IndustryMonkey wrote:
Shadowmine wrote:

So I just caught up with 100+ posts on this topic after a day off on the forums. So much to quote and respond too, but I just don't have the energy.....

Edit: And its still a bad change, the inability to teleport while flagged. We are back to safelogging being the best means of evading pursuit. That, or not engaging at all. Why someone having the ability to leave via teleport is any worse than someone having the ability to get there via teleport is beyond me.


+1  Asymmetrical warfare is dead.  Long live the spreadsheet battle.


What would the guy who can't remember the most important part of a logoff trap know about asymetrical warfare?

152

(94 replies, posted in General discussion)

Dazamin wrote:
Tund Bungler wrote:
Shadowmine wrote:

Only allow comments from accounts involved in the engagement.


Define involved.

Well its pretty obvious, as theres no other way to do it, names that appear on a killmail, either doing the dying or doing the killing.

Cuts out too many people that contributed but don't show up on the KM. Gonna have to say no thanks to this then.

Merkle wrote:

I see alot of Crying over were not getting fights, please fight us, attack us.

Makes me all Happy Inside.

Actually Fear is what is happening to Nova right now.  Mining is not going on, ( You will say other wise to counter this.) Eyes are up all the time.

This is the funniest thing I've read all day. Tell me, where are you hiding the Iraqi War Minister these days?

Cassius wrote:
Syndic wrote:

So why aren't you defending anything?

Numbers.


Why'd your guys quit logging in?

Dazamin wrote:
Tund Bungler wrote:
Cassius wrote:

I think its time for the Devs to actually play their game and stop making changes based on politically motivated forum campaigns.


They've made it clear they don't like having your get out of jail free card in the game. Why is it hard for you guys to grasp that? Sandboxes don't need warp/teleport in PVP its that simple. Themeparks are still around if you have the need for bubble hearthing.

Except they haven't really, Zoom said that the problem was mostly armored tps and that the 'fix' might be a little much, but it was the easiest way to do it. You've made it clear you don't like tps at all, but thats not the same thing.


I don't mind TPs. They are essential for moving around on alpha because the jump network is so wonky. I just don't like using any TP while PVP flagged. I think the ability to use externals while flagged should be reverted as well.

Dumping you 1km or whatever it is off a internal is at least an interesting take to it so I'm somewhat neutral to being able to use those while flagged.

Lucian Cain wrote:
Tund Bungler wrote:
Cassius wrote:

I think its time for the Devs to actually play their game and stop making changes based on politically motivated forum campaigns.


They've made it clear they don't like having your get out of jail free card in the game. Why is it hard for you guys to grasp that? Sandboxes don't need warp/teleport in PVP its that simple. Themeparks are still around if you have the need for bubble hearthing.

Quit acting like its impossible to get off island without mobile teleporters; we did it for a long time before STC even found perpetuum-online.com


your right, there was a time when you couldn't use a tele to get off island and had to walk off, pvp was very fun then, BUT there wasn't "warp" as you like to call it to get to the fight as a defender now has. 

  I flag and kill an enemy, I run to external, as I approach external my flag is dropping but im 1k away, your group already has sparked near the fight dropped a interzone or normal tele, warmed it up and jumps/"warps" to the external im headed towards.  I die....  So you can spark then "warp" to cut off the enemy but not to escape and that isn't broken?


Not when you can get to the gate and jump through while flagged. You and Remedy have done it to us time and time again since the game went subless, no reason you can't continue to do so.

Cassius wrote:

I think its time for the Devs to actually play their game and stop making changes based on politically motivated forum campaigns.


They've made it clear they don't like having your get out of jail free card in the game. Why is it hard for you guys to grasp that? Sandboxes don't need warp/teleport in PVP its that simple. Themeparks are still around if you have the need for bubble hearthing.

Quit acting like its impossible to get off island without mobile teleporters; we did it for a long time before STC even found perpetuum-online.com

158

(94 replies, posted in General discussion)

Shadowmine wrote:

Only allow comments from accounts involved in the engagement.


Define involved.

159

(151 replies, posted in General discussion)

Azyre wrote:

May need more Alpha 1's though. People have already begin moving to alpha 1 to avoid the aspies and special snowflakes who are dragging NPC's to people.

Ore is infinite on all islands, we hardly need more risk-less mining added to the game.

Quit trying to justify adding warp to this game.

DEV Zoom wrote:

I've been receiving reports about this issue probably since more than a year, from all sides. And if something is this prevalent then it surely has some truth to it too. However, I admit the change might be a bit overcompensating because the problem was mostly with armored teles as many of you posted here, but currently this was the fastest way to do it.


Nah you guys are doing it right. This game doesn't have warp when it comes to PVP and thats what sets it apart from spreadsheets in space. Its the #1 thing this game has going for it and its back. Thanks.

Lucian Cain wrote:

oh wait, they wont need to shoot the armored, since it got nerfed all they need to do is blob the smaller force, so yeah don't worry about the Armored tele test Syndic, you guys have the Devs in your pocket anytime you want something tweaked to your advantage.


Just gonna tuck this away here so it doesnt go anywhere when Im not looking.

163

(13 replies, posted in Feature discussion and requests)

Make this change while you change speciman to a premade 80U item that can be crafted.

Annihilator wrote:

nice change.

do i see this right - just because a certain group managed to escape sure robot-death by always bringing armored teleport beacons to a fight (and deploy it in time), and the other side didn't do the exact same to be able to follow them, the feature got changed again?

whats next? a longer delay for deploying after exploding, because it would be unfair to have one side replacing their losses in a few seconds when fighting over an outpost?

logoff inhibitors in a 150m radius around active SAPs (+10minutes before it activates)?

injectors not working as long as a shield is active?

etc...

This takes away risk free pvp for the cost of 1 armored beacon. A much needed change.

I'm so excited I'm afraid to stand up at work.

Badass. Now just change it to where you cant use external static TPs with a flag (like it used to be) and we're in business.

167

(151 replies, posted in General discussion)

DEV Zoom wrote:

In all seriousness though, I bet it must be really fun gameplay to get hammered by NPCs next to a teleport for hours while you wait for someone to finally come through so you can get... what exactly? There are a hundred other ways to grief people and you still get along, now you realized there is plus one.

So you can get threads like this apparently.

168

(151 replies, posted in General discussion)

Ioci wrote:
Rage Rex wrote:
DEV Zoom wrote:

NPCs don't attack you until you have molecular instability (this is somewhere in the patch notes I just can't be bothered to find it), so plenty of time to escape to the other side if you find yourself trapped.

Yes, trapped now on the other side, away from your destination. Grief successful.

This. If you have made a game where the objecive is to 'don't do stuff' because players can *** block 80% of the content, don't be surprised that nobody is playing.

And the other 20% go to the forums and make up lies to prove their point.

169

(151 replies, posted in General discussion)

DEV Zoom wrote:

If you can leave them behind so they lose the lock on you, then they will look for a new target wherever they are. If they can't find any then they will move back to their spawn point.


Walk back or teleport back?

170

(34 replies, posted in General discussion)

Rage Rex wrote:

The state of the game is dominated by a clandestine group



I heard my name and got here as soon as I could what did I miss?

171

(26 replies, posted in Balancing)

Maximum wrote:

The community here is riveting, "NOO MAN YOUR IDEA SUCKS BGLAHHH!"

You're wrong. This link completely summarizes this discussion: http://i.imgur.com/IwK5sDa.gif

172

(26 replies, posted in Balancing)

Seriously close this thread before Ville gets back to the internet. This may actually give him a stroke.

173

(26 replies, posted in Balancing)

This have anything to do with you getting your teeth kicked in everytime you PVP? Blame Khetar, he chose this for you.

^ Directed at Balomb since he spammed this thread.



No this idea is dumb and won;'t ever happen. Try fixing the game client and then you'll see a better population.

174

(151 replies, posted in General discussion)

DEV Zoom wrote:
Syndic wrote:

Yes, but isn't that what orange spawns basically do? Ignore passive bystanders, only attack whoever aggresses them?

The difference is that you don't need to aggress red NPCs, they will aggress you when you get in range. And they will stick to the one who they agressed first, if they can. If he dies/teleports away, the NPCs will pick a new target.


Got it. They'll just need to add a bit of STC flavor to the current tactics for making mobs attack. Thanks for the heads up Zoom.

175

(151 replies, posted in General discussion)

DEV Zoom wrote:

No, they will simply not attack others as long as the one who pulled them is there.


This goes to the back of the reimbursement line right? After those of us woh have been waiting weeks/months?