1

(18 replies, posted in General discussion)

We won't ever get a consensus view, its just not possible. Just like all you guys hear is our view on the podcast. At worst, we are wrong and everyone gets to pile in to correct us big_smile

There will definitely be a panel again so we can take some input from that but if anyone wants to come on the podcast to talk about something in particular, let Grem or myself know and we'll sort something out.

Thanks for the great feedback all!!

We had to find a place to end that segment as I think Grem and myself could have just gone on and on about it!! big_smile

3

(15 replies, posted in General discussion)

Pros and cons both ways...

Pros

Encourages other players with more time but less RL cash, this can help the game


Cons

  • If it isnt done right in a safe and secure manner, the game gets opened up to RL fraud etc.

  • As above, powerbloks can solidify their position through funding many alt accounts and bringing new players into their fold with promises of paid gaming, this detracts from the smaller corps

  • It can diminish the sense of attachment to the game, things given away for free generally don't hold much value to the holder of that asset/char etc

  • Encourages botting/powermining/grinding etc which can burn people out

  • Non PvP activities become primary to those using NIC for game time.... Lost a H.Mech?? OMG that was 0.5 of a timecode!!

Given the small dev team, i would err on the side of caution at this point in the game and concentrate on building more tools to keep players playing and interacting rather than looking for more ways to quickly garner cash.

My position was that if you want to keep the Knowledgebase/relations etc you wouldn't get a full respec and there would have to be some level of pain. If you want a full respec including attributes, you'd lose the lot as it is a large change to make.

Sure there will always be those who flick around but you can control that to an extent in that with the partial respec you can introduce a downward spiral effect (definitely less severe than now) which keeps a form of lid on continually respeccing.

5

(5 replies, posted in General discussion)

Wrong forum....

Specialist > generalist in all games like this but in order to specialise you make yourself weak in other areas. Depends on your gamestyle. I have specialised and in the current round of 'balancing' i am doing okay, one day it will be my turn to have the uber l337 robot of doom!!

I really enjoyed hearing the various views of the panel and hope this discussion continues.

from my point of view, I agree we don't need alliance features. In fact I want more corps features and reasons to not move into the blob mentality. 20-30 people in a corps should be more than sufficient, however any mechanics I have seen or have dreamed up can be gotten around using alts and alt corporations so the deal is harder to manage.

I would love to see corporations having to specialise, the whole prototyping system is fundamentally busted IMO in that it a) relies on a sole char and b) is not tied to corporation faction. This makes smaller corps which specialise and then use a supply chain a moot point in this game. You make a TMA char and you can research everything in game???? WTF, like that happens in RL at all, personally I would have preferred tiers of tech to be tied to faction standings but that's just me.

The other issue is that geographically, the islands themselves don't promote smaller corporation ownership. They encourage blobbing and demand for Alliance features as you can't segregate a section off from others and defend a small patch, with current design you hold the whole island or none.

We don't need alliances, but we do need some of the current mechanics altering to focus on smaller group play and not on longer term numbers of 2000 people all grinding like mad so the alliance prototyper can eat kernels to have the complete tech tree in their head and then have a bad morning and reset their account (had to put that in there TBA, hugs n kisses buddy smile )

sorry for the soapbox moment big_smile

I would like to reiterate something.....This player panel was to discuss the view of CEOs/Influential people of the current game and also to look to the future.

There have been significant events recently and I, for one, would be immensely happy to do a show on it. This has a number of constraints however.

1) My objectivity (and that of Gremrod) would be questioned because of the corporation tag I wear, people will also make rash statements emotionally with no investigation or research themselves e.g.

Simply pretending it didn’t happen is hypocritical and will only fuel further rumors the feeling of vengeance.

This post provides the background as to why, after much discussion between Grem and myself, WE decided not to just rush ahead with a show on the M2S topic even though WE discussed it at length.

2) We will never please everyone. Now this is a fact we all live with, however in the small community which exists right now, sensitive topics have a tendency to get blown out of proportion and cause damage. I would rather approach things in a more considerate manner and get it right rather than jump in with both feet and get it wrong and hurt the game.

3) There is nothing stopping anyone else putting their time and reputations out there and doing something on their own. I always considered it to be Gremrod's podcast, I was just there to help out, but even Grem spoke to me the other night and said this was OUR podcast, if you don't like how WE do things, don't listen or do your own.

Both our virtual 'doors' are open to the community to contribute to what we do and we get very little actual support except for a small number of individuals who I graciously thank here and now, you know who you are cool.

I dont want to hear you bashing Styx or somebody else.
But a objective report of what happend and what that means for the future of perpetuum shouldnt be missing.

I would hope that after 6 episodes, we had earned enough respect to not be thought of as being the type of people to 'bash' anyone. If that's how people think we would react, then something has gone missing somewhere.

If you want to influence what we do and how the community grows, man (or woman) up and step up to the plate.

Styx is no longer a member of M2S and therefore the M2S spot, as far as I am concerned, is open to another M2S member to provide a view. The panel will not be on the topic of the recent happenings, we intend to have discussions relating to the future of Perpetuum, not the past.

The other topic was a notification that Grem may wish to take a break, this is no longer the case and this is the primary thread for the player panel to be recorded this weekend.

9

(20 replies, posted in General discussion)

Arga wrote:

Stuff...

- Which group should the gamestyle support?

In my opinion all.

Group 1 should be harassable by roamers - what a lot of the PvP junkies want is to turn up in cheap crap and blow up 100m NIC of stuff and run away, this is unbalanced. Taking my 100m POS should take 100m of bots and time - see stEVE and POS with Siege Mode (not saying we should have that here, it illustrates a point)

Group 2 should be able to supply materials to beta corps they work with and harass the enemy when they want to, they won't be taking POS but they can assist or do guerilla stuff such as concentrating on the Group 1 roaming gangs.

Group 3 is like Group 2 without the mining, they just don't want big stuff because it means having to get away from the "oh *** too many bots RUN AWAY" mentality and thus don't want Group 1 to exist as it would mean certain aspects of PvP would be effectively closed to them.

The only Group which feels out of place is Group 3, Group 1 can live with 2 and 3, its part of their gamestyle. Group 2 can be content in being part of the larger game by working with friendly Group 1 and fighting enemy Group 2 and 3.

Group 3 turns out to be the socially awkward ones because the only people they think give them 'real competition' are other Group 3 and then they whine there's no targets.

If all we get is more stuff for Group 3 and mechanics tending to that playstyle, you might as well fire up MW2 or COD and take that whole boring losing stuff and having to build stuff out of the game cos it gets in the way of Group 3's playstyle.

10

(20 replies, posted in General discussion)

Arga wrote:

Defending is boring... so the roam is born.

If anything requires defense 24/7 and is valuable, Corps will burn out players forcing them to defend it. If it is valuable, corps will put adequate defense in place to secure it. They don't want a 'fair' fight when it comes to losing their outpost and risk losing access to all thier production and storage. What will happen is the same thing at launch, when beta corps still felt that 'owning' an outpost had some value, which is TP camping. And TP camping leads to bordom quitting, for both defenders and small aggressors.

As I said before, the only way to generate small combat groups is to create an intermediate zone between the valuable POS and the enemy. Some place that the OP owner can send out small groups to patrol while retaining a 'significant' force in reserve to defend if a large group is spotted by the roaming groups.

Edit: However, like in Risk, it is very difficult to defend a large area so corps will try to create an "Austrailia" scenerio by creating or controlling choke points; or by having such a large alliance that they put '100 units' at all the entry points to "Russia".

To pick on you slightly Arga.....Frankly I find roaming with no targets boring... I spent 2.5hrs of my precious gametime the other night wandering around the beta islands for squat. Even when there are targets, either i get the fast trip home or we get 5mins of excitement and the rest of the island/corps/alliance blobs us or logs, again back to no targets.

Frankly I see a lot of the more vocal people on these boards being the "i wanna gank miners where are my targets" crew who want to force everyone to play THEIR game. I dont mind hanging around an OP doing stuff, I wish there was more to do (i.e. missions, EC gaining, mining, farming) and when people want to come press on MY playstyle I'll get out the pew pew and teach em how bad of an idea it is.

I like to co-exist, I'm there are people who want to roam and I will accomodate that playstyle, my main gripe is that this will boil down to an FPS in an MMO and the real sandbox will get eroded to cater for the "I WANNA ROAM" crowd because others won't stand up for other playstyles.

I would prefer some outlier POS type structures, like was suggested above, a mining bonus generator, this gives a predictable point for miners to be, makes it more essential to have protection and therefore more viable for roamers to find targets and actually have a fight.

Rant over big_smile

Grem valiantly punished the RL foe and vanquished the thought of ITP being 'on a break'.....

We shall continue!! tongue

12

(20 replies, posted in General discussion)

I think the counter to the large land mass is as Alexadar's point that corporations should be taking OPs and land then defending it. Right now I take an OP and mine/farm whilst there is no nme. If an nme comes, I can fight them or if I dont have the forces, I can either go roam somewhere else or dock up...

What I would like to see is other parts of OP's that grant a +ve bonus whilst held and a -ve bonus if attacked and controlled by an nme group. This will concentrate dedicated forces in geographic areas, mean the roamers and the free corporations know where to go for fights and gives something to the holding corps to control/own and exploit (not in the bad way).

I love the concept, but unless they are vulnerable, except to the rubbish intrusion system we have now, it becomes take it, use it then defend when alarm clock goes off and I don't even actually HAVE to be there..

13

(12 replies, posted in Feature discussion and requests)

I tried thinking about this for a few hours and came up with some nice concepts to balance it but they all kinda had some form of issue....

Quoting myself lol big_smile

All great points guys.

***UPDATE***

The player panel may still be on... Final confirmation in the next couple of days.

Please could anyone wishing to join the panel who can make the time PM me on the forums to confirm your attendance. Anyone wishing to put forward any topics for consideration as discussion points please do the same.

Final call for topics will be Friday 10pm game time.

15

(15 replies, posted in Feature discussion and requests)

Needs moving to features....

On topic... Personally I would like them to allow me to tie my current accounts to one master account. I log into the master account and then choose which sub account I want to log into the game with...

In terms of account management, it also means I could buy £200 of AC Credit and apply it to my sub-accounts (having account renewals out of sync bugs me....) as needed, it would also be great that if I wanted to hibernate an account, I could pull the AC credit off it back into the pool and use it there, I could also then use the AC credits for micro-transactions, again being able to buy with the master account and then assign 'paintjob tokens' or whatever onto my accounts/chars.

Btw did I mention this was in the wrong forum big_smile

16

(20 replies, posted in General discussion)

I like the concept that some upgrades/bonuses/features will be corps specific and there should be more of these to prevent ownership by holding corps. Using dumb alts or holding corps is a way to bend the mechanics, hopefully in the future there will be a full featured Alliance system which extends these concepts to make it beneficial to be in a working alliance where negatives are offset by the bonuses granted...

There is a truly expandable system underneath this in which only the imagination of the community and the DEVs is the real constraint (well that and convincing Calvin to release his death grip on the other devs to implement some of our ideas tongue).

Upgrades and Auras sound fantastic and I hope that further 'real' POS have some way of tying in to these initial systems to again provide bonuses both for the corps that work to hold the OP and to the rest of the gaming community if some bonuses are publicly made available..

17

(12 replies, posted in Feature discussion and requests)

I tried thinking about this for a few hours and came up with some nice concepts to balance it but they all kinda had some form of issue, here are some anyways:

* zulu base is quite easy to capture 10-15 mins with a small - med group

* zulu base is only capturable on a corporation basis, similar mechanic to destruction SAPs

* once captured, the corporation gets NIC/EC every 30mins in increasing amounts e.g. n, 2n, 3n, 4n, .... xn

* however, the corporation also receives debuffs each hour, this could be -5% armor then -5% acc, then -10% HP etc etc. This makes it increasingly harder to hold for the corporation as they get gradually more and more debuffed - this is only on zulu base island - These debuffs could also have a multiplier based on # of holding corps members on the island as an anti-blob mechanic, however this has to be balanced by some form of balancing against a non holding corps turning up with 4x as many bots and wiping the holding corps.

* other corporations can attack at any time HOWEVER you can only attack the current base owner corporation members, not other corps on the zulu island. This is to prevent you holding the zulu base with an alt corps then defending with no debuffs using another corps.

* once you lose control of zulu base, you cannot attack it or the current base owners for 3 hours.

Hopefully this adds some balance and being honest i frankly stole the idea from some old FPS mods i used to play. It should add some spice, there's a competitive element in terms of who can hold the zulu base the longest (maybe another list to add to most dangerous agents??) and also the ability for smaller corps to run in and steal some time in off peak or between other groups attacking...

Discuss big_smile

18

(22 replies, posted in General discussion)

Gremrod has my full support on this. We have spoken a lot outside of the podcast and I understand completely where he is coming from.

Let's see how things pan out over the next few weeks, the will be a lot of turmoil and change throughout the game and maybe there will be a lot more to talk about. Doing the podcast has been a great experience for me so far and it is my sincere hope we can continue in the future.

Watch this space.

19

(32 replies, posted in Feature discussion and requests)

Gaulois wrote:

Stuff.....

As long as we won't be able to get any T4 module by ourselves, e=mk2 and every small corps are dead.

Stuff....
.

This is what I don't get... The only reason T4 became mega important was because we had enemies who dropped it like candy, everyone thought it was the only way to get even.

This is not the case anymore... I STILL don't have T4 laser on my Artemis, I generally fit L1 when i go out and I know FOOM are doing the same. Sure kernel research is important and will always provide an escalator of improvement but it isn't the be all and end all of everything now. I am hoping that more small corps will venture out and maybe form co-operative groups to start out on this path together, this will be good for them and good for the game.

I also think the more established corps have to step up and realise that right now is not the time to grow an ePeen and try to step into the vacuum. The game state is fragile and we should be working to help the game grow, not trying to replace what has gone before in order to be top dog.

Just my two penneth.

We will take a long hard look at what is going on and try to come up with something. Stay tuned folks!

I dunno as a developer in the past, test and live are two things you don't mix.... Ever.

Loved the Earth 21xx games, nice mechanics. The thing is, if you are going to do testing you need to add in things such as skills, ep and modules all of which may need to change when something needs to be modified or fixed due to a bug. I for one, do not want daily downtimes on the live game!!!

Having done plenty of alpha and beta testing in other games, I would certainly put some of my time to a test server if there was one, it also means players can do some of the testing on existing islands and find the bugs/exploits on there rather than a blank island which wouldn't make it into live gameplay.

22

(15 replies, posted in General discussion)

Whoops forgot to remind Grem, my bad this time! Will try and do it this evening.

Or you mean like having a test server?

The problem with terraforming isn't the mechanic, it's the limits you have to impose to stop it being game breaking. Even if you do something like only +\- 5 height, you now have to test every map to look for areas which could be terraformed to a breaking point. Suddenly testing is longer than development sad

The point on station services is important, other than efficiency, you don't have to leave station tomdo everything. I would like ore terminals, but to differentiate them into small / med / large.

Small would have 2 services available, one at level 3 and one at level 2, medium would be 4 evenly split and large as they are now. Wilst you could still effectively manage with a large station, using the others would max your efficiency and mean more moving between terminals = more opportunity for PvP.

My other gripe is still that it is too easy to get stuff, alpha hubs just aren't far enough away to make a difference. Can't find what you need? Simple, jump in appropriate bot with lwf and you are 10 mins away from main hubs. If we want beta islands to be the equivalent of midsec in stEVE then we need a ring of gamma islands with very little standing infrastructure and POS. That's when markets will really develop when its a 40-60 min round trip back to the hubs.

Place reserved..

If there are any suggestions for topics please add them also!!