)Beta terminal is locked while " ..."

Do you magically respawn there anyway?  What if you keep dying before you can escape?

161

(44 replies, posted in Feature discussion and requests)

+1

Chemist wrote:

lifehack for Zoom:

SELECT * FROM subscribers
UPDATE subscribers SET newsletters = REPLACE(newsletters, 'NO', 'YES')
commit

do newsletter email big_smile

LOL well done chemist. 

Also, I agree with the free guerrilla marketing.  I've been putting reviews on as many sites that list perpetuum that I can find.  But more youtube videos, guides(updated ones), and player-driven activity in and out of game will drive some buzz.

But there does need to be a well timed release of new polished content, with a formal ad-campaign, and player support to get the word out.  Seeing one ad won't convince many, but seeing an ad, a youtube video of the new stuff, and players talking about it, that is a bigger deal.

163

(90 replies, posted in General discussion)

I think (an opinion that can be dismissed) that the small-feature or balance patches that are on the roadmap should not get clumped together into one big patch. 

This way there are more, more frequent, small updates, that players can see is a consistent history of development.  This would also allow bugs to be addressed in a more modular way, addressing the issue that one update brought, instead of many at once.

Outside of player activity, dev-activity is the only thing to draw attention in newsfeeds that potential new and old players will see and attract them back to the game.

+1 to reward increase to balance this feature
The Loot-Rework hopefully will be the opportunity to fix this among all PVE drops across the game.

165

(137 replies, posted in News and information)

DEV Zoom wrote:

I'm aware that it's not the only reason, but the people who have it for free don't play because the other people who have it for free don't play smile That's basically the most frustrating thing for us devs. (I'm not here to lament, just putting in my 2c.)

As you observe, an MMO lives on a critical mass of players to populate the Massiveness of the Multiplayer in order to attract and keep more people around and for longer, an unfortunate catch-22.
Silicon Valley people call this 'stickiness'.  A metric to understand how long a player sticks around: lifespan, maybe.
If this is too short, then you have to find a way to bolster the single-player experience to increase the lifespan of the casual player, and then create a spark of attention/attraction with something new and exciting that would draw old and new players alike back into the game, or purchasing the game for the first time. 

The assignments update is great, and you are following through on Beta increasing incentives for Beta activity; which is great.
But fresh, new content seems to be the only big attraction for most players that leave the game, or are on the fence about buying.

The talk about the balance patch is relevant too.  Not because if its reverted vets will magically come back because they left as a protest? (is this true? need citation).  But because new players that do show up hear from the remaining vets that if they picked green, they chose wrong and this negatively affects their outlook on the game as they feel like they start at a disadvantage. 

The sad truth is it doesn't matter what is True for the player, only how they feel and what is 'truthy' for them.

This same negative feeling comes from how dumb new players feel when they cant find the artifact in the tutorial.  You guys are addressing this, and I think it might be the right way to look at things now.  I admit, I was against the artifact scanning change because the rigor it required made it appropriately difficult.  But the negative effects of rage-quitting tutorial-level players can't be ignored.

I guess the question is, what other topics in game, or not yet in-game, could address this player experience in other areas?

Anyway keep up the good work, and feel free to ignore all of this because I'm dumb and don't know what I am talking about.

166

(37 replies, posted in Testing server)

Is the error associated with the angle or heading indicator?

167

(10 replies, posted in Feature discussion and requests)

+1 to 'surprise teleporting'
In lieu of the incoming spark removal, this provides a random, unpredictable way to enhance pvp-engagment variety that favors those that are more active (therefore able to come across these instances) than the 'bat-phoned' pvp participants.  This would enable an attacking force to skip over teleport camps, probes, and scouted bottlenecks in terrain.

Also the PVE possibilities to add content and selectively design and integrate also is an awesome development model that works with the small but quick releases in new islands filled with all sorts of goodies.  Each can begin to address different PVE goals and opportunities, as well as more pvp over competing factions to exploit these new lands.

168

(137 replies, posted in News and information)

Naismith wrote:
Celebro wrote:

Assuming most vets have a godly amount of stuff which is (n), what difference does n+1, 2, 3 or whatever reward you want to make worthwhile doing on pvp areas.

Vets are irrelevant. It's the new players that matter.

Instead of the current climate where joking russians botting spawns on Hershfield and Shinjalar and afk-mining liquizit and HDT is the income generating ceiling, it structures the game for new players with an easy-to-understand progression with regards to risk vs reward that incentivizes activity.

Hopefully the foundation will be in place for winter sale. Make it a big one, 75% off or something.

Then add robot paint and decals or something to make newbies buy credits.

Done.



Agreed.  This game can't be designed around the qualms and cries of the current community, and needs to begin looking at how to access a broader audience. 

The target influx of a new playerbase should outweigh any amount of ill-gotten goods through abused past mechanics of the elite few.  Certainly the first few months the vets can throw their weight around on the market or on pvp islands, but if new content and marketing is done right that new playership will catch up and be viable to compete economically and in combat in a few months.

169

(7 replies, posted in Feature discussion and requests)

*Edit: wrong quote

Jita wrote:

It cant be squad based as that is open to alt abuse. It has to be activity based. Scale the spawns up so they take more people.


They do scale in difficulty(maybe not enough), the issue is that the pay only scales equal to, or less than, what you would make running solo per squad member.

IE. the squad would make more faster running the missions on their own, than if they were grouped.
Squad play only benefits players that dont have access to high level missions, or can not solo them yet (new players)

Thank you.

171

(22 replies, posted in General discussion)

Is this thread about game development? Or kill-ratio flexing contest?

172

(2 replies, posted in Balancing)

Assuming all of the bullet points in the blog hold, questions for the Devs and community:
What sort of reds can/should we expect on Alpha2's and greater?
How big is a single roaming gang? 
How many gangs per island? How densely are they populated?
What level npc's?
Ewar/demob?
Will intersecting roams fight eachother or gang up on player?
When aggro'd, do roams's home-position also stop, or will they pass eventually out of aggro range?

Or conversely, let's frame the questions about the viability of certain actions on each island based on player skill, squad support/size, or level of active participation:
Should a player be able to solo mine? -afk? -semi-afk? Tanked Hmech? etc..
Should a player be able to escape a roam after aggroed?
How often should indy bots need to relocate to dodge roams?
How many players (of some skill/bot size) be able to handle a given red gang?
How will this affect combat/any missions?
What hauler bot/fits should be able to travel through a roam?
Can roams be dragged by players for griefing purposes?

173

(6 replies, posted in Feature discussion and requests)

+1

174

(13 replies, posted in General discussion)

I'd happily skype in if the times worked out..
Glad the community is in support of this, hopefully good things will come of it.

175

(132 replies, posted in Testing server)

DEV Zoom wrote:

Maybe we're entering deep into theorycrafting now, but I'm really asking myself the simple questions:

1. What do you roam for if you're the only faction living on your beta?
2. Which one is better gameplay and involves more players? A tight circle of veterans "living" and hoarding and farming ad nauseam, or providing incentives for casual visitors from Alpha to have their fun with missions or ninja epriton mining or whatever.

I'm trying extend casual gameplay as much as possible to betas, and break the circlejerk of the usual suspects there, pardon my expression.

+1