Neoxx wrote:

Player A takes assignment.

Player A's friend takes the corresponding assignment.

Player A either goes out in a cheap ship and gets killed by his friend, or Player A does the mission without any problem from his friend for the reward.  His friend takes the faction loss because they are just doing this for the loot and he has nothing else to do with his faction anyway, and will just grind it back up soon enough.  This takes 0 time out of his friends game and he is richer for it.


Its just way too exploitable, and if you make the rewards really high you'll only encourage more exploiting and not more legitimate use of them.

Bounty hunting I can get with.  It would have to have its limitations like requiring them to be killed in X type bot (assualt or above or something) to count as to not be exploited, but it would be a nice way for corps to spend their money and give an incentive to smaller groups who want to pvp but dont like the inherent loss involved.

You shouldnt have to accept the bounty, it just gets rewarded when the player is killed by another player.  Groups could go out in areas where they know there are many players with bounties to increase their chances of getting the bounty.

I know the idea is highly exploitable. I'll be honest and say that I didn't really thought about all the ways to exploit it. Eck you just brought up stuffs I didn't think about. But still, I believe there must be ways to add that kind of content in a "secure" way.

Eck. Perhaps very high level assignments should be PvE/PvP only. This way the rewards stay the same but the risks are even bigger.

They have to add ways to PvP in solo or even in very small groups. Right now it's suicide to PvP alone on Beta Islands. Except during guild raids, there isn't much to do if you're a fighter except to farm again and again the same NPCs. Gets old kinda fast.

Pure bounty hunting would be awesome. But as you said, people will just team up and zerg the contracts to make sure they win. There again, quite exploitable.
- Corp A doesn't like someone from that Corp B.
- Corp A decides that it'll grief him to death by placing small bounties on him in order to zerg/harass him anywhere ingame.
- Player from Corp B gets ganked again and again, till no more bots and nics are available. Player from Corp B rages and deletes Perpetuum from HD, goes back to real life, finds a girl friend, marry her, makes kids, etc etc.

Right now the only way to PvP is to be in a huge squad/corp and roll as a zerg on Beta Islands.
Sure you can go solo, but let's face it, current mechanics don't promote solo PvP.

So, how about PvP/PvE assignments on Alpha and Beta Islands ?

Let me explain :

- Player A takes a "PvP/PvE" assignment in ... let's say an ICS Terminal. They are like PvE assignments (transportation, destroy & recored, mining, etc) but he is warned that at any time another player can try to stop him from achieving his goals.
- In an Asintec terminal a new PvP assignment becomes available. Playber B takes it. His sole goal is to take down Player A.

PvP/PvE assignments should have bigger rewards and Level 1 PvP/PvE assignments shouldn't be available before you reach a certain standing with your current "faction".

Failing the assignment as Player A shouldn't cost any "faction" standing (loss of items and mech is enough imo).

Failing the assignment as Player B should cost a lot of faction standing. Why ? Because :
- As you need a lot of faction standing before being able to take part in those PvP/PvE assignments, losing way too often will stop you from harassing again and again the same players. At some points if you're really bad at it, you'll just have to grind your faction standing by doing PvE assignments.
- There should be limitations regarding players from the same corporation/alliance from taking both sides of the assignments (one doing the PvP/PvE quest while the other waits, filling the PvP slot). But even "unguilded" players can work together in order to exploit the mechanics. Thus, requiring a lot of faction standing to take part in those PvP/PvE assignments + losing a lot if you fail as Player B should refraing people from exploiting too much.


And that's it I think. That would give a real purpose at grinding the current PvE assignments. And I believe it would increase by a lot the solo PvP/content in Perpetuum.


Of course, there should also be pure player Bounty Hunting. tongue

3

(15 replies, posted in General discussion)

Started the game 5 days ago. Can't complain about that. I believe the ingame tutorial (or at least one of the numerous (i) information buttons) properly warns you about this feature. And as other players already said, this feature is also advertised at various places on the official website.

Ofc gamers shouldn't be punished for their noob mistakes. I mean, we are paying games to have fun. Perhaps a one time respec for your whole account that removes all your characters and refunds all the earned EPs should be made available.

4

(17 replies, posted in Feature discussion and requests)

You'd think that 3 episodes of MythBusters should have sufficed to prove this will never work. Even if president Obama asked for it.

5

(56 replies, posted in General discussion)

At first I was a bit worried to see on my char planner that it'll take me 2 years to complete my template. But then I started playing and I must say Perpetuum Online is the first MMO that I'm fully enjoying right at the begining thanks to the inexistent grind. You don't really need mad extensions to actually be useful in PvE/PvP + the starting EPs are quite sufficient to get you started.

Gerrick wrote:

There's this

Thanks a lot !

Speaking of Perpetuum's future, is there a roadmap somewhere, a stuff-to-do list ? I'm new here and didn't see any.