I hope industry changes will make running production on Gamma possible and competitive with alpha.
The only change announced so far (crippled tp network) works totally against it.
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Perpetuum Forums → Posts by Mark Zima
I hope industry changes will make running production on Gamma possible and competitive with alpha.
The only change announced so far (crippled tp network) works totally against it.
-1
T1 PVP is cheap enough (and still efficient enough).
If you make all PVP cheap by the means of complete insurance, it will remove any value from the equipment. The only value remaining will be the number of people (aka blob size).
I've no problem with generated names, but they should make sense, not be some random crap (scan result names )
Some simple coded scheme involving dimensions like north/east/south/west, internal/external, to alpha/to beta, inland/on the border etc would be nice.
Exploitable and unnecessary.
OP proposes two broken mechanics that should never be implemented:
* limiting mob types by island;
* "corp averaging" of individual member scores (whatever these scores are).
Although killing mobs for better stability may not be a bad idea per se.
Your ironical style just unsuccesfully try to hide the fact that you cannot contradict me with any valid argument. Its not the player job to know when to stop hitting, its the referee, in that case the devteam, that need to prevent what you call "griefing". I dont come from FOOM, but what is sure is that you dont know more than me what your talking about.
Any action made by a player, or a group of players, within the ruleset edicted by the developers, is the responsibilty of said developer. If those actions end up with bad game experience or peoples leaving the game, not any of the acting player can be considered responsible of that. Only the peoples that dictate the rules. Try to contradict that...
Sandbox design implies that players shape game experiences for themselves. And potentially ruin experiences of others. No ruleset can fix this without butchering the sandbox component, the freedom that we are after.
Freedom vs responsibility applies universally, in multiplayer videogames too.
/offtopic
an outpost is no pos in eve. its a way bigger thing especialy with the assets of the players in it.
so if you are able to destroy it then it has to take time. just as it takes time to capture an outpost with the current intusion system. so one attack over time period (lets just say 8h for now) should get the outpost down at max by 15%. and still you would be able to level it in 2-3 days. what i think is still too fast...
a assault on a outpost schould take at least a week with a lot of fighting and bombing or whatever to get it down.
the system has to be ballanced that the defender has the advantage, and that the attacker has it hard to take it. then there may be a lot to gain and for the others a lot to lose.
if the attacker gets the easy kill with a lot to gain with not a lot risk or effort then the pbs will fail because it will not realy be used.
THIS.
All the new and fancy construction mechanics are worth nothing if the op can be destroyed in less than a day.
Wall-plants should be removed completely. They ruined whatever gameplay we had before their introduction. And didn't introduce anyting in exchange. (Unless you consider mining epriton in a walled box a gameplay improvement.)
Probes without walls don't pose a problem.
NO NEW EXTENSIONS please.
By the time PBS come into play, plant-walls should be phased out in favor of PBS-linked defense structures.
Mark Zima wrote:Dazamin wrote:Counterpoint: Eve
Jumpfreighter is where? Rorquall is where? I knew someone would bring an irrelevant EVE comparison...
Inter-Island Teleport is where???
NYEWM. For their price, inter-islands are totally useless. 15mil to transport 2-3 scarabs one-way? The problem is volume and price per volume, not the time of one-way trip.
Mark Zima wrote:Remote islands promote self-sufficiency and inhibit trade (in particular, raw material trade).
Makes no sense for a game that's built around virtual economy.Counterpoint: Eve
Jumpfreighter is where? Rorquall is where? I knew someone would bring an irrelevant EVE comparison...
Remote islands promote self-sufficiency and inhibit trade (in particular, raw material trade).
Makes no sense for a game that's built around virtual economy.
The lag is horrible recently.
Instead of the usual stable 100 I more often get this (Ingame lag 300-1000 with N/A every 10 seconds).
I did run a search for this but i couldn't find a specific topic relating to this, excuse me if i missed something
While it is of not immediant need, it would be nice to have a overhual of the current squad system that allows for far more control / organisation.
(Quick Draft of what i'd like it to be more like)
Excuse the use of the word "division", i couldn't think of a better wording.
If anyone has any other ideas / suggestions of what they would like in a more complex Squad interface, post it here.
Awesum, just awesum.
Options can be hidden behind the tab similar to filters in landmarks window.
"Divisions" can be simply called (squad) groups.
Personally I only feel the need for "hide offline/offrange" and "X can invite" options now. But the rest will surely be useful later.
Hopefully, none of these goodies will require training some retarted new extensions.
wiki.eveuniversity.org/Fleet_User_Interface
That's a good place to start from.
Bleh.
1. API docs aren't finished yet, and even then access will be very restricted.
2. If you don't want ads on Perp-Kill, chip in to pay his hosting.
Wrong answer. Why would I pay for his hosting when I can pay for mine?
UPD: and btw the source code linked above is obsolete by at least half a year.
I just saw ads on kb... It's *** horrible.
Time to release API and KM dump to us peons.
Locking any resources to specific islands (and, by extension, specific groups of people) is a shortcut to disaster.
Guys there was a restart yestarday, timers changed.
1) The 2 restarts before that didn't change timers.
2) Persistent OP times were said to be implemented 2 (or maybe 3) months ago.
3) The reason is not important. It went wrong, someone has to take responsibility.
wouldn't this nerf the repair extension, again, since there would now only be 3 basic levels?
25,50,75
Would they round 40% down to 25% or up to 50%, also nothing will ever be better than 75%.
simple is fine, but the repair costs and extensions would need to be rebalnced at the same time.
"Average total damage" should stay the same so that repair cost and repair extension effect are not affected.
*** no. It's a shameless cry for another green buff.
Crazy dps autocannons on an unlimited accumulator tyrannos? How is that a good idea?
Jelan - yeah... and lemon (4 mechs) and supreme ghandi (1 mech) was such a big threat to you, that you had to bring:
4 Symbionts,
1 Trojar mk2
1 Castel mk2
1 Tyrannos
1 Tyrannos mk2
1 Ictus
3 vagabonds
2 Kain
1 Cameleon
2 Artemis
1 Artemis Mk2
1 Zenith Mk2
1 Intakt Mk2
a total of 20 Robots to fight off an Artemis MK2, Zenith MK2, Riveler and Zenith + 1 Tyrannos
I mean, that must have been a grand scale battle that you can be proud off, because you didnt lose a single robot to that overwhelming force of Lemon!
Im pretty sure this will go down into the history of project Perpettuum as the "Grand Archievement of Hokkoblob vs. Lemon".
(Edit: and don't forget - it was so grand, that a few hours later the outposts Stability fell again 5%)
Haha for someone with zero understanding of the situation you took some time to color our squad setup. GJ!
Also, ghandi helping lemon to take over dana... he should be ashamed of himself.
Awesome idea. And (hopefully) simple one to implement.
AFAIK the game already stacks items with the same health value, e.g. I saw beacon mobs drop a stack of 2x (some damaged item).
Kernel research/prototype subsystem is awful, the rest is fine as is.
I just crashed while opening the map. First time on my memory. And today in a 10+ gang someone crashes like on every tp jump. It's getting out of control.
Also, full memory dump thing I'm experiencing is actually the work of TeamSpeak Overlay, not Perpetuum's fault.
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