151

(62 replies, posted in Testing server)

Jita wrote:
Gremrod wrote:
Jita wrote:

If the population rises then so would the ability to hold more stations (as you spread the work between more people) and also the ability to compete for those stations - it should balance itself.

The same goes for beta outposts. So no reason to change the locking feature there due to low population. It will balance itself. But the current people playing don't want to lose bots to balance beta stations. wink

but what i'm suggesting requires a passive time sink to hold an outpost. Why beta doesn't work is it has no such time sink. An equivalent on beta would be having to take your own saps to maintain stability and having three saps a day.


It has been like that for a while and I have not heard anyone complain about it. Only when they want to get their stuff out. I see no reason to jerk the knee now.

152

(62 replies, posted in Feature discussion and requests)

Burial wrote:

You can't just throw it on low population. PVP was scarce even directly after the Steam launch when subtracting all the Norhoop kills. I'm not saying that closed stations are the sole reasons for PVP being dead but having them open would be way better instigator than waiting for anyone to attack your over-sized alliance.

Why now and not 1 year ago? This is what causes all the knee jerky etc.

153

(62 replies, posted in Open discussion)

Ville wrote:

I'll most likely be playing this a bit.

+ 1

154

(62 replies, posted in Testing server)

Burial wrote:

Betas and Gammas should not revolve around one entity being able to shut everyone else off from all of the content.

If a single entity holds all the real estate then smaller entities band together to take said real estate. If people want something they need to take it.

155

(62 replies, posted in Testing server)

Jita wrote:

If the population rises then so would the ability to hold more stations (as you spread the work between more people) and also the ability to compete for those stations - it should balance itself.

The same goes for beta outposts. So no reason to change the locking feature there due to low population. It will balance itself. But the current people playing don't want to lose bots to balance beta stations. wink

156

(62 replies, posted in Testing server)

Jita wrote:
Annihilator wrote:

good question.
would you suggest?

I would suggest that the energy requirements for a base are high so that it takes effort to keep one active. I would further suggest that when a base goes inactive it forgoes all of its reinforcement timers. This way if a base is active its a reasonable time sink (say 20 man hours a week) and if that time sink is not kept up with the base can be completely destroyed without the defender able to use the reinforce timezones to pick a fight.

Should these rules be in place when the game has high population or low population and then change when the pop changes?

157

(62 replies, posted in Feature discussion and requests)

I was wondering when reading this thread. How many games turn off features to adjust to the game population. I also was wondering if that is good game design either way.....

158

(85 replies, posted in Testing server)

Ville wrote:
Annihilator wrote:

I could try to explain you why, now that i have figured out most of the "hungarian" math used on those highway nodes.

But for that probably would need to make pretty pictures, and wonder if its even worth to explain?

in short - as it is now, you probably wont be able to build a really long highway that is stable across the island without using multiple terminals. Use them to accelerate your movent within your 2km diameter base and for reliable concrete placement against unpredictable tree growing next to your terminal smile

Then why even use them?

I blame Obi.

159

(7 replies, posted in General discussion)

Tamas Vitez wrote:

Perp is still Early Access, I only saw -10% on EA games on steam

If you look one of the first games listed under EA is 25% off. So you're wrong sir! hmm

160

(24 replies, posted in Testing server)

Rex Amelius wrote:
Cassius wrote:

I think Zoom you have eliminated one of the greatest features the game had. The creativity and detail you could build with beacon terraforming, and the subsequent bases will never be duplicated. All you had to do was adjust the terraforming limits.

I still think you Devs could have kept the old 'unlimited' slope terraforming with Beacons AND used ZONES to contain the crazy island-wide terraforming graffiti. Unfortunately I have so little time for in-game play, much less time for in-game testing. I hope the new system works out.

What ever they do they need to move. Steamchart shows the game @ almost the same level of players on steam as before it was released as EA in April.

161

(24 replies, posted in Testing server)

While they may have removed the beacon terraforming. It doesn't mean it is gone for good. They could still figure a way to do it and slowly put it back into the game.

162

(201 replies, posted in Testing server)

BattleHammer420 wrote:

And another thing, why do green bots neut, suppress and ECM ?  It's like you make group play but there's 65 people playing, wtf?  Hello?  Ewar needs to chill out on these lower tier mobs.

QFT

I would like containers I create in a private storage to display the total U of items I have in the container when I open it. It should display the total U at the top of the window just to the right of the contain/window name.

Jelan wrote:

focus on the immediate problems

I agree. My island ideas in no way meant that it needed to be done NOW or before any content patches etc. These are just ideas.

I would like to point out the other two islands posts would bring content. wink

Xadhoom wrote:

what are these police towers??


The islands at one time during closed beta were not 100% safe. You only had safe areas under police towers. If someone had a specific aggression flag and entered these safe areas the police towers would shoot and kill the aggressors.

They had issues and were removed and alpha was made 100% safe.

Jelan wrote:

I think you forget how small the world is for people that aren't in your cult Gremrod, get off your ivory tower and try to see it from the position of a new struggling corp or group of players that only want to PVE.  You'd effectively limit their game to 3 islands

I have thought about this very issue. There are a lot of things that need to happen before the police tower system is brought back into the game. I totally understand it.

I think an additional new 6 100% safe islands would need to be put in place. Some balancing between alpha 1 and 2 islands. I think another 6 alpha 2 islands would be needed also.

Remember the main thread that links to this thread and a couple of threads I started state that this is my 50k foot view of the islands.

Also, I would not be limiting their game to 3 or 9 islands. If they choose to not use the other islands that is their choice. They would only be limiting themselves.

167

(58 replies, posted in Open discussion)

Oculus Rift DK2 and Elite: https://www.youtube.com/watch?v=Uj1hFkc3Q68

Crepitus wrote:

There are people who never leave Alpha and would likely not play if they were getting ganked there.  I have seen 'no suicide ganking in hisec' used as a selling point to newbies more than once.

My idea was that Alpha 1 islands would not change and would stay 100% safe.

Ludlow Bursar wrote:
Gremrod wrote:

Please explain the perfectly good way. smile

Using the existing mechanic for spawning NPCs in gangs that range from "barely able to scratch the paint" to "Swarm of double-hard bastard Observers".

You commit a misdemeanor and wham! A proportionate force spawns, kills you and then de-spawns. Proportionate force can depend on anything you like really: you, your bot, your buddies, the level of security in the area, the time of the day, your relations, your corp relations etc etc.

Exploitable for gain, sure, it's bound to be ... a bit. How much depends on the detail. The main point is that using an existing mechanic and some thought a really fluid progression of security system can be created that has consequences across other parts of a players game.

Both ideas use existing mechanics and would work to reach the end goal. But I think the police towers would be easier for them to put in place. The maps would also still need to have indicators of the safe areas; which the towers had and the npcs don't

Ludlow Bursar wrote:
Gremrod wrote:
Ludlow Bursar wrote:

What's the point of police towers? Why invent something new? (Well, re-invent)

If you want security just spawn a bunch of mobs that de-spawn when they've done their job. Even opens up the possibility of zones having different calibre of mobs.

The main reason is to have a progression of security. Right now we 100% safe or 100% unsafe.

Yes, I get that. But why re-invent the police tower when there's a perfectly good way to implement security progression now without having to bother.

Please explain the perfectly good way. smile

Celebro wrote:

Small turrets could be placed in beta around terminals and teleports only, but they can be tanked for a few minutes on heavies.

No. I think beta should stay the way it is right now. If this was done I would suggest that beta 1 islands only.

Ludlow Bursar wrote:

What's the point of police towers? Why invent something new? (Well, re-invent)

If you want security just spawn a bunch of mobs that de-spawn when they've done their job. Even opens up the possibility of zones having different calibre of mobs.

The main reason is to have a progression of security. Right now we 100% safe or 100% unsafe. Islands that have a mix of secure and insecure areas give a progression of game play to a certain aspect.

These type of areas also lead to different styles of game play than the islands with 100% unsafe areas.

173

(10 replies, posted in General discussion)

Aye Pod wrote:
Celebro wrote:
Ville wrote:

Honestly a sandbox is what the players make it.  The devs just give tools.

So you are saying, a sandbox game does not need balancing?

Btw they nerfed the tools

Some changes were made to balance game mechanics but most changes were knee jerk fixes to pacify the loudest cry on the forums.

Yes the sandbox in the school play ground has been gated for now. Some one found cat poo in it and needed to do something about it. But the quickest way to deal with it was to put up a fence for now.

Let's hope the real fix comes later after they clean up the poo.

Ville wrote:

Can you clearly explain how police towers work?

How they worked in Closed Beta would not be the way to have them now. Like Jita said they could be done better now.

Think low sec in eve with the gate and station guns when someone shots another player near them. But in perp it was instant death for the aggressor.

Ville wrote:

Alpha 2s would be a war zone and you'd be sticking all the bears on 3 islands.

Just like empire space.