1. ICE:
I would love to, but I have to turn it down.
Such system will inflate the price of every item on the market. As soon as the chinese gold farmers will have a whiff of this, they will start farming NIC tu buy the items en masse for NIC, and resell them under the purchase price. this simply mean inflation, but this is not the worse.
No, after that, once they have customers, they will re-use their credit card informations to purchase more ICE for "free". You could say it's the player's fault for trying to buy ICE cheaper than normal price, but it's not the issue here. The problem comes when the scammed person discover this, and cancel all transactions. Perpetuum will have to pay for high chargeback costs and our beloved game will lose money instead.

2.Catchup EP:
Making that a paying option is a big no-no. I would give the game a terrible reputation to new players. They would interpret this as if you are asking them to pay all this from the start to be competitive. It is too borderline to be a paying option.
I would suggest instead a daily objective/mission, that reward EP untill they reach the limit cap (25%). This encourage new comers to login daily and get accustomed to the game.

2

(32 replies, posted in General discussion)

Here's a couple hints for you:

Error wrote:

Again empty market.

Sadly, market has been recently reset due to new patch, which partially explain the emptyness, and the rare people still alive seems to enjoy running around to buy couple of overpriced modules. We'll need some change on this, I proposed a couple in the balancing section.

Error wrote:

- Wtf was changed with the teleporter network? Couldn't figure out exactly what is different now ... only that it's even more a pita to travel around (Alpha I hard to reach/leave).

New Island, it's a lot more clear now despite that you theoretically have to run more. I say theoretically, because now teleport beacons are only 50k and 2U. Grab a few and you will reach your destination in no time.

Error wrote:

- Robot prices skyrocket. That's neither noob nor pvp friendly.

Robot prices just went up with the last patch due to some rebalancing of material. In theory, modules prices should drop to compensate.


Error wrote:

- New graphics were introduced (or something like that) i heard ... the game is now unplayable on my aged notebook (of course this problem belongs on my side ... but still). How many players left the game because the graphic wasn't good enough for them? Only very few - if any.

Now the game is GPU-heavy instead of CPU-heavy. And view distance has been increase. Reduce view distance, and your notebook should be able to survive the ordeal.

3

(33 replies, posted in Balancing)

This is probably a stupid idea... but...
We have assault bot industrial (sequer) and heavy mech (Lithus)

What about something in-between, like a Mech? I don't think we really need yet-another-transport bot, but what about a Mech with some utilitary skills, or a transport (120U?) capable of fitting some firearms/tanking ?

4

(13 replies, posted in Balancing)

I agree for more versatility/choices in the fitting.

As long as the robots keep their current reactor/CPU, it will be very difficult to fit everything.

5

(15 replies, posted in Balancing)

Annihilator wrote:
Zigzagman2 wrote:

go look around its not hard to see..... game pop is already down half what it was patch day.

lol

patchday was friday, the server was down almost until saturday (my timezone)
two day weekend after a new patch, and for the british player, two national holidays to cherish their queen.

having a lower population on tuesday then on such a weekend is an indicator for you that the patch was a fail?

Well, I don't think this patch was a fail. Quite the contrary.

However, I feel the devs are just trying to add more grind and more complexity to please their current population. The more difficult and grindy you make this game, and the less it gets viable for casual players / Players with one account / solo / non-blob.
(you know, those silent guys representing up to 95% of MMO population but who never speak on the forums nor in-game?)

Anyway, I fear adding more complexity for the sake of complexity will only decrease our population over time.

If you do not want to fuse the market for accessibility, that's fine too, but then we need urgently what Lucius said :

Lucius wrote:

- Spark teleport -  This would essentially half the travel time.
- Remote buying - Will make it much easier to buy.
- Allow more market orders - Will allow people to actually post all the stuff they want (I'd personally love to make a serious effort to post T1-T4 gear on the market, but I really don't have enough orders to play with).
- Decrease taxes - Current taxes really only favour dedicated traders, and this is really bad.

I don't see the point of taxes either. It force people to use an alt for trading/selling. Little solo casual fighters can't even sell their plasma without taking a full blow from the taxes. Remove the taxes skill plz, and decrease taxes for everyone (or remove them.)

6

(15 replies, posted in Balancing)

Sundial wrote:
Gaulois wrote:

If you want to keep the current system, then I believe we need a better freighter than scarab, options to buy and specially sell from distance, and autopilot.

Fusing all markets looks actually much easier development wise than the rest.

The rest of it would preserve the depth of the system instead of throwing the baby out with the bathwater.

Well, I really do not believe this is "throwing out the system". The current system is not working as intended, we do not have the population for the current system to have an healthy concurrence.

Fusing the markets is certainly a big change, and I know that it will not please everyone. But I beg you, think about it from the point of view of all the newcomers that couldn't even afford basic gear (or it was spread across every islands) and simply left.
I remember having troubles to simply afford basic ammunitions if I left the blue islands.

7

(15 replies, posted in Balancing)

Well, while all offers were cancelled recently on the market, I base my suggestion on the last year I experienced on Perpetuum.

Fitting a bot in Tier 4 is awful to do, and selling stuff is also a tedious process. I like to play mainly fighter. Making cash and replacing bots lost in PvP is just hideous without a corp.  Nothing change the fact that running between all 6 alpha just to fit a bot is less then entertaining.

If you want to keep the current system, then I believe we need a better freighter than scarab, options to buy and specially sell from distance, and autopilot.

Fusing all markets looks actually much easier development wise than the rest.

8

(12 replies, posted in General discussion)

I agree. Such offer could be very benefical for the game.

9

(15 replies, posted in Balancing)

IMPORTANT DISCLAIMER: I know many of you will not enjoy my following suggestion. But please, bear in mind that my point here is not to "please" the current players, but try to fix a strong negative point of our game that undoubtedly made us lose many potential players after a couple days. Namely : The market in-game, and the fact it's almost empty.

Our market is deserted.

Yesterday again, I was looking to buy Medium Slugs (blue ammo) in Tellesis (blue island) and I barely found 20k ammo on the market. Then I wanted a simple Sequer to grab my loots home, and there was only 3 of them on the market, at TMA (green Island very far away), for 4 millions each (overpriced).

Think about how you play. Do you often put things on the market? No, most big producer joined a corp, and produce for the corp. Ever if you were to sell your stocks, it takes a lot of time to simply transport the stuff, and you will probably not spread the 10 bots you are trying to sell between the 6 Alpha Island. It's tedious and boring. All the same Players will not run around all the 6 Alpha to find a couple modules... provided they can even find the module they are looking for at a normal price on the market.

StEvE managed to make it somewhat works. But StEvE has auto-pilot and much better population. Our curent population does not permit such mechanic, and quite frankly, Perpetuum offer much less chances to run away from a fight than StEvE, therefore we lose more bots and must produce more.

I really believe there is no need for Perpetuum to be as tedious as StEvE.

My goal is to reach a wider population of players, and bring an easier in-game market for everyone, and more particularly a casual audience.

I would like to fuse all separate markets as one single global market between every outpost.

  • Players will be able to buy and sell from any terminal.

  • Transport of goods will be courtesy of "The Syndicate" (for a tax).

  • When placing an item on the market, you will pay the market fee, and when the item is sold, players will receive it in the outpost they bought it from. You will receive the price the player paid, minus the taxes for handling & shipping (15%).

    Of course, such system poses a couple issues to be addressed:

  • Quest Items will be non-tradeable on the market (I believe they already are)

  • Plasma will no-longer be tradeable on the market. Instead, a terminal much like any mission drop terminal will be available outside every outpost for you to drop your plasma and receive the corresponding price.
    The plasma is a special case. I know this is killing some very easy money for people who buy plasma on the market and transport it on their Beta island to sell at higher price. But if you think about it, isn't that a bit too easy to just buy NPC drops to resell at other NPC ? This is just a profitable transport mission. I did it myself a bit, and I don't really care if it disappear in the profit of a better market full of modules & stuff.
    Dropping the plasma should be free of taxes, and always available, even if the outpost is locked. This will encourage roaming of bots in ennemy territories to drop plasma near their terminal!

  • Buy offers will still be available, but items will be stored in a temporary storage until ou accept the delivery in your curent station.

  • To prevent abuse, it will not be possible to select the offer you want to buy. You will automatically buy the lowest offer. If it still too high for you, you can place a buy order.

  • Likewise, to prevent abuse, it will not be possible to select the buy offer you want to sell to. You will automatically sell to the highest offer. If it still not enough for you, you can place a sell order.

Obviously, such a system is here for easy access for our current small population. Should the population grow, we might want to separate Alphas from Betas, or separate green/blue/yellow as the population grow.

Frequently Asked Questions :
- Are you not killing the point of transport and freighters? People will sell at one terminal to buy in the other one!

Well, first, real freighters are not available in Perpetuum. Even a scarab full of minerals is barely enough to produce 4 or 5 mech. This mean that people gather minerals around the same place they will produce.
No one was really Freighting for a living before, and fusing the market will not change anything for thoses who do not use it.
Plus, do not forget that Selling/Buying on the market will be affected by the 15% taxes, and you most probably won't be able to buy your own offer unless you are the only one on the market. You will probably sell your stuff at a slightly lower price than buying it (or risk that someone outbid you, and you won't be able to buy what you tried to sell on the other side for "safe transport".
Possibilities to exploit such system for a safe transport of your own goods are very limited. You will most probably sell all your stuff on one side to get NIC, go back home, and use the NIC to buy what you really needed. Therefore, generates activities and trading on the market.

People who simply do not wish to buy to other players, or wants to avoid taxes, will still be able to transport their goods.



Please comment.

Regarding point 2, as I see it, LWF give -25%, medium plate give +25% resistance.

Since fitting a LWF is quite a "must have" on a blue bot, and having +50% resist on the bot as passive bonus would give an actual +25% resist.

If I am not mistaken, you will be immune to long range demob (overpowered?), but still feel a -20% from a short range demob. (and -65 from a double demob)
A single S-demob would reduce your speed under the rest of other Mechs, yet leave you a chance to retreat. (Do not forget "S-demob" Can actually reach over 300m on a dedicated Zenith Tackler)

Another classic PvP fit would be LWF + Plate to compensate and stay at 0% penalty.
With the Bonus, you will be immune to single demobs, receive -40% from double demob.
This latest case might be a tad overpowered, but do not forget the bot will be weighted down by the plate, and a Mesmer will move at best around 60-smthing kph.
Catching a running prey with a -not so great- bonus speed over it, and a lower range that your target, and a lower tanking than any other Heavy Mech, will still mean a quick death.
But yeah, this bonus would need some extensive test. I don't want to render useless every demob unless a double demob handed by MK2 Zenith. (actually, Zenith MK2 should be the one nerfed... but let's no go over this matter)

Otherwise, change the bonus into a "free medium plate". Bonus HP, and +25% demob resist. After all, the classic with "regeneration/armor repair tanking" is to stack as much HP as possible, to last longer as you can hardly repair over the ennemies damages, unless you sacrifice all your DPS.

I think I will not surprise anybody by saying the turret falloff bonus on blue bots is less than useful. Sure, some people will mention the firearms which benefits a lot from this bonus, but then, the other bonus on magnetic weapons becomes useless.

I would like to suggest a couple replacement solutions for this bonus:

1 - Sensor strenght bonus (10% per level)
Blue bots already have the shortest range. Moving forward often mean entering the 800m range of some zenith, and we get completely shut-down. I would like to suggest we get a passive sensor strengh bonus to resist Ewar and move into efficient range.
We already have the strongest Ewar strenght on Vagabond (excepted a particular Zenith MK2 fit), wouldn't that be logical our faction would also be in a leading position of ECCM ?

2 - Demob Resistance ( 5% per level)
Short range also mean relying on speed to catch oponents. If we fits plates, we are too slow. If we fits lightframe, a single demob negate our advantage.
If a medium plate give 25% demob resist, why not give us the equivalent, without the added HP?

3 - Passive Health Regeneration ( (1% HP per level / 10 sec )
Being the faction specialised in repairing ourselves, it sounds logical we could have self repairing bots. This also helps on keeping the bots light and fast without the weight of repairer.
If you do not like the % value, I would then suggest a fixed value, influenced by both repair skills. ( to improve HP repaired, and reduce cooldown. It would basically work like a free repair module working permanently.)

Theses suggestion are to work in synergies with other skills, to push the robot toward it's original purpose. (fast, short range DPS with repair tanking.)

Which suggestion is your favourite? If you have any other, this thread is open for debate.

12

(9 replies, posted in Bugs)

I just did Requiem III, same issue, the mission does not award any reputation, the mission's line in the logs is empty (see picture).

13:08 = Requiem III
13:18 = Requiem II

http://s16.postimage.org/f10rx3v03/Requiem.png

13

(9 replies, posted in Bugs)

Same mission, objective H : Destroy 2 '2nd star Shredder
The 2nd Star Shredder tends to run for the sea. He's impossible to kill (need around 560m range).

Zone Tellesis
Bugged mob swimming in the sea visible from : 1877 733
Objective H located at : 1762 624

From what I remember, missiles had a much longer range than medium EM guns.
(I'm a blue pilot)

If I remember correctly, I could barely attain 500m with 3 range extenders, while missiles were flying at 800m.

Could you give us some precise numbers plz? I can't start the client from this crappy laptop.

Dear Lola. Medium repairers are for people with the skills to fit them, and are prefered in PvP for their higher repair output, despite of the energy cost.

If you want efficiency and PvE, I would suggest a small repairer.

16

(32 replies, posted in Balancing)

It never occured to you that mixing magnetdart and Gauss was simply a terrible idea?

Compositcore are fine on a long range EM gun (still 200m of range)

Magnetdart are crappy ammo in every cases except Alpha because of the explosion dmg. This latest point should be fixed, by reducing magnetdart penalty to 50 percents like the compositecore.

Then, the second problem is the Gauss gun itself. Being an already fairly short range, it should be less affected by the range penalty of theses ammo.
Maybe it shouldn't be affected at all. You would probably see a lot more kains running around with compositecore, gauss, and 200m range. LoL.

Facts are:
- magnetdart are useless out of alpha
- Gauss are useless due to their range, and they are an awful combinaison with ammo that reduce range.

From what I understand, removing the T1 epitron cost, and the revamp about production efficiency,  will both allow low-skilled characters to craft low-level equipment at a very competitive price.

This is a very good thing for the market.


Recycling will become a lot less useful since you won't get espitium from T1 and reuse it in T2/3/4 production. This may become a problem, if the production revamp doesn't also lower some costs, and if the devs don't increase the epitron yield in beta.
(But in that regard, devs did increase the epitron yield in beta by reducing it's volume in latest patch)

I think this a step in the right direction. The change is only a partial solution, but it is still in the right direction.

18

(159 replies, posted in General discussion)

Massively Multiplayers Online.
I'm pretty sure that's part of the acronym.

Sure, you can solo, but if you play a MMO for it's PvE solo content, there is offline games that should offer you a much better experience.

Indeed, some tweaking would be required to take the travel time into account.

However, if 2 people take the same missions, it should be fine. Unless you meet a kernel farmer in a heavy mech owning the whole spot. There is always enought mobs for at least 2, and you can alway cancel the mission and take another one. There is no fee for cancelling it.

Hi, I know a revamp of the missions is comming soon, but would it be possible to keep the current missions too, with a little twist?

I am talking about a multiplier on the mission.

Didn't you ever avoid a mission, because killing 3 light bots for 20k on the other side of the continent is just worthless compared to the travel time ?

I would change that when you decide to take on the mission, you have the choice to decide on a multiplier, like x10.
So you would have to fill the objective 10 times more (IE kill 30 bots) for 10 times the reward and standing.


You could then decide how long do you really want to stay on that spot, by customising the mission to your need.

It works mainly for mining or combat missions.
Transport an scanning are different and too easily exploitable with such mechanic. (Plus we don't need to improve the transport missions.)

Both would be perfect tongue
And the ability to place numbered landmark on the map, visible by your team... but also visibles as beacons of light on the terrain? (like Planetside)

The op's suggestion is called a "Probe" and it will be implemented this summer.

It's already planned.

I got a dev confirmation that something like that was planned.

Not sure when, but that will be great!

I have no doubt this is much complicated to implement on Perpetuum, will require fine tuning for every bot, but it is still feasible without major overhall of the core mechanics of the game, and would improve the gameplay a lot. PvP and PvE... and event Idling time, by playing rollercoaster in the open big_smile

It's a very handy feature for every situation smile

Specially when you're trying to give an ennemy position, or try to coordinate a group of chasers.
Usually, only the sensor mech, see the ennemies, and he has to coordinate the tacklers. Very time consuming, and not that efficient to explain on vocal.