Arga wrote:

I was alluding to the fact that this issue was discussed by Dev's on a 3rd party site. I was being a little trolly, yeah, but I think I took the 'loss' of the argument fairly well in general.

Ah sorry, I didn't realise.

Arga wrote:

I do hope the devs actually read thier own forums and not just 3rd party ones like MMORPG.

If you paid attention to these forums yourself you would realise that the devs do read their own forums.

/facepalm

I like the idea of players dropping both kernals and fragments. Given that different players have access to different amounts of research, I think it's logical to drop kernals. This simulates industrial espionage which I'm sure is going on between all the corporations in Project Perpetuum.

Why did you put "The Game" between every paragraph?

Also, player-driven arkhes should drop neither kernals nor fragments tongue

I've seen the devs say somewhere, pretty categorically, that there will be never be collision detection. This was a decision they made early on and can't change it now, for technical reasons which I can't remember.

I agree it would be nice but, as I understand it, it's not going to happen.

Because the game combat is target based, I don't think friendly fire based on aiming makes sense. You can still shoot your allies if you target them by accident.

There is another thread full of suggestions, some of which I think would work better to limit blob pvp.

DEV Zoom wrote:

Back on topic, I still think there is no "right" in this issue that would be fair for everyone. A middleground, perhaps.

While we're on the subject, it's good for the players to see devs regularly reading and responding to things on the forums. You're doing a great job, please keep it up.

On topic, people should not be able to delete all their cargo very quickly if they know they are going to be killed in pvp, because it isn't realistic.

And this is one of those times where I think going for the more realistic option enhances the gameplay for everyone.

I liked Neoxx's suggestion best. You can delete things instantly, but they are in a "recycle bin" for a certain amount of time. If the player is killed before that time is up, then those deleted items are still included in the drop chance.

One of the main draws of this game is player looting in pvp...if you start allow players to escape some of the consequences of pvp (e.g. deleting their stuff before they die) you compromise that feature.

6

(19 replies, posted in Feature discussion and requests)

I vote for a dev tracker as well. It's usually set up on an external website by some helpful community member. Really nice to have.

7

(17 replies, posted in Feature discussion and requests)

Clearly this is feature is needed to make arkhes more useful in combat.

8

(40 replies, posted in Balancing)

I was thinking more about the way the pvp flag turns off tongue

9

(40 replies, posted in Balancing)

Or start flashing?

I think I would prefer solutions aimed at combat mechanics. Something that encourages people to keep squads small rather than discouraging corps from forming political relationships.

Yeah, if it's possible to show the percentage of the repair needed then it would be great to be able to trade repairable items player to player.

I don't think we need to be able to trade them on the market.

If they do remove these seeds, perhaps that means Neoxx will be able to sell the 30k small bullets he gets for being the most dangerous agent on Nia?

Neoxx wrote:

The fact that I know your voice very well makes me read all of your posts in your voice in my head, and I cant stop my self from doing it either.  Makes your posts that much better to read tongue

Mmm...you want to give me NIC, don't you? You know you can't stop yourself.

Bruce Lee wrote:

So, the issues are:

- Arkhe's are free and infinite so players use them for fodder
* Increase the cost of the Arkhe, via increased NIC cost or increase time cost (via a 'delivery time' or a respawn in an 'Alpha' outpost)

- Arkhe's can do a decent amount of damage in PvP, with minimal risk to loss of NIC
* Limit the items an Arkhe can equip (only syntec, etc), take away for their ability to engage in PvP, and/or increase the penalty for dying (see above)

This summarises it pretty well.

Bruce Lee wrote:

- Arkhe's are effective scouts, due to speed and costlessness
* Perhaps this is not even a problem, but if this ability takes away from another bots ability to do the same (ie a scouting-type EW bot) then it should be nerfed well below the abilities of it

The fact they are an effective alternative to ewar bots is a problem. Arkhes should not be used for mobile or offensive scouts at all. So I agree with the idea that the lightweight frame should not have much effect on an arkhe, plus their default speed should be lowered, so that even at Nav 10 it does about 65kph. Although what that set the default speed to?

Vorgrim Scout wrote:

I do have one suggestion which may not go over so well with some, but will be helpful to combat one problem I see. Its the issue of boxed healers or dragging of alts to be switched over to once their main is dead, if necessary. Its obvious that the majority of beta peeps are multiboxing, which is not helping matters.

How much of this is a problem? People multibox scouts, but once you have a squad moving in an engagement I don't see many people dragging an alt around with them.

I think you need to change more fundamental mechanics than squad sizes.

As for the blocking access to beta facilities the devs have said quite categorically that it's not going to happen with the outposts...we have to wait for POS.

The only true way to limit blobs is to limit the number of people allowed in an area. Any solution to discourage blobbing would probably get exploited in unexpected way.

For instance, I was wondering if you could discourage it by having a way to destable teleport stations. The more people pass through a teleport in one direction, the more it destabilises until it can't be used and needs to be repaired. However, people would just bring repair kits, or extra people (read: multiboxed alts) to jump through in the opposite direction which would probably make traffic worse....or people would deliberate use it as a griefing tactic against smaller corps.

16

(22 replies, posted in Feature discussion and requests)

I actually rather like the way intrusion events are regularly scheduled. Ideally each outpost should be once per week/eight days rather than once every three days though.

17

(22 replies, posted in Feature discussion and requests)

Arga wrote:

The point is that you need to recruit people that are 'normally' on at that time to defend; and exactly, that owning and keeping Islands requires you to have enough players online ALL the time because it is a persistent world.

The point of incursions being random is not to force corps to start recruiting outside their normal time zones...I think it's just the developers trying to find a way that was fair, and that wouldn't involve corps deliberately trying to attack outposts when other corps were offline. A persistent world shouldn't try to force players to find a way to show a presence 24/7, instead they should take into account that people have to eat, sleep work and possibly even have a life outside of an online game.

Arga wrote:

That said, in another thread, JOKE was able to avoid being overtaken by simply keeping the silo and didn't have to worry about combat, so the whole Incursion issue could be moot as 2-3 players online can prevent a corp from losing a terminal.

It was convenient for them, certainly, but they themselves acknowledged it's not an ideal situation. From what we saw, technically it is possible for someone to log in on a sequer and take over a specimen processing SAP pretty much before their protection flag wears off. This is not a desirable situation - incursions are supposed to encourage corps to engage in pvp combat, not give 3-man operations a way to defend it.

18

(62 replies, posted in General discussion)

Transient Shadowsteel wrote:

I don't even understand why you would farm the tutorial missions...it's easier to farm geo assignments then when you can afford a sequer, switch to transport assignments.

If you're a combat pilot why would you skill for a sequer? That's a waste of EP. Farming tutorial missions was much easier, and netted you ~400k NIC + 2 light bots.

The solution does seem harsh on newbies wanting to reroll to get better attributes.

19

(22 replies, posted in Feature discussion and requests)

Arga wrote:

This will be a challenge while active player count is low, but it works both ways, in that the attackers won't have a large force either.

This will be exactly the same if my idea of time blocks was used. Corps would either choose to have intrusion events when they have most people on (but risk more enemies) or during a dead time (but risk less defenders).

Using time blocks just means that the onus is more likely to be on the attacking corp to scrape together players out of peak time, rather than forcing the defending one to get up at some ungodly hour.

The majority of corps will be active during European and US evenings so I would expect these to be the most popular times.

20

(32 replies, posted in Balancing)

I disagree with this, I don't think the bots need to be faster. I like having a little bit of travel time involved, it makes trading between terminals a bit more interesting. I don't want everything to be on my doorstep, otherwise what is the point of playing a massively MORPG?

21

(22 replies, posted in Feature discussion and requests)

Maybe you could have blocks of time. For instance four 6hr blocks of 00:00-05:59, 06:00-11:59, 12:00-17:59 and 18:00-23:59 or maybe six 4hr blocks instead. The CEO of the corporation owning the outpost can then choose a primary block and a secondary block during which they prefer to have an intrusion event on their outpost. The actual intrusion time is randomly selected from the primary block. If the randomly selected time clashes with another outpost's intrusion and no time slots are available in the primary block it falls into the secondary block. Or something.

Soldur wrote:

why am i not worried or afraid

Probably your lack of ability to comprehend true awesomeness.









And trolling.

You_See_Me_Rollin wrote:

Thank you for your help Neoxx(And Campana).
I'm refitting now to give it another go.

Good luck smile

You_See_Me_Rollin wrote:

I don't want help buying a new Waspish

LOL. Poor Neoxx will be so disappointed.

Crynth wrote:

I disagree. Players can still be perfectly safe and happy on one island. No feature is being removed, only added (in this case new islands). I was perfectly happy on the same island for my first few days until I was ready to join a corp.

I'm not talking about new players. I'm talking about established players who spend 100% of their time on alpha islands, and were attracted to the game because the mechanics allowed them to do so. Do they often travel to different alpha islands? I'm not sure either but I would guess so. You probably spend about 90% of your time on beta islands so you're not the demographic I'm talking about here.

25

(28 replies, posted in General discussion)

Not allowing enemy flagged corps to set a corp-owned outpost as home would help. Isn't something like that going to be in the next patch?