26

(34 replies, posted in General discussion)

Arga wrote:

Um, you went there Kalsisus smile

Indeed.

Perp does need a better new player experience, corps can help in this, but there's something you can never patch......

Great to see the community get behind fellow players in a time of need. All the best in getting back on your feet and my best hopes for you and your family.

No Jerry Springer antics (although finding our Jita is really the love child of Styx and Syndic would be awesome) we hope to have a good discussion.

62nd are definitely in, much respect there. M2S have a slot and I think the community would be happy to accommodate a number of different representatives. I encourage other players and alliances to step forward. There is a lot going on in this game and having the views of other gamers will be important. This is a golden opportunity to have constructive, mature debate on the state of the game. If people truly want this game to grow, it is our duty to support e open dialogue. The offer is there, it is for the community to waste if people don't step up.

29

(34 replies, posted in General discussion)

WoW is in some other direction....L2P....kthxbye

The first attempt at a player panel was well intentioned and both Gremrod and myself thought we might end up having to let people down in order to keep the number of panellists to a sensible and manageable number. Unfortunately, we got caught out by that horrible thing called real life and got caught short. Podcast #5 still went ahead, we discussed a variety of topics with Styx from M2S and have received some very good feedback.

So, here as promised, is the startup for podcast #7, tentatively named "Perpetuum Player Panel, now with added panel members!" smile

The principles, rules and guidelines are below. The aim of this is to get the views of different players across the game world and not have it end up as a slanging match.

  • Panellists must be able to use Skype and speak clearly in English

  • The podcast will be recorded at 2100 GMT+1 on Sunday 12th June and it will take around 2 hours

  • The panel will be split into 4 approximately 15 minute segments covering 4 topic areas

  • Each member of the panel will get a chance to comment on the topic and reply to the other panel members in each segment; we will aim to give each panellist the opportunity for first comment

  • Should we get sufficient response, we will aim to send out the topics for discussion to the panellists ahead of time

  • Each member will get a 2 minute close down period at the end of the podcast to reflect and offer a final opinion without interference from anyone (even Grem and myself)

  • The aim is to keep the podcast to an 80 minutes maximum length

  • Gremrod and myself will act as chair persons, we will mute or cut off discussion if required to keep things civil

  • This is a mature, repectful discussion, everyone will have a different view and those views should be respected as you would wish your own to be, anyone on the podcast straying past the bounds of civility may be removed

  • This is an adult oriented podcast and as such there will be a level of adult language used, this however must be kept within certain bounds and we reserve the right to edit as required to keep things constructive

  • We try not to heavily edit the podcast post recording to try and keep the flow and energy of the recording. This will also mean that any corrective action Grem or myself have to take to keep things civil may be kept in and may end up being broadcast to all and sundry. Panellists should conduct themselves accordingly

  • Topic ideas are invited from the community. Consider that the panel will hopefully be made up of differing factions/opinions so please keep ideas to general game topics rather than "I think x is a crap corps, what does everyone on the panel think". That type of topic will NOT be discussed

  • Composition of the panel is open to anyone wanting to put their opinion out there. Please either post here on the forum or contact Grem or myself

  • The panel will have a maximum of 4 members plus Grem and myself, if we do get a larger number of volunteers, Grem and myself reserve the right to pick the composition of the panel in order to provide the most interesting debate. Anyone not chosen this time will be put at the top of the list for future panels

Overall, we want this to be an interesting and informative panel for the benefit of the community. As they say, variety is the spice of life and we certainly want to encourage this with Perpetuum. Please post questions, ideas, topics, offers to sit on the panel below and we will try to answer and respond as best we can.

Discuss!!!!!

http://forums.perpetuum-online.com/topi … -activity/

Its long but there's some supporting ideas in there. If I get chance I might get round to pulling out the POS stuff to be clearer

32

(10 replies, posted in Feature discussion and requests)

Malakian wrote:

Making RCM permanent has a problem, imo, it would make the people to stock more bots as my "shield tanky tyrannos" is not as good as my "extreme sniper range tyrannos" for this intrusion. Tech three strategical cruisers in eve is the way; related to a extension, faction related, and not as cheap as normal modules, but not so expensive as a new boat.

I think we would need a new type of mechs, I dont think it would work for lesser bots, with no bonuses and a very plain set of statics, and then you complete the "picture" with the RCMs with removable modules as I suggest or Kalsius' fixed RCMs.

Only one thing about balance; in any modular game, where you design your fit/spec/decklist, there is always a few designs over the average, and a lot of subpar ideas around in the metagame, and this is really hard to work with for the game's designers.

This was kind of where my idea wanted it to go. I don't see the issue in having multiple bots, having something that's special in some way should have a cost, I also like the concept of it being built into the prototyping.... Think of it like this...

| - - -  RCM Sniper - - - Sniper - - - Artemis - - - Close Range - - - RCM Close Range - - - |

In moving to either extreme in this example you obtain significant advantage in your chosen field. There has to be a cost to gain the advantage at the extreme, this cost in RCM terms is permanently fixing your bot to gain that advantage. If you want to retain flexibility, you fit out but don't get the advantage.

This adds something I have been ranting about for a while, industrial influence on the PvP combat dynamic. It also means attrition is possible in extended combat. Lets say snipers are good at defence in intrusions (work with me here) then there is a tactical advantage to an attacking force focussing on these initially to get them off the battlefield to reduce the defenders effectiveness in future battles. Now say it takes time to create more Sniper RCM Bots (through prototyping etc), as an attacker I have gained an advantage. If you can swap this stuff out left right and centre, that attrition advantage is eroded (not saying it is removed completely, but it is lessened).

tl:dr;

If you want super bonuses to specialise and gain tactical advantage we should have permanence, if you want flexibility, you don't get the super bonuses.

33

(88 replies, posted in General discussion)

Yay something to disagree on!!

I don't think it should matter. We provide a service to the community and our respective viewpoints are key to that. If I felt Grem was taking a side or not reporting you would have heard me chirping in on the PC and making a deal of it. We work well together, we are building up a common trust between ourselves and the community and I am sure neither of us would put that at risk.

I was pleased Grem took the initiative on this one and used his position to garner more information than potentially anyone else could. Great job bud.

34

(88 replies, posted in General discussion)

GLiMPSE wrote:

Now that I have successfully won another internet argument (when do i ever lose?) this topic can go back to the OP's Topic which is this amazing podcast.

Sorry this was temporarily derailed Grem/Kal.


Carry on.

My thanks for your assistance kind sir!!

Back on topic, we are glad people enjoyed this little foray into a new format for the podcast, we will go back to tried and tested for the next one as we are hoping that the expansion will have had time to bed down and there will be some interesting things to comment on...

In terms of a future panel, I have noted some of the comments made in this post and will try and wrap them up into another post specifically on that feature cast.

Again many thanks for listening, your support and constructive feedback keeps us going big_smile

35

(38 replies, posted in General discussion)

GLiMPSE wrote:
DEV Gargaj wrote:
GLiMPSE wrote:

This map should have a cool logo and signatures from all the DEV's on it too...make it look a bit cooler hangin on that wall....

As far as signatures go, we started signing the posters Kalsius sent us, so as soon as we can get enough of the DEVs to do their errands in the office, you'll prolly get a piece - given that you show up for the next podcast recording wink

You, me, squaring off on the podcast -- things would get discussed, matters would get resolved, world hunger would cease to be a concern.

This I would definitely hand out signed posters for!

36

(10 replies, posted in Feature discussion and requests)

Good idea, I like the concept of being able to adapt current tech and make it more specialised or fit a particular role. Things I would suggest...

1) RCMs should be faction specific, i.e to prevent to much crossover between factional types, I like the idea of enhancing particular faction traits, not making everything one homologous mess.

2) RCMs should be permanent. As was stated on podcasts, we need to make sure there are enough NIC/Resource faucets. With reasonable cost and the flexibility, lets have some permanence in the game. This should also enhance understanding of playing a role in combat, being to swap out lessens this impact as you still see one Tyr in your hanger which you can adapt (albeit with cost as stated). Lets see the Tyr head change in response to a sensor RCM and it be a different bot permanently, not Transformers tongue

3) Suggest a +1 on 3 required skills, one robot control, 1 type specific (i.e. Shield in your example) and one engineering/electronics specific. This reminds players that support skills are important too!!

In terms of general balance, I was worried it may end up creating freakish Chimera type builds which may drive us towards a flip/flop balancing act but with the addition of 1) or something like it, this is tempered a little and becomes less of a concern.

37

(88 replies, posted in General discussion)

Please dont derail guys big_smile

Timing is a problem given our geographic locations, Sunday evenings around 2100 GMT+1 is about the only time we manage to get to record. It is understood people won't be able to make this and to those who can't your support is much appreciated in other ways.

I am going to draft up a post for PC#7 to try and set out some ground rules and hopefully this will a) give people comfort that it wont descend into a slanging match and b) time to try and arrange a slot in RL....

Many thanks again for the support.

38

(88 replies, posted in General discussion)

My sincere thanks to Styx for turning up and discussing this stuff with us, I really enjoyed it and I hope that the community does too.

We understand that the time we record and RL are big factors in being able to attend but for the two hours we need people to turn up, we hope people are able to make the effort to support the community and continue to build up the reputation of Perpetuum.

To Alexander, that is a great overview of some of the points raised. I think there are definitely some topics there that the community and the DEVs can have some interesting 'heated discussions' about....

39

(26 replies, posted in General discussion)

The thing is, like stEVE, superior numbers has no drawback in this game.

When a RL army wants to attack somewhere, it needs logistics, currently blobs require no such support. You take your 50 man blob, blob it up somewhere for a bit, get attacked and win or attack and lose then the remains run away...

Tactically, splitting your force has zero benefits and 100% drawbacks against superior numbers in this (or any other frankly) game. Until such time as there is a need to split forces, either to defend multiple disparate objectives (POS etc) then 1 vs 1 blobs will be the order of the day. Either that or you make it so an army needs logistics support to empower smaller groups to be more effective, i.e. a nexus type module that buffs up to 5 gang members in a 50m radius but loses effectiveness if there are more than 5 gang members within a 1000m radius. Make the buff significant enough to make it worthwhile for smaller squads and you'll get more of it.

40

(18 replies, posted in Feature discussion and requests)

Great idea, and I like the small structure idea for the moment. When we get POS however I think it would be better to have a Radar/Sensor building which needs fuel/upgrades which grant the ability for the smaller deployable structures to be augmented...

e.g. Radar building can be upgraded for greater range/capacity but does not give details.

Deployable structures give details but you need to be within 1000m of them to see their data.

Combine the two and you get details across wide range....

However, this also present opportunities for enemies.

1) Small squads can search out the smaller deployables and attack them (some kind of corps event would be great for this so it isn't completely risk free for the attackers) which removes your detail view of your POS

2) Attacking the radar structure could cripple the ability of the corps to operate (i.e. you have to visit each individual deployed sensor) until they 'fix' it with materials and special industrial modules.

This provides good content for all types of corps from small to large and does not limit interaction to 'end game' corps only.

41

(23 replies, posted in General discussion)

/me hopes the devs took on board the highway comments tongue

I have already pre-order my one-way tickets to a non-extradition island on Nia.

42

(23 replies, posted in General discussion)

Thanks for all the feedback guys n gals.

I would like to send out a personal thank you to the following who took to the time to put together answers to my questions.

Crepitus
MoBioS
Syndic
Campana
Alexadar
smokeyii
Arga
Legedric Warstrike

As regards our deviation and the lack of political landscape, we are hoping to do something special for the next one which will hopefully make up for it big_smile

43

(45 replies, posted in Feature discussion and requests)

Styx wrote:

Invest in your character (12months sub) and you'll be rewarded.

Thats not a bad idea, however it will definitely stir the hornets nest of those with money having an advantage over those who do not.

In terms of why it is bad for the game, I have spent a lot of time in sandbox games and one of the truly special things is the persistence of characters and their traits. Wholesale resets once a year go some way to destroying that persistent aspect. Instead of people investing and making decisions based on a longer term plan (which these types of games profit from) it becomes 12 month spans, heck we might as well run it like those browser based games and just reset the game world every 12 months (overly dramatic I know big_smile)

It also leads to the 'new content' mind set. People want the devs to bring in something game changing so they can use their yearly reset, it also means previous content does not get recycled back into the game state, everyone wants this years "Lich King" expansion because the other stuff got boring.

44

(45 replies, posted in Feature discussion and requests)

Styx wrote:

I'm not buying the FOTM BS, that argument is flawed from the word "Month" onwards.

There was a portion of the discussion which related to 'bought' resets with either ingame currency or RMT. Thats what a lot of FOTM discussions revolved around. Just making it clear that FOTM was a worry if that type of purchase was allowed. Also given 'Month' is the last word, technically there is nothing 'onwards' to be flawed in your statement. cool

I still dont think a yearly reset is good for the game. If you fubar a skill line, fine lets have some way to claw back 90-95% of the EP invested in a skill to spend elsewhere, make it time limited (i.e. 1 per month, just to stir the pot), moderately in game expensive or require a line of missions to be completed which required say 2-3 hours to complete.

45

(18 replies, posted in General discussion)

Yes, ore prices may go down but volume is also increasing, making it even less profitable for combat alts to go mine, while keeping net income for advnaced miners about the same.

Thats the key point here, dedicated miners got a boost, everyone else took a hit (when you even things out etc). Good times to be dedicated miner, you can either see it as you mine two hours and now you get more ore (yay profit) OR you can spend less time to mine the same amount of ore as prepatch (yay more PvP).

46

(18 replies, posted in General discussion)

No it will come out of the ground in the time determined by your skills, however dedicated miners will get big bonuses due to their skills, especially if the 50% is applied at the base amount per cycle. As the bonuses stack up, as a miner you will be able to pull greater amounts of ore from a field than a non-miner can therefore for the time you invest (which should be less than a non-miner) you will pull ever greater amounts out.

In simple terms, miners just became the flavour of the day with the ore respawn change. For a given field, 10 miners will pull more ore than 10 combats but the field will still take the same amount of time to regen. You just became a very important link in the chain of efficiency.

47

(55 replies, posted in Feature discussion and requests)

Nah smile

To me there is a dichotomy here that we need shorter distances for PvP but larger distances for industry/trade.

People want to be able to PvP easily, without having to spend an hour getting somewhere to find no fight. Industry/trade only really thrives when there is sufficient distance to promote trading and production specialisation in certain areas.

This is where the Titan change probably, as I am now coming to realise, won't make the difference it should. The distances needed aren't there to make it better for a corps to buy from alpha based corps rather than mine themselves. Beta corps will descend, as the poster above states, on Titan fields on alpha and strip them bare. This will make it even harder for alpha corps to mine effectively, and leave no reason for trade to beta.

There needs to be incentive for beta corps to stay on beta islands, right now it doesn't exist.

48

(55 replies, posted in Feature discussion and requests)

Syndic wrote:

You misread me Kalsius. Our contracts & ore purchasing will end pretty much as soon as we wrap up the last few tidbits we need; at that point the only thing to do in-game will be mine, produce, and PVP.

I didn't, my post wasn't clear on my interpretation, editing posts on the iPad is hard so I didnt bother tongue I understood you wanted to move to a self sufficient model after you were ready, however, whilst you or any other beta corps can, I think the game is broken. My 2nd paragraph was aimed at your total self sufficiency goal, my first at your current model. My apologies.

I have no issue with your points and I think it is honorable that seeing ops like "titan day" as a corps achievement is definitely a worthy goal. However, even in communist corps there has to be a point where allowing others to do the alpha work is more beneficial to your corps than dragging everyone back to alpha.

In no way am I disrespecting your corps model, it just happens to have become part of the discussion big_smile

What you do highlight however is the critical need for the DEVs to look beyond changes to existing systems to try and move people around. Why is it not worth the 40m riveller to go mining in a remote spot? Because that Riveller doesn't need to be there to mine the good stuff, it can be found within 2km of an OP!

Right now, there is little incentive to spread out because everything can be found so close to home. No one will spread out further either until things like POS are in game and there is a reason for you to not move your 20 corps mates to alpha, you'll need to be nearby to defend your POS. Without this part of the mechanic suite, mining on alpha for beta corps is easy and again breaks any economic model people want the game to move towards.

I also want to get back on my hobby horse about mineral sinks. Right now there isn't enough minerals cycling through the market, people aren't dying enough. Now, this is hard with fewer players but it is also because right now, you CAN have 1 op a month per se and get all the titan you want. That is broken, if there aren't enough outlets for materials and NIC the markets will always be broken no matter how much the current mechanics are tweaked.

49

(55 replies, posted in Feature discussion and requests)

Syndic wrote:

The trading will really kick in when there is Gamma islands and it is simply a waste of time to go through 10-20 teleports with transport convoys to deliver the equipment and then bring the raw ore back. What we have now is baby steps, and everything should be developed accordingly in mind that Beta is not end-game, just a mid-game step towards the real deal.

I totally agree with this part!

I would also like to clarify our slightly differing view on self sufficiency. Right now, you are not self sufficient, to the extent that buying mins and establishing trade contracts is better for you. This is what I want more of in the game. My definition of self sufficiency is, not relying upon any external parties for production or resource gathering. I differentiate complete self sufficiency from production self sufficiency and resource self sufficiency.

However, what you are saying is that in order to maintain your self sufficiency you are willing to spend time doing a less profitable activity, that requires more logistics and means spending less time doing your primary activity (PvP). This seems like madness to me.

If you hold a beta island, and can buy/sell more profitable items to trade for less profitable items, why would you move 20+ people for titan day? Surely doing "Epri 2hours", and then paying someone else to do "titan day" for you, means you get to do more of your primary activity?

P.S. I prefer communist type models and we operate one currently, this however does not mean we do not trade with the capitalist dogs to maintain a level of production self sufficiency big_smile

50

(45 replies, posted in Feature discussion and requests)

As I said in general last night, anyone taking a second or more EP reset needs a brain transplant. The one free reset for all is okay, gives everyone a chance to play for a while and then make a commitment without being constrained.