51

(52 replies, posted in Testing server)

I'm rather confused here, I believe I was told Arga and Lemon are the same person behind both accounts. If that's true, you don't need to post with both to seem like more people agree with you. Your opinion alone is worth noting. If that's not true, then sorry, but I swear arga told me he was his alt. (May be mixing up names.) In which case I goofed up who is who.

Back on topic, well it seems we all have the facts down, and now it's simply down to personal opinion. Myself/Sundial/Kari and others believe POS's/PBS's/Colonies/Cathedral sized money pits/etc should be very strong/hard targets by themselves even when no one is home, and should require a well organized assault to take down with just the turrets defending.

Lemon/Arga and umm... think there was someone else, believe that these colonies should be manned and maintained 24/7 by at least a few players or else fall to ruin by small roaming albeit well organized groups. (At least this is what I took from it.)

Obviously I'm biased on which I want, but I doubt we can convince one another that we're right at this point via conversation at least. What I think we need is an actual mass scale test of some of this on the test server rather than our largely theorycrafting and small scale tests. It won't answer everything, but should help some in balancing. Though I I do expect we'll all have the same personal design preferences after it anyway. Comes down to what the devs want at this point. Someone here will not be getting what they want.

I truly believe if we have bases like they exist now, noone will have a Gamma colony after a month in launch. It just won't be worth it to replace it every day. And I at least intend to raid like theirs no tomorrow to prove it after launch.

Since typing this would take ages, I included a labeled picture showing the mistakes/errors in the current tiers of turrets on the test server. Should be self explanatory.

http://img19.imageshack.us/img19/6126/turretso.jpg

53

(52 replies, posted in Testing server)

Alexadar wrote:

Blackomen u back \0/

on topic:
PBS system is a very complicated and complex set of tools, what will work only in a server with a big population, whats obvious when you look at the buildings, especially turrets, parameters like HP, cost and damage. Else: is a details.

Yup I'm back again, like stEVE, this kind of game keeps drawing me back.

As to your post, I just don't get why people think it would really work better with thousands of players. Let's take a hypothetical scenario where a fully built PBS with say 100 defenders comes under attack by 200 attackers. (This would be normal as attackers always attack during opportune times.) Now those turrets would kill several attackers without a doubt in quantity, but they would be pretty much vaporized when the masses get in range, as they can't move, take cover, etc. After only a few seconds you'd end up with say 90 defenders and 170 attackers. (I'm totally guesstimating here.)

Now the turrets gave the defenders an edge certainly. But now they are all gone, and the attackers overwhelm and drive back or destroy the defenders. At this point the attackers simply go through the entire PBS and incinerate every single thing, say 100's of structures in a matter of "minutes" with current armor levels. Finnaly when the tables are turned and the defenders get the masses online to repel the attackers, the entire PBS has been removed, the defenders no longer have any factories/refineries/etc left, the enemy has terraformed giant swastikas and *** all over the terrain, and the terminal is in reinforced. And to top it off, the attackers have all gone home. What happens now? Rebuilt all that? *** no. The defenders now go and do the same thing to the former attackers.

The next day, there are no longer any PBS left, and everyone has moved back to beta seeing that the whole system is rather silly. Now do I know for a "fact" this will happen? No, as there hasn't been a real test of this yet, my assumptions are purely based on a few small scale tests and raw numbers of the PBS structures and their construction paper foundations.

To put this simply as I can, I want to see "ALL" structures increased by a factor of 100 or more in terms of armor. And also by similar numbers in terms of cost to build. What does this change? It simply prevents entire PBS's from going up in smoke in a matter of hours during a corp/alliances downtime. (No matter HOW large a corp/alliance gets, it will always have a weak time of the day/week, where the fewest number of players will be on.) I just want to see massive structures work like a massive structure should.

With the system being the way it is atm, I wouldn't build a PBS, I'd simply assemble a massive army, and farm PBS's all day instead of npcs. We'd get both pvp and massive loot.

And sorry Ville, I tend to write a whole lot. I recommend twitter and not forums if you don't long posts. tongue

54

(85 replies, posted in General discussion)

I've always been torn on this topic. On one hand a PLEX system allows the developers to make more money while hindering RMT'ers somewhat.

On the other hand, Zoom is correct in that "PLEX IS PAY2WIN" not nearly as bad as say a cash shop is, were items come out of tin air with no player actions involved. But you still can use real money to gain an advantage over someone with less material wealth. That is by the very definition, Pay2win.

Now I've used PLEX's in eve since the first introduction of the old 30 and 90 day timecodes could be traded. But I still hated their addition to the game, even if I did play for free for years because of it. In perpetuum I'm also filthy stinking rich and could play for free with a dozen or so accounts eventually if they added this. But I also feel it would ruin the game somewhat, as someone out there could simply put in say a thousand dollars, and would have a army of best fitted heavies that could constantly attack another corp without fear of losses and the defenders would be unable to replace the losses due to the monopoly guy(s) in another corp.

It's got both major pros and major cons to the system. If I honestly had to choose, I would go with Zoom on this and say to avoid this system altogether, forever. Yes RMT'ers will "eventually" cause similar issues, but those will exist even with a PLEX system in place, and two major problems is worse than one.

My two cents on the issue.

55

(52 replies, posted in Testing server)

I'll try and be brief about this as it's 2:30 in the morning and I need sleep.

@destroyers
We seem to be in agreement here.

@artillary
Cost of a kain? I must be out of the loop on that one.

@Alpha market
Yeah I was there on launch, and I can say I do not miss mining for 18 hours a day in an argano. As to the rest, I agree all those elements will be used before any major patch where we get knowledge of the changes in advance. After launch it will take a while, but eventually stockpiles will run out. And I take no offense at using us as an example. We've always been a underhanded bunch. tongue

@weak pbs
Ratio seems about right, what I was aiming at was when someone attacks a undefended base due to offtimes. The base needs to hold back attackers (Not kill them unless they are idiots.) for a given amount of time per turret/defense. This allows the defenders to log back in before everything short of the terminal is obliterated.

Now as to your mention of a impenetrable pbs. I have seen some clever designs and tried my hand a few myself, and with a HUGE amount of effort you could make some crazy ones with valleys for moats and a single bridge onto the PBS area, still these are not going to be impenetrable. You mention being able to single handedly defend the base, was this in mention of being against just me and alts attacking? If so perhaps, as I lack enough combat accounts to single volley towers, if I did, I'm confident I could overwhelm you alone defending no matter your base design. (Well unless you brought an equal number of combat accounts as me, but then the matter isn't really about the base at all.) Your moats/terrain would slow me way down, the towers would be quickly vaporized by single volleys but still take a while in numbers, the issue lies in a single player (Yes granted with multiple accounts.) being able to undo a great amount of work in "relatively" short time.

Now it's possible you found some sort of secret exploit/bug/or just some sort of clever trick noone else has (Hey I've done it myself.) that grants your base some sort of massive defense advantage, in which case yes it may well be invulnerable, but it'll likely be fixed/removed at some point to prevent invuln bases. My issue is I just want bases to "feel" like bases, and not a some sort of sandbag emplacement with a few machineguns around it. And the way they currently have bases set up for defense I find... horrible. It's the armor values and low costs that are really getting to me. It makes no sense that this massive structure with a deathray on it should cost less than a mech, and be made of tissue paper, it's like placing a real functioning rocket launcher on top of a kid's cardboard box made into a playhouse. Yeah it can do damage, but if it rains...

Anyway, love to debate this more tomorrow. But it's already way too late.

56

(6 replies, posted in Testing server)

DEV Gargaj wrote:

Bleh.

*crosses idea off the list*

Heh. You'll find another, don't worry. wink

57

(52 replies, posted in Testing server)

Ok I reevaluated base structure hp's, and I see I'm still "partially" correct.

Basically all structures short of the terminal have WAY too low hp still. However they are also way too cheap/easy to build. My solution is vastly increase the costs, and vastly increase the armor of these structures.

However... at the current cost/efficiency ratio, they are actually rather on-par. I just think it's weird these massive buildings would cost as much as assaults/mechs and have a little more hp than them, but do dps like a heavy mech on steroids.

Balanced atm, but horribly useless in their current form is my opinion. I clearly need to do a lot more testing.

58

(19 replies, posted in Testing server)

Siddy wrote:

Make turrets shoot over walls, then you can augment them by placing GAZILLION walls around them. fuuu

Siddy you are alive! Thought you had quit the game from what I'd been hearing.

Edit: Ok, I'm figuring this out now. After checking all the structures again, I feel like everything but the terminal is made out cardboard, both in terms of armor, and material costs. Why are these "structures" so flimsy and made of so little actual material?

I have a old pc in the closet with a x1900xt graphics card, that close enough to what you want to test? If so I'll yank it out and give it a try.

PS: Also, any particular drivers? There are the old drivers, and the newer legacy drivers (Which worked like crap with it.)

60

(52 replies, posted in Testing server)

At risk of further flaming what appears to be a battle royale between Lemon and Lupus... I think you each have valid points in some areas. Here's my take on it currently, in appropriate order.

Destroyer mech wise your both right technically, Lupus is right in that Gamma islands need to be the source of obtaining them, as they would also likely be the head of an attack force on a heavily defended network of turrets. Lemon is obviously also correct in that the dev's obviously arn't anywhere near done with them. (As far as I know.) Same applies to artillery I'd suppose. And while rich people (Also me) would have access to them primarily at first, the same could have been said of when they added any of the heavy mechs. (They were UNGODLY expensive when they first became available.) Personally I'd strangle someone if it got destroyers in the game any faster.

Next topic, first off when you mention the alpha island market *** you don't mean me do you? (I assume not, as I haven't been playing for a while. And I don't recall ever seeing you when I last played.) Anyway, we can all agree that the upcoming changes are drastically changing the market and is causing hoarding of materials/bots. But this is rather normal, and should be alleviated shortly after the live patch. Will postponing also postpone the market issues? Of course, but I think that's a lesser evil than releasing a broken expansion. (I don't personally see the expansion as being "broken", just horribly balanced at the moment. Hell I expect it to be poorly balanced not matter what at live. It'll take time to iron it out with several additional patches.)

Next topic... Weak PBS's. I have to side with Lupus here. From what experience I have testing turrets over the last day or so on Gamma, it seems there would be a bit too much ease in raiding a PBS. (5000 armor turrets isn't exactly "defense tough". Granted they hit with some oomph.) I still need quite a bit more testing before I can make a reliable determination on exactly where balance needs to go, but I do get the feeling that PBS's need a lot more bang for their considerable buck so to speak. Cost to effect. At least defense wise, I think the facilities so far are fine. Also Lemon I think you and I talked about this in Trade chat the other day about the 3000+ active players and building it around that. Understand that doesn't exist yet, (I really wish it did, and I know the devs feeding their families do too.) so it's wise to build this at least somewhat around what the current playerbase can handle. (They could also add 300+ more gamma islands, but no one would likely ever even see 1/10 them with the current population.) Now it could be concieveable that if an entire alliance built a single PBS and used it you'd have around the clock people, individual corps just can't do this now, not yours, not his, and not mine. As such these PBS structures need to take a very large number of people, or at the least a moderate number of people fielding some expensive toys to tackle when even lightly defended by players. Granted there will be a fine line where you should be able to take only a few guys and whittle down a PBS when the defenders arn't online, but this should not by any means be a quick thing, it should a very long time to destroy a huge investment in time and resources with little risk in assets in doing so. Again this comes down to the good old, "Risk vs reward".

Adding a line break here because honestly it needs one so your eyes don't bleed. Continuing that last paragraph, if we go your way Lemon and make it so easy to walk into a PBS base or destroy the structures, your corp (Assuming your corp makes a PBS.) will suffer this effect and much as mine or anyone elses. One night all members in someone corp will gather around their timezone and walk into your PBS when 90-100% of your corp/alliance is offline. (Quite common with current pop.) And simply undo a months worth of work if not more. Yes they wont be able to take the actual base due to invuln, but they will remove all defenses, all facilities, all mining outposts, etc. To where even if you drive them off when you get back online, your still back where you started a month ago. Now all this in based on "current" base specs on the test server, I know I personally could wipe out a ton of structures in only a 4 hour window. (Yes terraforming defenses would slow this way down.) with a few of my combat alts and tank several towers with 2 RR alts supporting them easily. now this is "just me" let alone a whole corp doing this, or even just a whole squad. But enough on this topic, I'm making a wall'o'text here.

Last topic, the reward. Now again I agree with lupus mainly. There does need to be adaquite reward for such massive risk or if you prefer... massive investment in a Gamma island and PBS. Now we do get some as you pointed out, best facilities in the game. However note that with changes to the indy system, basic facilities will matter far far less than they do now. Though the CT combination facility is definitely a another benefit. You mention the epeen of obtaining one and slapping your corp's name on it. This doesn't in itself make having something worthwhile to many people, just as I personally find achievements in games to be utterly stupid and not worth my time. (Unless they provide a actual benefit to me.) Now some will love that, I take it from what you said that this does appeal to you, and that's great, in fact that means you gain something I simply can't. But you can't expect that to be the case for everyone.

Well I guess I did list two perfectly good benefits of a Gamma island, maybe it's just me but I think it needs something more for all that effort and risk of losing so much investment. (Yes as you can guess I'm all about gaining profit, that's my endgame along with fun pvp battles.) I "personally" would like to see Gamma materials used in destroyer mechs and only able to be built on Gamma islands. Thus making them high cost and high risk as someone could destroy the factory making them. (They should still be able to be shipped and used on alpha islands, to allow future budding corp/alliances to rise up and take over gamma islands that are being poorly defended.

I think Gamma islands NEED to be defended by players to repel attacks, turrets SHOULD NOT repel determined forces, however it should take a fairly large amount of time to destroy structures and turrets without bringing some major firepower. After all those structures cost a LOT to currently make (Especially the higher tier ones.) and at live will take a fair amount of time to build. They should be worth that cost in effectiveness, and so they don't insta kill attackers, that means they should have sizable amounts of armor to make them take time to destroy. (Unless you as an attacker bring a large investment thus taking a large risk yourself to make destroying them faster and more successful.

Christ that was one long post. I'd make a TLDR, but it'd likely end up being a paragraph long. tongue Hope I covered everything, I probably missed a topic.

61

(26 replies, posted in Testing server)

Lemon wrote:
Gremrod wrote:
Lemon wrote:

If i need to back this with a proper argument i will take the time to write it out in response to any proper arguments for this towers implementation.

Please post it now. I would like to read it, Mr. Genius wink

I painted a purdy picture using all my geniusness depicting my argument!

P.S. that was a refferance to something fuuu

I tried to decipher that image's meaning, but was unable to.

Anyway I rather like the idea personally. I imagine it won't be OP for hiding heavy mining mechs as you would naturally assume that's where miners would be, around this tower. besides it wouldn't actually protect the miners in any way, they would still spot you at the same time, you'd just spot them a little later than usual. I think it's far more likely to be used for ambushes than mining ops.

And really... I'd want several rows of turrets instead of a masker for mining locations anyway. Far better deterrent.

62

(24 replies, posted in Feature discussion and requests)

Whatever happened to the planned Artillery + bots?

Anyway some I'd like to see...

1. Also want dedicated support bots, though not in a rush for one atm, Industrial heavies still work great for this.

2. Also want a mobile command center type bot able to hold and swap out bots on the field for other players.

3. Would like to see a rorqual type bot able to compress minerals/harvestables on the field. (Ever try and haul 100mil units of helioptris? I don't recommend it.

4. Slow but massive artillary type mechs. Essentially 3x the dps of a heavy mech, but moves like a slug and has a mediocre tank. It could have a minimum range to help balance it. And would need allies to spot for it due to very low signal range.

5. Mobile Shield Generator mech. Able to project a shield onto other bots in range draining the cap of the shield bot instead of the targets. Bit of a stretch I know, but would be interesting, pain to balance I'm sure, if at all possible.

And my number one WANT is freaking destroyer mechs (both industrial and combat) Been waiting on these since closed beta when we actually had extensions to be able to pilot them. (I miss my expert robotics extensions...) Also I'm approaching maxed out skills in mining and industrial bots. (3 months or so) so soon I'll have to make a hybrid miner/combat/RR character if we don't get more stuff to spend ep on. tongue (Ok yes your adding the one new harvesting skill next patch.)

Edit: My bad it was 3 months not 2.

As the last remaining founding member of M2S, I support this product and or service. cool

Meh you never know, Styx's ghost may show up from time to time.

64

(3 replies, posted in Buying Items)

Gremrod wrote:

Glad to you see back!

Thanks Grem. I always have Perpetuum to fall back on if I get bored. tongue Plus I'm really looking forward to the new terraforming and base building.

This is the updated list of T4+ modules I am looking to acquire and how many of each.

5 Medium Miners
4 Medium Harvesters
4 Industrial Tunings
2 Med Shield Generators
8 Accumulator Rechargers
4 Med Remote Armor Repairers (Also accepting T2+)
2 Med Energy Transfers (Also accepting T2+)
4 Armor Repairer Tunings

I will pay very well for the above items.

I will also consider non-listed T4+ mods, but likely won't pay quite as much for other ones.

Let me know what you got and we can haggle on price. Since these don't really have established values as of yet.

Edit: Finally got a few. Negotiated at 35-37 million NIC each. So at least we have a baseline now.

66

(2 replies, posted in Buying Items)

Glory wrote:

Dont you think you mine well enough all ready?! roll

Dibs on being in your squad!

Not until I can't get my yield a single unit higher or faster. Then I move onto manufacturing and RR. Then... not really sure. Guess I hope they add new extensions by then.

67

(2 replies, posted in Buying Items)

Looking to buy...

1x T3/T4 Industrial Nexus
1x T3/T4 Fast Extraction Nexus
1x T3/T4 Recharge Nexus

Will pay well for T3, Will pay VERY well for T4.
Please post any offers here and not in-game. I almost never check in-game mail.

I'd vote for winter to take the spot honestly. Plus a female on there would "magically" increase the audience by 50%. tongue I would offer to take the position myself, but then there would be claims I was spying on the podcast or something. lol

69

(4 replies, posted in Buying Items)

I'm already building one from the CT. (I got another 75% CT. So unless it's very well priced, I'll just make more of them.

70

(41 replies, posted in Services and Discussion)

It should be noted that it used to be whole numbers only. Not having decimal points however had a profound impact on the raw minerals market, where many of the materials arn't even worth 1 NIC. Hence the effect was no market at all for them. This was the main reason for the addition of decimal points in NIC transactions.

Is the 0.01 NIC game annoying as hell? Yup. But it's a necessary evil. Take care in the fact that you can't change your market order values without waiting on a sizable timer. So at least "effective" market order "bots" (Pun not intended) are out.

71

(4 replies, posted in Buying Items)

Thanks, but I got a 50% one already for 3.5m. Offer closed.

As much as I dislike Syndic, I can't argue with this. The game is grind heavy enough as it is. And it was already inhumanly difficult to max out research before the changes.

73

(4 replies, posted in Buying Items)

What the title says, quite sure I'll get a dozen offers for crappy CTs and not a single bot, but was worth asking for both I guess.

Post what you want for them. Lowest price/best % gets bought.

74

(26 replies, posted in Feature discussion and requests)

As has been stated above, the mk2's are fantastic endgame equipment. They are oriented towards the higher ep players, and are worth the cost in the end. I LOVE my rivler mk2.

However if there were to be a mk2 that sucked, I'd have to say the sequer mk2 and especially the Lithus mk2. If your not hauling on a pvp island, then these are 5m and 70-80m decorations. And honestly, if your attacked in one, the bonuses ain't gonna save you.

Other than those, the mk2's are great. The battlefield needed more expensive stuff to lose. Most mk1s us older players can lose every hour of every day and not even care. (Bar T4 heavies perhaps)

75

(106 replies, posted in Balancing)

Most of this has already been addressed. However I will agree the 3 inner island courier mission circle jerk is FAR too profitable for the effort/time/ep cost, by COMPARISON to other inner island activities.

Now with that said, what people don't seem to get is that the beta island courier missions also have the same thing, except it's got risk involved. And it pays an ungodly ammount of NIC in comparison, that makes the alpha islands seem like pocket change.

Mind you I haven't been back to beta islands in several months, so I'm going off past experiences and the word of people that are still there.

PS: In summary, I don't think the courier missions need to be nerfed per-say. Just balanced with other activities. If that involves boosting everything else or nerfing the courier missions I don't care. And it should be noted I am currently running them constantly for standings not for the NIC.