76

(8 replies, posted in Open discussion)

You still waiting for it? I got the steam version, Arga tongue

Great game. I was in fits of laughter.

77

(8 replies, posted in Feature discussion and requests)

Caithleen wrote:

After three tries would be an option.

It would be a way for the people who are currently trying to crack your cans to grief noobs instead. Think of all those trial players promised free stuff, led to a can, and given the wrong can code...it would be so easy to make them enter it wrong three times. Then boom, blown up noob.

This is why I feel 10 or 15 would be a better compromise.

78

(8 replies, posted in Feature discussion and requests)

Caithleen wrote:

Flagging for pvp wont help on alpha. A riveler wont shoot a sequer very effectively.

A pvp flag will prevent them docking up until the flag runs out. Get your combat-specced corp mates to run to the rescue. Or if they can't do that simply yell "flagged sequer at x location" in general chat and I'm sure someone will be delighted to run it down.

Could start some massive pvp fest on alpha, which would be awesome.

And if the flag is for unsuccessful attempts, then this will probably stop people making more than 15 guesses anyway.

I actually like the security code feature, I think it's a nice touch of realism without seriously harming anyone's game play. Except for the unfortunate owners of the can that bureaucracy happened to wander across in his travels.

79

(8 replies, posted in Feature discussion and requests)

Has this actually ever happened to you?

It should be pretty rare so long as you don't use a really obvious code, since doing it manually is pretty slow - each try takes a second or so to input. bureaucracy managed it by accident once and promptly deleted all the contents he couldn't loot, bless him.

A macro isn't going to make it much faster since you are limited by the speed of the UI.

It would be cool if successfully cracking a code flags you for pvp, or if you make more than 15 unsuccessful attempts. Making it at least 15 would make it harder to trick people into flagging by giving them the wrong can codes.

80

(4 replies, posted in Feature discussion and requests)

Agree with setting own corp members automatically to green.

81

(43 replies, posted in Feature discussion and requests)

So what happens if you put your EP in both ewar and artillery mech specialisations? You would then get a negativity bonus in both...unless the devs set it up so that putting EP in one set of skills automatically closed off another set of skills. And that's counter to the degree of customisation we are currently permitted. It's a backwards step tongue

I don't think you need to add negative bonuses for specialisation to occur. However, I think you are right when you say the devs will always be adding new things, and there will always be something to spend our EP on.

Edit: EP doesn't = instant win right now, and I don't think it ever will. So long as you can pilot one specialisation of robots well enough, which should only take a two or three months, you will always be competitve and have a role in pvp. We went on a roam last night and took two players who had been playing one month and one day. They did fine.

Ember sounds like he knows what he's talking about. Agreed.

83

(43 replies, posted in Feature discussion and requests)

Kalsius Dakalsai wrote:

Personally I would like to see some negatives on bots to further enhance specialisation. If you have spent lots of EP being the best light ewar, it naturally fits that you shouldn't be uber mega in an artillery specialised bot.

This completely negates the point of no skill cap. I don't see how such a restriction would make sense at all gameplay wise.

The whole idea is that you can, theoretically, become good at everything if you have played long enough. The restriction is that you can only run around in 1 bot at a time per 1 account, so being uber in both a heavy mech and at light ewar doesn't give you an advantage over a player that is only uber in one of those.

Right now you can waste EP (and not get it back) but you can't spend it on something that actively harms your character's capabilities. Even if you do put it all in reducing your weapon cycle times and forget to attend to accumulator usage, you can still wait for more EP in order to fix it.

But if you can spend EP on something that harms your character, then the feature of 1 EP per minute, forever, becomes counter productive.

On the other hand, I support the removal of navigation from the game, and just set all the default speeds at the equivalent of nav 10.

If you wanted to make speed interesting, have a set of skills or modules which provide short, temporary bursts of speed under certain conditions such as slope calculation. I like this idea because it's very terrain dependent. So for instance when going up steep slope levels the speed module increases your speed by 5% but uses 10% more accumulator, whereas on flat ground it increases your speed by 10% but uses normal accumulator, and on going down a slope it increases your speed by 15% but uses 10% less accumulator.

You could also have vampiric demobs that increase your speed while you siphon it off someone else, at a rate dependant on your relative distances, or increase your speed but debuff your armor, etc etc.

No idea if any of this is even remotely technically possible.

84

(35 replies, posted in General discussion)

Kalsius, I think eventually the time will come for independent community sites, but it's too early. I can see Perpetuum Intelligence eventually performing the sort of role Scrapheap Challenge does for EVE. As the community grows, it's going to get worse; this is the nature of all communities which require growth for success. Our forum and general chat wars are pretty tame right now, but if Perpetuum becomes more popular that will change. At that point PI will become a more attractive option. We will need a Kugutsumen equivalent, for the opposite reason.

Anyway, I'll sign up for the killmail thing.

85

(4 replies, posted in Feature discussion and requests)

No, it doesn't Couzao.

The devs have said they are already not going to limit use of outposts in this way. We have to wait for POSes.

I do think a system where the corps can reduce the cost of outpost facilities to blue/green corps would be cool.

Edit: people have asked for corp-only or alliance-only markets. But there isn't an alliance feature in game yet so anything outside the corp would have to be based on standings.

I can confirm Glimpse is as much of a ***** on TS as he is on the forums.

I also support enslaving economy graduates to our cause.

If the devs were catering the game towards M2S they'd have implemented something for us to do recently.

/goes back to Portal 2

It would take a lot of voice training to remove ums and ahs that completely.

Both Grem and Kalsius have really clear voices that are easy to listen to. Grem is a pretty good raconteur on TS so he's had lots of practice tongue

Fourfingers Frankie wrote:

It must be hard doing something good for the community and getting slammed for it but at least it's kinda constructive.

I was kind of thinking this as well ^^

Jeremey wrote:

Ok, let's see basic use-cases (you can add yours):

1. Killing NPCs.
Player locks maximum possible NPCs and starts shooting them one at time.

Currently he cannot lock them with the same button or keybind, because if he presses "primary target" UI button or "R" on each of them, the last locked NPC will become primary.

When you're killing NPCs, you're locking them in a sort of queue. So you're firing at one, you have two locked, and at the same time a fourth one spawns and you start locking that one. You finish killing the first, decide which of the second or third you will primary, and start killing that. When the fifth NPC spawns/comes into range you start locking that.

What you seem to want is to be able to continously cycle through and kill NPCs without your weapons actually stopping.

I think the disadvantages of this outweigh the advantages, see below...

Jeremey wrote:

2. Shooting players
FC tells in teamspeak: "intakt John Doe is primary, kain Vasya is secondary".
What player must do?
He must specifically start to lock the John with one button/keybind and then start to lock Vasya with very different button/keybind.

Yes. And so he should. You have two targeting options, two keybinds. Easy, simple. Not remotely complicated.

Jeremey wrote:

If John dies in the process of locking (or becomes out of locking range), the player cannot just start shooting at Vasya - oh no! - he must additionally mark it as primary.

Exactly. This is a good thing, and how it should work. The targeting computer should not decide Vasya is primary. The player should as and when he decides it is necessary.

Suppose your FC asked you to secondary lock Vasya, but not to primary him? In your scenario Vasya would be primary locked incorrectly and against your FC's orders, by the targeting computer once John was dead/out of range.

I also think you are trying to make it too complicated. You see multiple targets. You start to secondary lock them. You decide which you will fire on first, so you click on that target and primary lock it. If you need to primary lock another one you simply switch to that one.

These actions are simple and logical. I prefer that extra button click because it adds to the usability.

In fact the Perpetuum pvp interface is so simple it's actually possible to point and click everything...! In any other MMOs mouse clickers are looked down upon, because they simply can't respond as fast as people who have everything keybound. When you think about the horrible amount of skills you have access to in games like WoW or Warhammer or Age of Conan, where I ended up having to drop less used skills off my bar simply because I ran out of keybinds and fingers...and then compare this system. Here your skill is not based on your ability to mash keys at high speed.

Now in fact a much worse issue about the targeting computer is the weird and annoying way it resorts itself all the time. It would be much better for them to fix that than implement automated primarying.

Anyway, I think we've spent too much time discussing this tongue (which has kept me entertained for a few hours) but I'm not going to reply again.

I think 4:1 ratio isn't bad. I probably have an even higher ratio than that, just because the lack of pvp available. If there is no pvp I do missions or do artifacts scans or play spin-the-robot in a terminal somewhere.

Gordon Gekko wrote:

If you spend three hours mining...thats: 4 101 840 NIC .. if you find someone who buys it.

Is this on alpha?

If you can make more than 1 million NIC per hour mining, what is the fuss about?

Jeremey wrote:
Campana wrote:

There are a lot more reasons why a game succeeds and fails and frankly the state of Perpetuum's current population has got nothing to do with some incredibly minor targeting priority issue.

Targeting issue is just one small problem.

[list of stuff]

All the stuff you have listed here is separate from what we are discussing. I am arguing with you over one particular point here, that of the primary targeting priority, because I disagree with your suggestion. You responded that "players here will stick to elitism and overcomplicated non-obvious controls, they will have that same constant only 140 people online." Some of the controls can be improved, yes, but the targeting priority is not one of them. I've given you reasons why it works better this way.

Jeremey wrote:

Please understand me. Every one of us felt all these moments of frustration when he started to play Perpetuum (in beta or release). But large part of us just quit, another part (mostly in pvp-oriented beta island corps) took the stance "you just a newb, you must suffer. you don't understand anything". Don't be one of them. smile

You're exaggerating the response you have received from me and others here. We agreed with quite a lot of your suggestions, may of which have already been made to the devs in other posts on this forum.

Just because we disagreed with some of your suggestions doesn't mean we are elitist, or that we don't understand the newbie point of view. All of us have started the game as a new player at some point, many of us within the last few months, and we all remember what it was like. Remember the game has only been out since the end of November.

Jeremey wrote:

And if previous target is dead, you must not press anything to have some primary target

Yes you should. Because your primary target is displayed on that target's screen so it has to occur as a direct result of a button you press.

Jeremey wrote:

Not multiple presses, not multiple different keys / UI buttons. Just one button, like in some spaceship games, where newbie can login to the game and just click on his gun and then click on the NPC - and NPC will be locked and shot.

This is not what you're asking for above. This is already possible.

Jeremey wrote:

Until then players here will stick to elitism and overcomplicated non-obvious controls, they will have that same constant only 140 people online.

I think this is nonsense. In fact, quite the opposite - the game attracts people who like more tactical choices in their pvp. There are a lot more reasons why a game succeeds and fails and frankly the state of Perpetuum's current population has got nothing to do with some incredibly minor targeting priority issue.

Jeremey wrote:

You already control what target is primary by shooting at it or choosing it as primary. But situation when you locked 5 targets, you kill first and there is no primary is just stupid.

Why? When you primary someone, they know you've primaried them, because it shows on their UI, and this gives them advance warning that they're about to be fired on. So with your suggestion, if your squad leader tells you to secondary lock several targets, you could end up primarying the next one before he calls it, thus giving it advance warning. I don't want the targeting system automatically to choose a new primary target for me when my current target dies.

Jeremey wrote:

I'm just suggesting that player must not point out in UI obvious things - like that if he is killed someone in battle, he wants to kill another one.

It's not obvious. It's more tactical if the player has complete control over what is primary and what is secondary.

Jeremey wrote:

Moreover, the some game about internet spaceships works exactly that way for a reason - and that unusual behaviour in no-selecting primary in Perpetuum is one of thing that hard to learn for players from that game (including myself) - not because we're devoted fans of Eve, but because auto-selecting next target from locked targets for shooting is so natural.

I think this is one of the things Perpetuum does better than EVE.

Jeremey wrote:

Please re-read my suggestion: when you double-click *non-locked* target in landmarks, locking *process* starts and you lose your currently primary target (and thus stop shooting).

Oh I see what you're saying. Fair enough that makes sense.

Jeremey wrote:

For market PVP with control buys, or to see what corps buy goods from your character at some outpost. Or to buy from some manufacturer and then contact him and suggest your own minerals (or threater him with wardec and request money).

I could agree to a system where a corp has access to the trade logs of and outpost that it owns.

Jeremey wrote:

I'm not telling that module must instantly become active - I just saying that it must become active after its cycle finished.

So you don't want to cancel the stopping, what you actually want is to be able to click to start it again, and the command is queued, so that it starts again as soon as it's stopped. I wouldn't like this because I think it's too complicated and not something I want to have to keep track of. Your module is either off, on, starting or stopping. If you want to start it again just wait until it's finished stopping.

Only to and from NPC orders, which is what the 0.0 HDT and titan orders were

It's a tricky one, Grem. I was at both intrusions you talked about, and I felt a lot was missed out.

But we don't necessarily want a blow by blow account. Just more stuff said to the point, I didn't really feel much was said beyond you both deciding ECM was key. As a vagabond pilot at Initia naturally I approve of this big_smile but some examples of why you thought that would have been good. More about what turned the tide of both battles, what mistakes you felt were made. You did sort of cover it but I don't think you had enough info to really analyse them properly.

I agree with other posters here, you need to go and get more information from people involved. Send out mails once a week to CEOs, try and build a network of (protected) sources within corps.

Re the content summary - yes you need this, just a sentence that names the main topics and who the interview is.

Gremrod wrote:

@Everyone

Hmm, I am starting to wonder if the podcasts are creating more hostility towards one another than needed.

Not at all. That's a good thing. Keep it going, and don't expect rainbows and purple hearts in return. Just try and do your best to report the facts as you see them, and let the drama unfold.

Gremrod wrote:

@Fourfingers Frankie

The comment about the three intrusions instead of two. Sorry I only had info on 2 and I am not going to try and talk about an intrusion I have no info on.

I would have liked to have heard more discussion about the tactics during the intrusion - having a list of people who can give you info from the other side, or on bits you missed will really help here. If there are videos on youtube, watch them, and make notes of the things you see that you can talk about. And maybe even before any military analysis section have a list of your talking points already written up between you.

Overall I really enjoyed it, I think this is really coming along. I approve of our resident agony aunts, they did a great job and I like the way you hosted it.

When I first started, I never even bothered with the tutorial missions until someone told me you could get your free bot at the end of it.

Agree with Alex's suggestion.

98

(19 replies, posted in Feature discussion and requests)

I think you need a use for level 1 to 3 decoders, or at least some kind of value on them. Right now who is going to bother with level 1s? Maybe you should be able to combine level 1s into level 2s, and level 2s into level 3s, and maybe level 3s into level 4s, but not above that.

agree

A lot of good suggestions. Here's my feedback.

USABILITY

Disagree:

1. If no targets are locked, first locked target must become primary

Bad idea. Maybe you could have a toggle for allowing this option. But when you are pvping, you need to control exactly which targets are primary and which are secondary, it should NOT be automated.

2. Doubleclicking on non-locked entity in "Landmarks" window should not make it primary target if there is already one. If there is no primary or that entity is locked, it must become primary target.

Absolutely not. In pvp when your squad leader calls a primary you need to be able to lock it instantly from the landmarks list. Adding an extra click or keybind to this process is totally counterproductive.

14. Add buyer/seller name to market transactions window.

Why? I actually think making an in-game buyer/seller account with the market would be cool...the player could make that his own name or something different. Or having market transaction IDs that are random alpha numeric codes. So you can see which sellers and buyers are doing what, but not who they are.

21. If module is active and player clicked on it to stop, he must be able to click on it second time to cancel the "stopping" of the module.

Hmm, disagree. Think of this as a skill cool down. If you decide to stop using a skill, then suddenly the tactical situation changes, why should you get your cooldown suddenly removed?

Agree to all these:

3. Make item icons visually smaller in all inventory windows or give us alternative inventory view.
4. For each container give us filter search in it with filter string (like in market).
5. When market window is opened with something entered in filter string and player presses "Market information" [...] market filter string must be cleared.
8. Remove "Assignment completed" popup window
Note: there already is a notification, no need to suggest adding one
10. Name of player(agent) near each message in chat/conversation must be the link to his agent profile
12. Double-clicking player in channel list MUST open his agent profile
Remove Squad name setting window when creating a squad, squad invintation confirmation, and also "player joined the squad" notification for joined player.
15. No [...] "Repair robot" [..] for robot or item if it is at full health
16. "Recycle" and "Destroy" in item context menu must be [...] separated from "Sell", "Repair" and "Market information" items.
17. When any container or inventory is focused, Ctrl+A must select all items in it.
18. Robot Equip window must have button "strip ammo
19. When drag'n'dropping items to "Cargo" button in "Equip" window, they must be placed in robot cargo.
20. In game world, weapon module pop-up menu must have "Ammo/charge for all" menu item, which allows to select and reload ammo for all weapons of that type

Would be nice, not a priority:

7. When viewing extensions outside of terminal, their NIC install price and EP cost must be displayed. It is needed for player to be able to plan (in his mind) his extension installation even outside terminal - not guess how some extension WILL cost.

9. Private converstaion chat dialogs must work as unnamed private rooms: there must be list who is in conversation. If someone closes private chat, he must leave that room list for other participants. It is needed to be able directly signal participants when you leaved conversation. Currently if I close private chat, other participants don't know that and if they write something to me, that private chat appears again in opened channel list.

Don't see a need personally, but don't care either way:

6. There must be "All items" category in market, located first in list and selected by default. It is needed for player to be able to just open market window, enter filter string and see all found items - not just robots, as currently.

===================

BALANCE

Agree:

1. There must be no "destroy item" option when outside of terminal, because such an option allows a victim in pvp to instantly destroy all valuable loot before death or just before he is attacked. Currently prohibiting item destroy during combat doesn't help: victim can destroy valuable item when it saw on radar that enemies are approaching.

I would say allow deleting items on alpha, but put more restrictions on it on beta. However, this has already been raised and devs don't really get our point here.

Not sure:

3. Artifacts must not be instanced for player - their spawns must be shared among all players. That way it will be possible to hunt artifact diggers and then dig what they searched for. Or to search for the same artifact together with corpmate (or girl) - that way it will boost social cooperation a bit.

In two minds about this one. I actually like the relaxed pace of artifact scanning and I think it's the ONLY enjoyable PvE option currently available. Also, it's not as if you run around on beta fighting over your own alliance for them. Also consider what a pest it would be on alpha to share your artifacts. Having said that, I think it would be cool to be able to share your artifacts with your squad, plus there are probably things you could do to make artifact spawns a more competitive item...but only if you added something else to replace the type of gameplay it currently offers.

Disagree:

2. If player is logged off and his robot is attacked after that, it must receive X minute aggro timer (10 mins, for example) during which his bot will not disappear and can be destroyed.

No need - you can't log off if you are targeted (however, I'm presuming this works even if you have instant logged instead of being in the middle of safe logging, which I haven't tried).

4. If the source of EW/demobilisation effect died, the effect must instantly disappear. It is needed to give more tactical flexibility to fights.

Cycle times are pretty short, not sure this would add much tactical flexibility. For instance, last night my kain got chased by two or three ewar who were supported by another three kains a klick or so behind them. One of the ewar managed to get a demob on me, but dropped back to avoid being killed when I shot at it, then the demob ran out and I was out of range. Shortly after they again got in demob range but the ewar supporting me demobbed the enemy ewar and I got away a second time.