Ok, here are my thoughts on this.

I can't see them taking away the connections between the alpha island teleports. Once you give a playerbase a safety feature like that you can't take it away without there being a serious outcry and a risk of lots of people unsubbing in frustration. By adding those connected safe zones they've already attracted players who want to stay in them, bad business practice to completely take it away.

However, when they do add more islands (call them gamma islands), they can make sure these are routed through the beta islands to get to the original alpha islands. Then they put a some kind of resource on the gamma islands (whether it's kernals or ore or whatever) to make it an industrial attraction/trading hub.

What we want to be simulated here is trade caravans travelling back and forth which have a risk of being attacked by bandits but are not completely vulnerable. The risk needs to be low enough to attract people to do it, while still allowing the opportunity for some interesting pvp to happen.

I have some half formed ideas, here.

One is that corporations can have the option to take control of teleport stations. Once they own that teleport station they can choose to set the station as "defended" or leave it as "undefended."

Defended teleport: police towers spawn on the beta island route between the gamma and alpha teleports. Any player passing through the teleport must pay a small fee to which goes to the controlling corp. So long as they stay on the route they are protected. Any player aggressing them will be fired on by the police towers. You could also have ways corps can fight over the police towers (e.g. jamming them). And players passing through have to pay careful attention to the status of the towers.

Undefended teleport: there is no fee, but there is no flag either. Any player passing through does so over his own risk.

There main thing I don't like about this idea is that you are increasing safety zones on beta islands. Also it will breed more conflict between corps trying to control trade routes than giving people the opportunity to be a pirate.

On the other hand it does balance the risk vs reward thing better than just forcing players who do not enjoy pvp to travel through beta islands.

Why are you even letting them get in range of shooting you? They have lasers which require LOS, you have missiles which are the longest range weapons in the game.

28

(15 replies, posted in General discussion)

Hey, OP, I'll trade you some paragraph breaks for those question marks.

Gremrod wrote:

Unless the bots/mechs have speakers boxes or something....

Lore states we are human agents in orbit around earth remote controlling these bots. Chat channels make since.

I don't think there is anything wrong with bots having speaker boxes. Imagine they are sending high bursts of ultrasonic...something...pulses. Or, if you are really insist, it could be short range unencrypted radio broadcasts that anyone within 300m could pick up. [click for example!] big_smile

This is one of the occasions where I think gameplay needs to take precedence over lore.

Gremrod wrote:

Here we go with bubble chat again..... Go back to playing WOW and all of it's clones with your bubble chat!

What does bubble chat have to do with WoW? It's not a themepark only feature. UO had it.

In fact, the current chat channels we have are too themeparky in design and not immersive enough. They are just IRC channels tacked onto the UI.

Adding some kind of chat command floating just above you your avatar makes the game more immersive because it ties your avatar into the world in a realistic way.

I honestly cannot understand why you don't want this tongue

Annihilator wrote:

Campana, didn't you get flamed in your corp channel for that post?

When I said I agreed with the idea they initially thought I was trolling them lol

1. Dirk Daggering
2. Blackomen
3. Deolator

Styx wrote:

Leave. Please.

Shush you.

Ok, here goes.

Sector chat: The reason you don't want this is because (the way the chat channels are set up) it tells you who is in the entire area beyond your radar range. Bad idea.

What we want is a say chat, not a sector chat. So ideally you want a chat channel which does not show a list of agent profiles, and where you can only see comments made within 300m of you.

Speech bubbles: you could make these look fairly discreet - a small, square text box above the avatar. However hardcore EVEers (including, I'm sorry to say, most of my corp) dislike this idea very much so if you do implement it, you would need to have a toggle where people can turn it off.

Private message and the other channels do not work, because when you see a couple of people you want to speak to who are not in your squad, or your corp...you can't. Even if you PM them you still have to say "hey, I just saw you ran past..." as a preamble. This is stupid.

This has happened to me six or seven times since I started playing, and it's really really annoying.

34

(133 replies, posted in General discussion)

CenDre wrote:

Exactly my point. With the 20 min time frame per island you can scout the entire pvp capable game works in under 2 hours. This is why i say the world is to small and needs to be enlarged.

This has been said already, but the game does not have enough population yet, therefore more islands are not necessary.

In fact, adding islands now would be a bad thing, because all the people who want to pvp will be scattered across a larger area and won't run into each other as much. That means less pvp and thus more people finding the game disappointing.

You are looking at it the wrong way round.

I think as the playerbase increases the devs will gradually add more land (or so I hope).

CenDre wrote:

It is my intention to simply point out that the VAST majority of players world wide are none pvpers

This game is not aimed at the vast majority of players. From the things other posters have said, there is room for non-PvPers in this game, because there are protected areas where they can spend all their time if they so wish.

CenDre wrote:

Every game ever published that depended on the "pvp market" has failed due to lack of subscribers.

The games you mentioned in your OP did not fail because they were PvP games. First, has Aion failed? Please provide statistics showing whether or not it is making a profit for NCSoft. Second, Mortal Online is lacking subscribers for various reasons, none of which are due to the fact that it is an open pvp game.

Edit: Had to check the OP for the other games you mentioned. I never played Shadowbane so I'm not sure why that closed down in the end. As for Darkfall, it's still going. You can't call it a raging success, but it hasn't collapsed yet. And again, it had a lot of flawed mechanics that put people off it, particularly when many of them thought it was going to be the next UO and it wasn't even close.

35

(190 replies, posted in Recruitment forum)

Jelan wrote:

That's coz he has all his alts in m2s

Spy alts?

Bartlebe wrote:

I didn't read any of that big *** post.

Can somebody 1-line it for me?

Perpetuum rocks.

Neoxx wrote:

Dorkfail is a sand bag.

I declare this thread a competition to see who can write the longest essay. Thank you for your effort.

Evizaer wrote:

1.) If vertical character advancement lasts no longer than the time it takes the newb to get familiar, I'd say that's an appropriate length

"Appropriate" length is different for everyone. What takes one player a week to learn might take another three months. Most western MMOs probably take the average new player anything from one to three months to progress to a point where they are competitive. In a really complex MMO you probably never stop learning. I hope Perpetuum will be like that, but to get to a competitive level will take a newb about 2 months ito EP, which is pretty fair.

Evizaer wrote:

If we're going to endorse "main" characters, I don't think you should even be ALLOWED to have multiple characters

You're taking what I said too far. All I meant by that point was that a mass zerg of newly created alts should not be effective in combat, because it gives corps an easy win button. Encouraging zergs via a game mechanic is a bad thing. I wasn't endorsing "main" characters per se, and I think the restrictions you suggest are completely unecessary. The way it is now works fine.

Evizaer wrote:

How does vertical character advancement provide a clearer goal than the mere acquisition of wealth and power?

Because character advancement are methods of achieving greater wealth and power. And because a sandbox game is supposed to be a virtual society as much as a game, and should model the way things work in real life where we need to learn skills in order to perform roles.

Evizaer wrote:

Why should I have to do activities that aren't fun in order to get to fun activities?

Again, because a sandbox game is supposed to be a virtual society, and should model the way things work in real life. You have to work to get rewards, and when you've done that the reward is all the sweeter. Secondly, why do you assume all the activities I've named aren't fun? None of them are exciting, but they can all be fun in their own way. I actually enjoy putting up buy and sell trades on the market and trying to make a profit out of it. Out of all the things I named, I like killing mobs best so in order to get NIC that's what I do.

If I don't like the grinding options provided in a game, I won't play it. I don't like quests, so I'm not playing WoW. I don't enjoy killing wisents for gold, so that's one of the reasons I'm not playing Mortal Online. I do enjoy killing mobs in Perpetuum, and that's one of the reasons that prompted me to pre-order.

Evizaer wrote:

Why should there EVER be grind, though? Why can't the game be designed to be fun end-to-end (or as close as you can come) instead of requiring you to do repetitive, boring tasks.

Look at single player games. Years of work by large teams go into a game that could last anything from 10 to 80 hours. People play MMOs for thousands of hours...it's unrealistic to expect similar content to be generated for all that time. Having said that, did you check out SWTOR? What do you make of that?

I do think more could be done to make content in MMOs interesting. For instance, PvE dungeons are almost always 1) See goup of stationary mobs 2) Tank pulls group 3) DPS dpses group 3) healer heals 4) Mobs die 5) Go round the corner and repeat with next group of mobs until you get to the boss. I think they should add more puzzles. Some MMOs do this, but after a while even that gets repetitive (e.g. DDO).

But to get back to my original point, in a virtual society not everything can be fun. The whole point of the game is to work for rewards, and you know you are playing the right game when you enjoy the work as well as the reward. That's what I mean about dressing up the grind to make it fun.

Evizaer wrote:

I'm saying that people vote with their feet. They would prefer not to be bothered with the ganking and histrionics.

Um. No. Ganking and histrionics make the game interesting and exciting, it's the reason many of us play. Moreover, Perpetuum allows you to avoid this - you don't have to go out of the safe zones if you don't want to, any more than you do in EVE. You don't have to post in the corporation dialogue forums if you don't find that kind of thing interesting.

Evizaer wrote:

But this genre has been around for over ten years now and no one has made a game that has truly succeeded on a large scale without turning it into at least a partial themepark/safe zone?

Why does a game need to succeed on a large scale? Why is that an aim? Most sandbox devs very sensibly aim small because they know their genre is a niche one. Prior to WoW, MMOs measured success in terms of hundreds of thousands of subs. Small developers can easily survive and make a profit on these subscriber numbers, so why on earth would they count it a failure just because they can't get millions of subs?

Evizaer wrote:

I don't understand your aversion to calling Darkfall a sandbox. It's clearly a sandbox when compared against industry standard games like WoW. It may not be AS sandboxy as Wurm Online or EVE, but that doesn't mean it isn't a sandbox--I guess you could say DFO just has less sand.

I'm trying to make the point that you can't call the sandbox genre broken because DF is broken. It's the other way around. DF is broken because it doesn't do the sandbox properly.

Evizaer wrote:

Here I disagree. Stone age tribal societies are nice in the beginning, but for how long is brutal coercion by force as the default a fun way to live in a virtual world?

A stone age society does not imply brutal coercion by force. The simplest tribal societies have egalitarian structures with small group sizes, and if there is one person in charge he tends to lead by consensus and does not posses greater personal wealth than the rest. Many small guilds follow this structure. At the other end of the scale are larger guilds with more stratified hierarchies, where the leadership control and allocate most of the guild's resources. Guilds are microcosms of real world polities and it's funny to see how different nationalities consistently produce the same kinds of structures...like French guilds are so often organised along democratic lines, etc. The main differences between real life and virtual polities is that (a) individual members have a choice as to which guild they join and (b) they are smaller in size. This means that some things that work irl don't work in games and vice versa.

Sorry that was a bit of a digression there. But the point I'm trying to make is that all these little polities need to decide whether to co-operate or conflict with each other, it's like a giant game of prisoner's dilemma, and it involves trade, non-aggression pacts, treaties, alliances, hostilities and war. That's what I thought you meant by "stone age societies" and this is one of the main reasons people are drawn to a game like Perpetuum.

Evizaer wrote:

I think we should have better tools for building and maintaining societies in-game

Like what...? I can think of some ways that in game organisations could model rl ones more accurately, but what's there works perfectly adequately for our purposes.

Evizaer wrote:

so we can get past hitting one another with rocks as the main way to solve problems.

But "hitting each other with rocks" is one of the main reasons we are here. The more the hitting better.

Evizaer wrote:

Of course combat should still remain important, but it should be relegated to specific purposes like outright war, sparring, and fighting criminals/bandits/pirates/rogue AI.


Um...it already is? There are already corps fighting each other out there in the beta islands. Those that don't want to just stay in alpha territory and peaceably build up wealth and mutual love or whatever it is they do with each other.

Evizaer wrote:

I don't see how global banking makes a game less of a sandbox.

As mentioned above, a sandbox is a game that sets up a virtual society within a box. A society needs to be defined by the rules and restrictions that govern it. DF is a fantasy world, it should have bankers, traders, trade caravans, bandits and an economy. By choosing to make banking global, Adventurine wiped out any chance of any of these things happening.

Evizaer wrote:

"Sandbox" is merely a descriptive term for games that, relative to the industry standard, let you go your own way and forge your own fate. "Sandbox" means notably less directed than average, not "realistic". (At least in common parlance it's used that way.)

There is no agreed definition of sandbox. Despite this tongue I think your definition is wrong. More freedom does not equal sandbox. A sandbox has to have a set of rules that govern it, which either reflect or twist real life rules. A theme park restricts you in a very artificial way by giving you a specific path to follow e.g. you become an assassin by rolling a class with that name that uses daggers, not by joining a secret society and getting contracts to murder other characters.

A sandbox provides many different options which are limited by the rules and the mechanics of the game, in the same way that we are limited in a real life society. Local banking is one of those kinds of limits that enhances game play and creates reasons for players to interact with each other, thus making their gameplay experience more challenging, but also more meaningful.

Evizaer wrote:

Campana, thank you for taking the time to write a reasoned response. I greatly appreciate it.

I have failed my corp mates sad But you're welcome. I like writing walls of text every so often.

Evizaer wrote:

"Broken" from a game design perspective, not from an execution sense. It's as if the indie devs who make these games have learned nothing from the past and wish to keep repeating nostalgic fantasies that may be fundamentally broken if implemented naively--as they almost always are. (The use-based skill gain model in Darkfall is a great example.)

I don't think anyone has ever solved this problem. And I disagree that sandbox games should make character progression short and easy. The way MMOs work you have to have a separation between the newbs and vets because: 1) newbs need time to learn the game mechanics; 2) it makes players keep to a consistent identity instead of rerolling whenever they please; and 3) it gives them a clear goal to work towards when they start.

The only way to do this is provide grind. The trick is dressing it up so that's it's not a horrific experience, and providing different avenues for doing so. The second thing you need is to create a power plateau beyond which vet players can diversify but not become so uber a newb can never catch up.

Contrary to what you said in your first post, I think the way Perpetuum does it works pretty well. You have all the standard elements - resource gathering, killing mobs, running missions, industry, trading. You can do as much or as little of each of these as you please in order to progress. Pick one that is relaxing, where you can just zone out and do it on automatice while listening to music or people talking crap on vent/TS. Or if you want a challenge go for something slightly beyond your level that's a bit harder to manage but keeps you interested. Plus time based skill progression means all you need to grind for are materials/wealth/gear, which can only make it easier for the casual player.

Evizaer wrote:

I stated that the open world PvP portion of EVE is significantly less popular than empire space. And this doesn't even count the people who are in nullsec but don't actually PvP, electing to be industrialists and traders instead.

I don't get your point here. Why does this mean the sandbox genre is broken? If a game offers zones with no/limited PvP zones it will attract players who like to play in those zones. Are you saying EVE should try and encourage more players to go to high sec?

Evizaer wrote:

I'm not here to argue about the definition of sandbox and open-world PvP. Those terms are pretty clear when seen in the scope of the MMO genre.

You keep bringing Darkfall up as an example of the brokenness of the genre. Yes, it's an example of some bad design decisions, but it's not an example of the sandbox genre failing....it's an example of a game failing to be sandbox. So it's not really relevant to Perpetuum's situation.

We will see how well it works. I hope for the best. I have not seen a game with similar mechanics avoid turning into stone age tribal societies participating in gankfests.

We're here because we want to play at stone age tribal societies. That's the whole point! But yes, hoping for the best here too.

Evizaer wrote:

According to this definition, Darkfall is a sandbox game.

First, it doesn't have local banking, therefore the economy cannot work properly. Second, it doesn't (or didn't at release) have character specialisations. A game must have a realistic virtual economy and allow players to take on roles e.g. trader, crafter, thief, soldier, courier, spy etc. Darkfall has sandbox elements, but it is not, to me, a sandbox and this is one of the reasons I'm not playing it.

Evizaer wrote:

It was a "this genre is broken and this game isn't doing enough to fix that" post.


The genre isn't broken. Niche, yes, broken, no. The main trouble is that companies who want profit will make themepark games. Sandbox games end up being made by indie devs who lack funding, or experience, or both, and the games they make tend to launch with bugs, memory leaks, client crashes and server instability. (Perpetuum is doing amazingly well here).

Evizaer wrote:

There's a reason why most EVE players stick to empire space and Darkfall hasn't increased its sub numbers above (IIRC) 30k. Open world PvP is a very small niche and for a good reason.

Open world pvp doesn't equal sandbox, nor does it have to. All those EVE players living in high sec are still playing a sandbox game, albeit most of their combat is PvE. I can't attribute this fact, but I once saw a statistic that null sec space hosts about 50,000 of EVE's players. That's a pretty respectable proportion if it's true.

Darkfall is (arguably) not a true sandbox* it's just (or was at launch) an open world PvP game and therefore does not support your argument that the genre is broken because open world PvP is broken.

Evizaer wrote:

I also was not talking about "instant escape". If someone is capable of assessing the threat level posed by an enemy force, he can easily pick to avoid all fights but those in his favor. I'm not sure what mechanics Perpetuum has in place to avoid this situation, but if it isn't avoided most of the PvP in the game will be ganking. What mechanics are in place to prevent you from accurately estimating the power of your enemy and just avoiding all fights you won't obviously win?

There are two mechanics which do this in games in general. The first mechanic is the carrot, which lures people into PvP zones in the first place. The second mechanic is the lack of either the will or the ability to disengage.

The carrot can't just be mobs that drop better stuff, or better mining yields. It has to be something that players want, and that they will be forced to protect otherwise they risk losing. Such as owned outposts or player structures - which also serve as the second mechanic, because they have to be captured and defended.

I can't really talk about how successfully Perpetuum has done this, because I haven't played long enough to know. The ingredients are there (or in the case of player built structures are in the pipeline).

You can't really prevent people from avoiding engagements they think they won't win. It's human nature, and game mechanics need to work with human nature, not against it.

P.S. Sorry Neoxx for not trolling in your stEVE thread

-----------------------------------------
*By "sandbox" I mean a game that tries to simulate a world where players take on social, economic and military roles via their interactions with each other, where the content is largely produced by the players themselves using the tools at their disposal.

Domono wrote:

Nope not pointless if you know how to work it. Not to mention we can take down bigger and better things together so... pointless no.

What the OP is trying to point out is that the advantages of grouping are not enough to overcome the hassle involved.

Unless they are given really clear advantages to grouping up, people tend to go solo. Game mechanics should encourage grouping, because this is an MMO.

Perp hasn't quite got the balance right.

Every time I see this argument I say we need more games in the style of EVE. And then I ask people if they would rather have more WoW clones?

And they say "yeah, good point."

P.S. Neoxx you looked better with more weight on. Eat cake! Diets are overrated.

I took great delight in creating a large amount of containers, choosing labels them for them, and then neatly storing all my newly acquired bits and pieces in them.

When I feel rich enough, I will go and find people to shoot.

I am also really interested to see what they do with the story/background.

Yeah, agree, we lack a screenshots/videos/fan art section

45

(19 replies, posted in General discussion)

I EXIST.

I did wonder whether to spend an extra ten minutes or so perfecting my nose, but I decided I would rather have the EP.