Ok, I might be the only person who does this but sometimes I do like to do HW, watch TV, read a book, or just sit afk cause *** you that's why. 
This general description is what is known in the gaming community, as I understand it, a 'casual gamer'. 
Though I would like to emphasize my playstyle should limit my ability to acquire wealth, and participate in some activities.  (Ex: afk pvp... definitely not a thing.)  I have done all-day Scarab liquid mining, but I can easily eclipse that output with <1hr with a riveler, but at a semi-afk state.
So it is clear there is a spectrum of activities that can be done to some degree of effectiveness based on the player's participatory rigor.  The question is how can we create equitable rewards based on the degree of this rigor?  Instead of: how can we eliminate content for our already small playerbase based on their playstyle preferences?

Botting devalues real-players participation on any level.  It introduces too much volume to the market, prices drop, and the activity becomes meaningless for real players.  Bot detection would be the best avenue, instead of nerfing activities that are 'bottable'. (citing the number of people that have mentioned this earlier).
However an alternative or additional measure against botting is like what was a major component of random assignments: the randomness!  Now there is no guarantee on where you go, what you do, etc.  I would argue this does not terribly decrease real-player's output from assignments now, vs earlier.  So we have new and more content, arguably more entertaining than the monotony of the prior system, and it eliminates botting potential; huzzah mission success (good job devs)!

Also the Risk:Reward ratio.  When it comes to alpha the risk is zero, so what is any reward/0?  Well its invalid math, but what if we say risk approaches 0, then reward approaches infinity.  Clearly some risk should be introduced.
However I must emphasize, real players autopilot, real players haul between market hubs, real players mine alone without pvp/pve support, new players live here at least for a while, mostly alone.  So how can we introduce risk without completely making the game unplayable if a new player undocks at the wrong time, or walked too far from terminal wanting to explore (or do a mission, or mine, etc.)

First, as many noted, reds on alpha2 only, allowing alpha1 to still be safe from pve aggro, and decreasing resource amounts on alpha1's.  But what types of reds, and what spawn mechanics on alpha2?  Drones? Observers? L5's?  I think most would agree, given that alpha is the only teleport pipeline between factions, having high level red gangs makes travel, even in reasonable company, very risky, too risky for the rewards.

My proposal is introduce red arkhe drone-types and/or L0's sparsely and with fixed 'homes' (like mission spawn mechanics now) with a generous but not infinite lasso radius (the distance they may chase their aggro'er from home coordinates).  They can have some tricky ecm or enwar, and some dps (no demob: again to emphasize a player paying attention should survive more than a player not doing so).  But a real player should be able to fit a gun and a tank on their miner (they have slots for it), go out, do their mining mission, pop drones as they aggro along the way (not unlike hi-sec eve rats).  This way new players, and indy players, at least are introduced to fitting tanks, paying some attention so that they aren't slowly shot down, but not insta-popped because a red gang popped up on their radar while they were tabbed out. 

This would mean you couldn't be completely afk, or you would sacrifice mining output or speed to fit a more robust tank.  Which is reasonable, I think.  But should alpha2's be populated with Red observers? I think not.

This is my opinion, and while from a personal perspective I would posit that at least some players also don't want to have a game monopolize their time, but still want to participate in some way and make meaningful progress in the game.

202

(5 replies, posted in Balancing)

For level 2's it shows -0.10 (91%)
I have the extension at 9, so it looks like 100%-9%

Is this correct?

Jasdemi wrote:
Celebro wrote:

Don't see emails that the game is -50% off as well as credits ICE etc, why? Come on guys

Do it nao!

Dev Zoom, I remember you promising to send out an email newsletter for the incoming update!
Surely, the sale too gives rise to alert past players.  I bet it will certainly ... payoff... (see what I did there).

204

(35 replies, posted in Feature discussion and requests)

+1 to Zoom and Ville

As Ensi pointed out: what modules would void zoom's 'stasis' or ville's 'stealth' mode?
I think that would address any mis/balancing this could introduce.

Regardless it would add more dimension to pvp and pve.

205

(6 replies, posted in Feature discussion and requests)

Teleporting from terminal to terminal = no pvp
Running to island teleport with hostiles on your tail = Mad Max

+1

206

(26 replies, posted in General discussion)

Celebro wrote:

Not everyone is on GC though and all status updates should be copied on Steam too!

+1

Most Steam forum comments are negative, and probably offsets the exposure steam gives this game now without further advertising.
More Dev blogs and involvement with the community shows, in a less subjective way, that the game is still alive and growing.

Also I would like to mention Zoom has gone on record saying an email-newsletter would be sent out for the new update to draw past players back in. big_smile

[[This is a request for a Filter option By Type in the Profile> Transactions window.]]
If a character does manufacturing, market orders, assignments, or anything else, and they want to see how they are doing in one category... its damn near impossible!  Mostly if they are doing many runs of manufacturing, all of the run costs fill up a page pretty quick.

I would be fine even if the current types are used.  Check box, drop down, whatever.  A filter on this query I hope is something that can be done if all entries have this field.  Sorting by type in one page is useless.  There needs to be a filter to limit the overall entries that are creating 10's of pages for a single day (no one wants to parse that by hand).

I would like to see more items per page or have the option to.

208

(18 replies, posted in Feature discussion and requests)

+1
Balance risk/reward for Gamma
Gamma should exceed or match Alpha risk/reward ratio.
Alpha-risk is approaching 0, therefore additional risk on alpha, and/or more gamma incentives.

209

(46 replies, posted in Balancing)

This is a good discussion that has been brought up a number of times.
I think Illiathos is right in saying, as-is, alpha is more profitable as a well established high-skilled/equipped player.
And the strategies discussed are also good.  To highlight or add some I've seen elsewhere:
-Reduce high-end earning potentials on alpha :smaller fields, beacon activation restrictions!, lower level npc spawns, nora lifespan/capacity decrease.
-Increase risk for afk/botting on alpha: Introduce red arkhe drones on alpha(2||1and 2)!  Even with current mechanics dragging aggro to kill someone with drones would clearly be a huge hassle, but enough to keep 100% afk mining to a minimum (Maybe miners will have to....Tank!?! =O).
-Increase gamma incentives: epitron, plant capacity/lifespan increase, fix npc teleporting, reduce spawn time freq, maybe introduce super awesome fun cool Gamma assignments!  =o (MPC module that generates assignments for any with access to base to run, that could be a good nic-earning, high-activity, team-based ,end-game PVE content you are looking for).

210

(17 replies, posted in General discussion)

Best one yet big_smile

211

(1 replies, posted in Feature discussion and requests)

http://en.wikipedia.org/wiki/Graph_%28mathematics%29
&
http://en.wikipedia.org/wiki/Topology

Let us discuss the current configuration and results of the island teleport network (abstractly understood as a connection or 'edge' on a graph).

Essentially my point is that gamma, and beta, are isolated to alpha-bridges.  This makes player corps have to assault through alpha to beta, beta to gamma.  At some point, once the two pairs of beta and gamma are locked down, it basically becomes an overwhelming task to actually assault and occupy any island from that point. 
Sparsely connected graphs create their own isolated subgraphs, or nodes, that then become easy bottlenecks to defend; this results in little turn-over as it is easy to defend such a bottleneck.  I think you see this in other games like EVE, where alliances frequently pit valuable PVE/Indy functions in deeply buried systems with little connectivity.

The cost of moving from one island to the next is the sum of the edges (and weights) they must teleport over.  Alpha is easy to move about freely, due to non-pvp status, but is costly in time/logistics.  Beta may cost more or less depending on if it is occupied and by whom.  Naturally an opposing faction would increase overall 'cost' of trying to move through this way. 
Beta and gamma are currently sparsely connected as a whole, being isolated to 3 well-connected subgraphs that form their own cycle, which has several tendencies that can be observed since the gamma re-release. 
Once a Player-alliance controls a beta, it becomes significantly easier for them to control the other 3 beta and gamma in this subgraph.  Generally, if all things being equal, the first to establish a foothold will go on to conquer the rest. 
This is the first 'state', after which for other factions to successfully take over and maintain control over ANY of these islands in this connected group of 4, they would generally have to route out the rest of the opposing faction, otherwise the opposing faction has the same logistical power and tactical advantage of being already well established, able to be reinforce from the other islands that are under control.  [Note: this assumes diplomacy and general niceness/sharing, etc is not part of this thought experiment]
Logically, the opposing factions would want to control the entire subgraph for this bottleneck advantage, betas becoming a strong front-line that can protect perhaps more valuable investments on gammas.

What I argue is, without additional gamma-gamma connectivity, beta-gamma control by player factions will be increasingly static due to the overwhelming advantage of controlling access by this 'bottleneck' of beta.  Also, gamma bases have substantially better defense mechanics over beta outposts, increasing the cost of assaulting such a base, and therefore island.  If one wants to assault any pair of gammas, they must first establish and control a beta-logistical pipeline well enough to establish themselves on a gamma, from which they could stage an assault. 

Gamma would benefit from becoming interconnected, perhaps as its own larger cycle. 
Naturally this is all assuming these opposing factions are all relative in size and activity.  I do not speak about current population or involvement, because if we design factors around this, those assumptions would quickly give way as population shifts occur.  Also there goes the incentive to lock down more islands, as it wont isolate any bottlenecks, each island is just as vulnerable based on the state and quantity of its neighbors.

PS:
A similar analysis should be performed with regards to spark teleporting.  As it negates the path-cost for established player factions, which leads to the ability to strongly defend multiple entry points, with the same numbers of equally matched enemies.  Power, if more localized, would result in more opposing factions per class of island, as the ability of any single one, to control many would be limited, and they would be better suited maintaining current boundaries from incursions and avoid spreading thin.


TL;DR
Gamma->Gamma TP connections and/or more gammas would result in more PVP, and more different factions being involved in PVP: cause math n' stuff.
Spark Teleporting should be revisited: see multiple other threads about that. [IE: increase cost/introduce more limits/remove]

212

(7 replies, posted in Events)

I kind of won something!
huzzah!

213

(17 replies, posted in General discussion)

+1
Keep them coming big_smile

214

(36 replies, posted in General discussion)

DHBlaze wrote:

Honestly I see this game having a ton of potential. I'm not sure what all has happened since its been up but I'm glad I joined. If anything I could see this game growing a good amount but just like my channel it boils down to reach. Not sure whom all watches my videos from here but if even a few come, play and have fun they could spread the word a little bit. However I feel we are going to need a good deal more then that to boost the communities size.

If some one wanted to ( I lack the funds) you could take a roll at the youtube Ad system. For about 40$ you have the potential for thousands of views on a commercial across channels. Its a Gamble but it could help.... I choose against it since there are to many variables. So.... you know a risky tactic and have a warning it could flop.

+1  For the enthusiasm, tips, and the videos big_smile
Of course I am sure there is some sort of exposure level per $ spent, where and when your ad gets shown etc...

What I can't figure out is what is really stopping the devs from trying it out.  Is it a timing issue? Coordinate with the next patch?  Maybe that movie spot they landed?  Recent server move uncertainties?

I applaud the caution about the above, but some things can still happen now.  There are players with accounts already that left for reasons that might have been fixed!  Surely an email to the registered accounts is not much to put together (and its free! right?)

I have been thinking about trying to spread the word, and guerrilla-promote perp in other venues (likely getting banned in the process).  I just want to know will my efforts be reciprocated?  Are there players, and/or devs, that are ready to have this game come to life in a big way again?

215

(18 replies, posted in Events)

Player generated content and activities?!
+1

I like the Free-for-all alpha brawl idea.  That should make a good video big_smile

Blocker wrote:

Most of this games issues stem from low population, it's that simple. The DEVS are currently trying to address that by working on PVE mechanics and Alpha. That's good, it needs to be done, the game needs people and people need content. I see a lot of posts in this thread that seem to be more intent on demanding features/changes for personal gain.. eg I want this, or I want that. It's not about what the few ACTIVE remaining players want, it's about getting more people into the game, new people, fresh people. These people will have their first experience on Alpha and not give one crap about the beta/gamma politics.

If those people have a bad experience in the first two weeks then it's a pretty good chance they will leave. If they have content that challenges them, if there is risk of losing bots, even just mining, they may be more likely to stay. Either way, if getting more people means accepting mechanics/systems that might not suit us (the existing ACTIVE players) then so be it. Adapt or leave.

The DEVS are a small team, they cannot be expected to get everything done at once and provide all things to all people. A lot of things need work, Alpha NPC's, missions, general Alpha content, beta sap mechanics, beta NPC's, loot tables, number of islands, corp/Alliance management tools etc etc, the list is extensive. They have to start somewhere, best to start with Alpha and getting new content to entice new players.

ohh and trying to force people into a play style (like PVP) will fail miserably and guarantee that some new players will leave the game for good. Offer instead incentives for them to PVP, encouragement if you will, but softly in the background so to speak.


ok end rant now..

Ohh one more thing, sometimes I think the biggest turn off to the new players are the bitter old vets (yes I'm one of them, but I'm not bitter) trying to influence the newer players as soon as they appear in gen chat. Just leave them be for a while guys, don't try and recruit them straight away into all the political BS, let them experience the game a bit on their own. If you want to help them then relocate to the Alpha one islands and help them, but don't poison their experience with old bitterness.

+1

217

(131 replies, posted in Balancing)

Celebro wrote:

Never balance on cost, CCP learned that the hard way, don't make the same mistakes.

+1
Celebro is right, the rationale behind perhaps the ictus and the arablest(w/ T2P plates) is that cost outweighs the dis/advantages.
In the case of the arablest, T2P are 'expensive' therefore fitting that bot would be putting more NIC on the field.  But clearly the advantage gained with even a considerable expense of modules is a non-issue (especially for established players/vets/powerblock/etc vs newbs).

Same with the ictus vs. the more effective Seth platform.  Cost is supposed to outweigh the benefit, but still doesn't really.  Seth comes with more neuting power and tank!  Plus the same parenthetical above.

The irony is that the balance patch, in large part, was designed to close the gap from a low skilled player to a high skilled.  What isn't considered is that, typically, cost for a high skilled player becomes decreasingly a factor as their ability to accumulate wealth directly benefits from having higher skill levels.  Therefore the same justification used to drop the ictus and boost the arablest, and to keep them as-is despite these discoveries, is in contradiction to some of the goals of the patch. 

So if we took 'cost' off the table, could we agree Neut Seth>>Ictus in all cases, and T2P-Arablest>>other assault/scouts, in all cases? [Ignoring cost!]

If true for all cases: then we have a clear imbalance.

Why we should ignore cost, again, goes to the same original goals of the patch: mediating the playing-field between new and older players.

Thank you.

219

(24 replies, posted in General discussion)

Jasdemi wrote:
Obi Wan Kenobi wrote:

E: looks like perpetuum was so bad he would rather hang out with a crazy Dog tongue

https://www.youtube.com/watch?v=6EPPMCw … nertnx5hhc

Like up!

Even if this wasn't the work of the devs, we/they should milk it for all its worth.
Viral Marketting gogogogo.

Bump up Jasdemi's comment!

220

(24 replies, posted in General discussion)

Now that is some serious marketing.
Major props to Avatar Creations' PR department landing this lucrative hollywood product-placement deal.  Well done gentlemen.

221

(59 replies, posted in General discussion)

2nd part sounds like Feature Tracking : http://forums.perpetuum-online.com/topi … tion-list/
(Called issue tracker in the case of bugs)

Jita is right, in its current form, gaining any real metrics on what features are truly desired by a community (and not just a vocal minority) by looking at forum posts is probably doomed to fail.  I know in my case I regularly blather nonsense and do zero research on a topic.

Also, Devs: it is your game, your design, you know what parts of your code are easier to deal with, what features (if implemented in the right way) could be radically simplified in terms of workload and complexity. 
So you tell us what you have on the table, short-term, long-term, how much work is done on each, and a voting system to see how each feature affects the community. 

I will say the feature discussion forum is still needed, maybe not for Devs to look at and gain any real meaning from, but for players to incubate and evolve each others ideas.  How that idea then interfaces with the Dev's plan... I don't know, CSM summit, monthly dev-blog response on parallel community blog, letter-to-the-editor?

Either way dev-community communication is important, and this thread points to that issue:
We don't hear enough from you, the developers!

Inda wrote:

Spawn thought NPC's near to SAP locations! Even some Observers.

If it is not in the original idea. Use outposts for that. Alpha 2, would have 2 another place far away from Terminals.

There it is guys!  Inda just merged the two ideas of the Alpha SAP with the discussion of a semi-beta PVE experience including red npc gangs.

The only issue is that red gangs follow right?  Why not tie them to some fixed radius around SAP locations on alpha?
This way the experience is still there for players that want to engage it. 
Why do red gangs only have one type of behavior? Is there no way to modulate this? Maybe a new 'type' of NPC aggression mechanics?  Maybe the SAP NPC's are orange, but aggress when players engage SAP?

I disagree with Syndic about the 'troll-griefer-scammer' as a worthy goal to integrate to alpha experience however.  I understand that in other games it is embraced as part of the experience and a welcome use of mechanics, but this is a 'pvp' quality being employed on what are currently understood as non-pvp zones.

223

(40 replies, posted in General discussion)

+1
One needs to consider marketing, and timing.

For even a small MMO like this, a critical mass of online players is needed. 
Several recent reviews are negative purely on the fact that no one else is around.  Consider this (I am sure you have run the analysis yourself), a player that sticks around will spend more money then a player who quit during the tutorial.  That player (in either scenario), would then tell others about the game: either poisoning the market, warning others against buying the game at all, or, recommending it.  A friend's word is worth more than any anonymous steam review.

Returning players may not explicitly boost your income, but the effect they will have certainly will!

And something to ponder:
If a game gets updated in a forest,
and no one is around,
does it make a sound?

224

(25 replies, posted in Feature discussion and requests)

Or at least limit number per type of island. With the current island total and topology, 1 per type is plenty to stay mobile and effective as a single account.  And would still combat the ability of a pvp char to be on most any island at anytime, therefore drastically compressing time to respond to threats to maintain power.  To spark to an island means the controlling faction has terminal access.  So if we allow maybe 1 per beta, or beta/gamma, then the mechanic will assist with maintaining control and ease of access to one island (foothold) but not duplicate this benefit to all/most islands (chokehold).

Also: cooldown timer.

Complete removal might be overkill.  It would certainly be effective now, but may in the longer run harm the ability for smaller groups to get a foothold.

Note to Devs: this is also based on current speed setting, one should try to balance the agents ability to be at different places in certain times between this travel velocity factor, teleport connectivity between islands, and number of sparks one agent may have.

Announcing things like this, specifically the lag/login fix, on the steam forums may also help.  It seems like a lot of steam-only players do not visit these forums.

More dev activity contributes to more player activity.