1

(23 replies, posted in Feature discussion and requests)

Duncan Blackmoor wrote:
Hadouken wrote:

Randomly placed spawns that just sit there and respawn quickly when killed.  Thats it.  Thats all this game has.  Its damn near the year 2011, mmo's had better content back in 1998.

I don't know, I have yet to see a mmo do it any differently.

Is this the only mmo you've ever played? 

Dungeons and Dragons Online has some excellent scripted dungeon crawls.

Warcraft has decent dungeons and really good raids.

Warhammer online has those public quests.

Eve has scanning, wormholes, plexes.

Even Everquest 1 had better pve content at release.

The assignment variety in Perpetuum is nice, except none of the assignments are actualy fun.

Perp's pve boils down to, either be much stronger then the npc's and walk through them, or out range them and kill them easily taking zero damage by kiting.  There's no boss mobs. There's no raids. There's no dungeon crawls. There's no quest chains with interesting plots. There's no scripted events. There's no npc bases to lay siege too.  Nothing to defend against Npc attacks.  just slaughter and kiting the same randomly placed group of quick respawning robots, just in different places.  Your doing the same content now, that you were at day one. 

This game has the lamest pve i've ever seen.

Its PVP all the way in perpetuum for sure.  But I like said in the post above, you need to do pve in order to fund the pvp, unless you can get people to pve for you.  And if you can, thats great, except, there isn't always pvp available, how often do two groups meet in pvp that are close in power to have a good fight?  Its usually one side getting creamed.  I'm all for open pvp like this, but there's gotta be something fun to do in the mean time. 

The game is going to need more, and soon, if it wants any hope of growth let alone survival.  It won't survive on the shoulders of the hardcore pvp'ers alone.  You need the carebears to pay the bills, keep the servers running, and to supply the pvp'ers with bots in game.

2

(23 replies, posted in Feature discussion and requests)

Kroth wrote:

At the moment the content is in the PvP, if you don't PvP then I'm not surprised it feels like a grind and you have nothing to do with the NIC. The PvP really underpins the entire game and gives it purpose. Bots are very cheap to produce for a corp, build some with your friends and go blow them up. All the other stuff is just there to support the player driven content.

Try not to fall into the NIC per hour trap. I've seen quite a lot of people boiling the game down into how to make NIC fastest and then saying they're bored. It doesn't really matter how much NIC you have what's important is having fun. So long as you have spare bots and fittings then you really need very little actual NIC.

The problem is, you can't just do pvp. You'll go broke.  At some point, you'll need to go back to farming. 

And what happends when no one is pvp'ing at the moment? Or your too out numbered to even bother and you can't get enough to come help even the odds? 

Good pvp is few and far between.  The problem is, there's nothing fun to do when you can't get that good pvp.

3

(23 replies, posted in Feature discussion and requests)

agreed.  The content in this game is awful.  just terrible.  The mechanics, the economy, the potential for greatness, is all really good.  But the actual content, is just so freaking boring. 

they really need a pve update patch before they do player structures.  As much fun as pvp is, you need to do pve in order to afford it.  But the pve sucks.  sucks really bad. 

Randomly placed spawns that just sit there and respawn quickly when killed.  Thats it.  Thats all this game has.  Its damn near the year 2011, mmo's had better content back in 1998. 

The sand box nature of this game is great.  But the game requires you do something boring.  thats not a good idea.  mine, harvest, or farm npc's with the horrible content.  I expect mining and harvesting to be boring, but pve is suppose to be at least semi-entertaining, at least a little.  But its not.  Want to make some nic?  Then choose how you would like to be bored to tears!

Please devs, less farm more fun.  Even something as small as the chance for a respawning mob to come back as a named boss mob would go a long way to helping the problem.  At least until we can get some sort of scripted content.

4

(25 replies, posted in General discussion)

whats wrong with setting up ambushes?  Like powering down your mech in a forest when playing battle tech.  That was good stuff.  I feel the game is better for having an option for ambushes. 

Also, common sense helps to avoid the traps.  If you see one guy, all by himself sitting on a teleporter... guess what.  He's either a scout or stupid.  Chances are, he's a scout.  If they are not logging in, they are likely jumping in through that teleporter to ambush you. 

If you see a scout, adjust accordinly.  If you've been scouted, the smart thing to do, is to assume a large attack force is coming to wtfbbqpwn you and take your loots.  Its your own fault if you walk into a booby trap. 

Logging in doesn't need to be nerfed.  If anything, they should add an in game mechanic for ambushes, just to help the suspension of disbelief factor and possible add some mechanic to counter this, but in no way should we start removing players options for tactics and strategy.  We should add more options, not take them away.  We want more options then the blob tactic, remember?  More is better. 

So quit your QQ and man up.  This is not a sad tactic, its a clever one.

5

(14 replies, posted in Q & A)

larger weapons have a harder time doing damage to smaller targets, so smaller bots will not face one shot situations and won't become completely obsolete.

Hourglass wrote:
Neoxx wrote:
Hourglass wrote:

Well lasers are also the bonus'ed weapon for both the most heavily armored and slowest mechs in the game.  Keeping range and DPS'ing sounds great until you've got a Kain bearing down on you at top speed with shields up and you're slow poking it backwards.

I agree that the highest DPS weapon in the game should probably use more ACC, no doubt, however they use just tad too much.  I just think the amount burned per shot needs to be modified a bit, but still the highest use weapon.

You really have no idea what you're talking about, do you?

This is a post for the GM's and Dev's and if I'm wrong about something, then they'll see that, and correct my misconception and do what needs to be done.

Get a yellow Dev box next to your name and then tell me allllll about how wrong I am.

lasers are the lightest weapons, so even though the laser based bots have lower base speed, the other mechs are slowed down way more once they are fitted with their heavier equipment.  And that kain has what, 6 or 8 kph more then the laser version? its not a huge difference.  Equipment and extensions will determine if they can catch you.

Medium lasers have 40% less then mass then magentic and missile weapons.  thats going to have a major impact on speed.  Lasers have about 66% less mass then autocannons too.

You don't need to be a GM or DEV to understand the game mechanics.

The problem is in players perspective, or precieved reality, but in the actual reality of the game, its fine.  "Over time" progression is hard concept for most people to wrap their heads around without experience in the system.

Its actusly easier to catch up to end players in game like this or Eve then it is in a traditional themepark level based game.  But new players jump to conclusions and are turned away without even given it a chance.  Its a shame really.

Mostly good stuff, but about the lasers.  They drain accu more then other weapons, true.  But they do pretty decent damage, and have the longest range.  Lasers are for kiting, not only in pve, but in pvp as well.  If your going lasers, your goal is to stay out of range of your enemies and blast them from a far, your basicaly a sniper.  thats why you don't get as much accu for things like repair and defense. Your not suppose to be getting hit or in range of drainers in the first place.

how could anyone really care about losing a miner charge!? They are dirt cheap, and take up very little room so you can carry more then enough.  Is there actually a problem here or are you complaining just to be complaining?

10

(3 replies, posted in Q & A)

it turns you if you also moving forward, other wise it will make you strafe as normal.

11

(5 replies, posted in Balancing)

Henkst wrote:

If its based on the market price - how come a chameleon that went for 5.5 down to 2.5 can only be insured for effective 1.5?

it takes into account, not only sell orders, but buy orders as well.  The dorks that put up buy orders for 5,000nic mess with the system. Hopefully this will even out more in the future.

12

(5 replies, posted in Balancing)

ya, its based of off market price, which will sort it self out in the near future once the market/economy is fully flushed out.  The system may need tweaking but its probably a little too soon to tell.

13

(28 replies, posted in General discussion)

I really like the idea of keeping enemies from setting your out post as their home.  People could stockpile an out post with some extra bots a head of time when no one is looking and just death zerg the hell outta someone during an intrusion or something like that. 

And robots that are free should not be allowed in PVP, the risk vs reward factor there is all kinds of screwed.  I risk nothing, but can kill your 10mil bot and loot it! not good.

Purgatory wrote:
Hadouken wrote:

Wouldn't line of sight be broken if you were shooting through the little hills and such?  Little hills are still hills. 

You could always use missiles or magnetic weapons from up close to avoid having to pay attention to terrain.  Or try adjusting your camera angle so you can better see the terrain lay out. 

Having a LOS mechanic in a game means your shots are going to hit things.  Its a little wonky at times but you gotta expect shots to hit hills. 

Hills are awesome for gameplay.  Learn to use them.  they block your enemies shots as well.  You can take cover from enemy fire, LOS is a two way street. 

LOS is here to stay, its an important aspect of combat, you might want to make the best of it and not let it upset you so much.

You do understand that when I talk about hills, i'm refering to minor bumps in the ground that are so small that it should be no problem to fire over them, but no, these tiny slopes will block hits for turrets, and they are everywhere. There's little skill involved in trying to shoot past them as a laser character because skill won't help you much, and there's certainly no skill involved in using them to your advantage as a missile user against a turret user. It's faceroll easy for the missile user.

some video would really help as I have a hard time fully understanding where your coming from since i'm personally not having issues with line of sight.  Not that i'm trying to imply your lieing or just flat out wrong, i'm just not having the same issue and don't understand why.

Wouldn't line of sight be broken if you were shooting through the little hills and such?  Little hills are still hills. 

You could always use missiles or magnetic weapons from up close to avoid having to pay attention to terrain.  Or try adjusting your camera angle so you can better see the terrain lay out. 

Having a LOS mechanic in a game means your shots are going to hit things.  Its a little wonky at times but you gotta expect shots to hit hills. 

Hills are awesome for gameplay.  Learn to use them.  they block your enemies shots as well.  You can take cover from enemy fire, LOS is a two way street. 

LOS is here to stay, its an important aspect of combat, you might want to make the best of it and not let it upset you so much.

16

(6 replies, posted in Q & A)

MrGentlemen wrote:

to 1.
that means that i need to transport all my stuff when i move to an other "home terminal" ?
I think it would be better for the players to acess his own stuff in the private storage from any therminal.

to 3.
How can i get one from the corp? where can i find the mission that rewarded a robot?

1, This creates local markets and the need for logistics. Get a Sequer or a friend that has one to help you move.

3, not a npc corp, but a player run corp. don't play solo, join a good player corp to really enjoy the game as its ment to be played.

17

(8 replies, posted in General discussion)

Bogart wrote:

Isnt collecting mods/parts/ for recycling/ Kernels for research/ ammo for whattever (and so on) of a freshly destroyed bot pretty much exactly what salvaging means?

not that im opposed to moar features:P

basically, but salvaging would be done on the corpse of the dead as a way to get resources for new items.

And i'm all for variety.  when new stuff is introduced into the game, it would be great if it came with some new mechanic involved in gathering it.

18

(56 replies, posted in General discussion)

I want 15 ep every time I kill something.  And 5 ep every cycle of my miner or harvester.  I want to be able to trade kernals in for ep, and to be able to buy ep for 10k each.  no, 1k each. 

and I want walking in stations!  So my little dude can get off the computer and go down the hall and get a soda.  With a GTA style city outside so my little dude can go get hookers when he's done at work controlling these silly little robot things on nia.  And of course player housing!  And i need to be able to dig holes for hooker bodies, but I'd like to be able to keep one in the closet of my player house.  And want to be able to go to the computer's of people not in my corp and put a bullet in their brain. Lets see your kain save you now beeotch!!!

Ketjup wrote:
Neoxx wrote:
Ketjup wrote:

it would only work in everyones favor to give new player a one time total respect after a set time. it be good for us players, it be good for the relation /frustrations thus good for the game/devs. and as stated could even increase sales as ppl get hooked and wana rolls specialist toons instead of alts.

there is no discussion why its needed, theres only a few stuborn people saying no for the sake of no and to keep the personal adv they might have (that grows over time) .

From a player to player perspective your advantage will only get smaller over time.  The more expensive extension levels for the same gain ensures this.

From a player to 'any noob just starting' you will obviously gain a wider margin over the starting point all the time.


if you have two players both happen to go ..lets say lasers...one takes pure milliary spec and gets laser cost to [3]  the other takes a military/indy spec not knowing well what he is doing he gets laser [5+] this means over time the cost increases alot. over time the later player will play twice as many ep as the first player for the same skill.

now in my personal case, my atributes aint to bad, and i waisted a full week of EP on skills I probaly never will use again, means im running a week behind and over time (lets saya  year) I need to spent 125% the ep cost instead of "100%" if I spected corectly. again,someone whit "bad" atributes will pay 200% the ep cost.

Having played with character planner with different attributes specs, i can tell you your wrong about it costing double for a combat vs combat/indy guy. 

Here's the formula.  (Attribute+1/2 Secondary Attribute) * Extension Complexity = Amount of Discount. 

Its really not the end of the world.  The difference between MAX attributes and ZERO attributes is 44%.  Thats not even possible, you can't have Zero in an attribute.  The actual biggest difference between 2 characters is 33.5%.  If a full spec indy dude specs into combat, he will spend 33.5% more EP then a fully spec'ed combat guy. 

The average combat/indy spec will need 11% more EP then full combat if they lean towards combat.  And 13% more EP if they leaned towards Indy. 

So thats basicaly 13 months to get where the full spec combat dude gets in 12 months.  Not that bad really, especially if you consider the ability to get indy skills cheaper as well.

franko wrote:
DevilSlayerX wrote:

Yeah I don't see a reason why devs shouldnt do this, it sure is appreciated by everyone ( except the one with a pre-order, who are very very very happy now because they are stronger then the rest ).

Of course, almost all early access people are talking about how we QQ or how it dosent matter in few months, if it dosent matter why they opposing so strong ?
Why on most dangerous agents there is almost all from one corp ?
How many people are on list that dont have early acces ?
There will be bigger gap in few weeks, because they can outproduce normal accounts, destroy people bots (big loss $) and dont have opposition.
I have one month subscription, if there will be monopoly because of one corp, for 100% i will not resubscribe. Because being ganked by someone that had unfair early advantage is not fun for me. And yes you can have my stuff.
There is big game that have almost same stuff, and same chances for everyone, you know what it is.

Most of the people on the most dangerous list are from the same corp, not because of head start, but because that corp was one of the most active and succesful in pvp through out beta. They have a ton of game hours logged already, many have been playing for well over a year.  Its knowledge and experience with the game, not EP. 

They don't have a monopoly though.  There are a couple of alliances made up of many guilds that are at war.  No one is dominating.  And if someone does become too strong, the other guilds/corporations team up against them. 

Alliances are what keep things in check and make long term monoplies impossible.  Short term monopolies may be possible, but can't be maintained forever. 

Alliances are the key here. 

Join a pvp focused corp.  Don't try to pvp on your own, this game is not solo friendly. It doesn't matter how much EP you have.  Join a team and you'll be fine. 

You can pvp from day one and contribute enough to make a difference if your part of a team.

Dizi wrote:
Hadouken wrote:

CT's degrade A LOT if you remove them from the factory line. They only degrade 1% each run if they stay in the factory.

No. I had 64% CT for Waspish. I've made one run with one item. It lost 8%.

I've only made ammo so far, its all only degraded just 1%, didn't realise that wasn't common across all items.  Thats crazy that the waspish is going down 8%, seems harsh.

Being behind in EP only matters for those that want to solo even if your years late.  Just join a corp and it doesn't matter how late to the party you are, you'll be able to contribute and advance just fine.  You can always branch off into solo work later after 6 months to a year once you've leveled the playing field.

Use 2 different installs.

24

(49 replies, posted in Balancing)

Atome wrote:
Hadouken wrote:

Missiles are fine. LOS is fine. Lasers are fine. 

If you can't handle paying attention to terrain, then just use Missiles. 

LOS is actually working really well. 

I don't know why some people have such trouble with LOS.  Me and my buddies have no problems at all, and we're playing the same game.  If LOS was really so broken, then everyone would be having issues, and not just some people. Since only some people are having problems it makes think the problem lies in what the user is doing.  Bad camera angle or something.

Sorry, i have to totally disagree with you. Im still observing LOS issues, lasers firing off into the ground often, miss direction, LOS is still broken post patch/fix.


If your on flat ground, and sure there's no hills, but your shot still hits the ground or goes the wrong way, what does your combat log say?

Does it say that your shot missed?
Or does it say that your shot was blocked by an obstacle?

You do have a chance to miss, and when you do, the shot will miss, this is often shown as the shot hitting the ground.  Double check your combat log next time and see what it says.

Other then that, I don't know what to tell you, LOS works just fine for me. Is your connection laggy maybe?  I find it odd that it would work fine for some and be buggy for others.

25

(14 replies, posted in Q & A)

kill stuff, get kernals, sell kernals.