3,076

(50 replies, posted in Feature discussion and requests)

Arga wrote:

Things just get 'fuzzy' when things in the game happen that don't directly involve an agent, and their associated extensions.

Having a POS mining tower that provides bonuses to miners, still requires an agent. A stand-alone structure becomes an NPC when it can perform in game actions like a player; such as mining or cannon defense.

Any NPC actions that replace player functions need to be very closely balanced if they are implemented. Not saying either way is better or worse, only that 'replacing' players with structures can lead -ultimately- to a situation where players are not required; and in the short-term certainly where less players are needed to accomplish the same action.


Good point never thought of it that way. What if these structures require refueling and loads of different resources to build that will involve the player in the equation.

3,077

(50 replies, posted in Feature discussion and requests)

For competing with miners this is hard to balance so, no. Maybe in future to build POS and related items with new materials not connect to bot/module production it could work, like under ground tunnels where these new resources can be found.

3,078

(2 replies, posted in Q & A)

Green is pelestial robots (eg. castel)  new player start from truhold markson alpha terminals new virgina island

Blue is robots is nuimqol robot (yagel) from ICS alpha terminals attalica island


Red/yellow same faction is Thelodica robot (prometheus) from Aisintec alpha terminal daoden island

You will find npcs are most common to their faction islands.

DEV Calvin wrote:

There is a web of anti-plant layers covering the islands, so a good waypoint structure should secure clear passage.

We are also thinking about introducing a taxi robot that would spawn at regular intervals at a location and drive to another and then despawn. You could set approach to it and browse killboards or mining charts while it travels. This is only a concept as of yet thoguh.

I support this concept, seems is what we need from all this maneuvering through plants and impassable terrain.

There are no pilots in Perpetuum. tongue

Well anyways nice to see new corps joining the fray smile

+1 for this initiative. Its the kind of content so central in a sandbox, that only players can make it happen.

The cake is a lie, have some PIE wink

zothike wrote:

join nex m8 in eve channel for request smile


If he can post here its a subbed account neutral

Are you more interested in a pvp or industrial corp?. Large/small very active or casual.?

3,084

(11 replies, posted in Feature discussion and requests)

This is just temporary you will be compensated for lost time, trials will not be compensated ofc wink


http://forums.perpetuum-online.com/topi … v-gesture/

3,085

(8 replies, posted in Feature discussion and requests)

Good idea, though I would also like to zoom out of your avatar big_smile

Nothing wrong with the EP progression, there will be more new players coming behind you which have less EP than you. How would you feel in 6months time when they boost their EP?


First come first serve basis works best imho, after all older players have paid more subs than you.

3,087

(106 replies, posted in Balancing)

Syndic wrote:

More thoughts welcome, what can be done to get people living on Beta more?


Ok right now beta is like low sec in stEVE few people living there simply due to risk versus reward is not balanced enough.

What I think they need to do which can be done quickly is giving more reasons to defend outposts in beta and if you take an outpost only your corp can dock there that will counter the NAPS too.

3,088

(106 replies, posted in Balancing)

I agree something needs to be done. I wonder what has changed to make this happen. I remember a time when reasons for living on beta was very worthwhile despite the losses. Back then there was no plasma btw but increasing their supply might not be that bad.

What has changed?

Epitron is now an ore it used to be liquid.

More alpha islands with better spawns ores and outpost quality.

Or, have we now realised its easier to base corp on alpha and ninja beta?

About alpha not getting over farmed might be a problem with player base too low more than anything else imho.

Either way someone always gets the short end of the stick I guess hmm

Annihilator wrote:
Celebro wrote:

I will just say to a certain point EP is over rated. You can always specialize in a certain extension and surpass most players in skill.

Btw catching up is not hard its impossible by all means tongue

hmm, all extensions are capped at lvl10 - and you dont need all extensions for eg. combat.

so catching up is possible... but trying to catch up with the most time expensive specialization route (heavy mk2 mech) would take rather long.

like many pointed out already, the topic starter took "lvl9" in all related extensions for his example, which is already using more EP then you gain from it.

By that time there will be other extensions to worry about so you will most probably be playing catch up. By impossible I meant EP accumulation you cannot have more than the first player that has joined game.

I will just say to a certain point EP is over rated. You can always specialize in a certain extension and surpass most players in skill.

Btw catching up is not hard its impossible by all means tongue

3,092

(13 replies, posted in Agents seeking corporations)

Is not like help channel and general is that busy anyways. Few new players join the recruitment channel.

Syndic was just giving his own recommendation, obviously he will think his corp will be best for a new player. I dont see anything wrong here. People have the final word on which corp they will like to join anyways. There are many pvp corps around so make your choice, honestly you cant really go wrong with the most established ones.

Jackson, my suggestion would be to join a well established pvp corporation, spending your EP for mining would be a waste. Most corp will accept new players and they will give you the support and help you need to get started.

Otherwise you can maybe create a second account for industry if you like to venture into other areas and stay independent and build your own ammo for PVE or solo PVP if you prefer. If you have not noticed PVE with market ammo will not earn much if nothing at all.

Creating a market in game like stEVE with different prices could be tough to implement. The difference is its not harder in stEVE to travel its actually easier but has more of a time sink. Here its the other way round travel is tedious, more player interaction but takes less time. Removing the lithus will add to the same problems x 3.

Also you can see all market orders anywhere, maybe splitting into 2/3 sectors would add another dimension and promote a market niche.

3,095

(33 replies, posted in General discussion)

I couldn't agree more with OP this MMO needs some serious changes yet base mechanics and pvp seems quite well thought out, so its a pity if it goes belly up and I really hope it survives.

For the mean time I will not resubscribing anytime soon unless I see some serious changes and a growing player base which has been on a decline since time of launch, when I started playing.

3,096

(3 replies, posted in Balancing)

OMG the example you gave us has all your points lol

1. OMG speed fit kains are so OP. (The problem)

2. They can out run my assault bot and do more damage and can fire from farther. (Why)

3. My assault bot needs to Move faster its the only way and you need to Nerf there speed. (solution)

Arga wrote:

Agy -

As a solo player, I've been working on research for 3 months - for the last 3 weeks a combination 100 kernels per day (combination of 3 and 4 star), and I'm only about 18% through T3 light/assault items.

But I have been producing T2 items as I go, so when I can do the T3 I have a back stock, and then I'll hold those too, until I reach the T4.

After I complete the lights, I will move onto farming Mechs. I suspect it will be another 2 months to complete the T4 light/assault tree, and another year for mechs.

I WILL be selling T4 items, although I'm not sure what the demand will be for the items I can produce from just the light bots. This is why I'm saying waiting for the solo producers isn't the way to get more tiered items to the market. And if anyone would benefit from the changes suggested, it would be me, but I don't think it would be good for the game to have solo or even small corp producers capable of selling T4 items TOO quickly. If you look at the changes, the Devs are actively making sure that T4 is rare, with the kernel nerf, the addition of Briochet and the subseqent nerf to Norgalis yeild. If we manage to convince them to change research, then we can expect the material components to become rarer.

I cringe at the though of all this grinding you need to do Arga. Where as one of perpetuum feautures is 'time based character development', well not so for getting up the tech tree. sad

I am sure soloist players with a combat alt can manage to get some T4 mods built. Never mind the population growth, that only applies if you get kernals off the market. Interesting to see 30000 players in a year, that sounds overly optimistic, population on average has been declining since game was released.

Arga wrote:

Dadar-

I can't say the concept is bad, because I would love to have something like that, but I don't think it would work out as most producers would concentrate on spending points on the most wanted items; which makes sense if they are producing them for profit.

So you end up with 90% of the small corps all making T4 light-wieght frames, small & med weapons, tuners, and med. harvesters/mining mods and that's it and the market gets flooded with them; so prices go down to reasonable levels (as they have with the LWF which is available through light bot kernels).

While this may be good for the combat troop looking for those modules, it now becomes a 'requirement' since the only gating factor is NIC, so new players now have to work for 2 weeks of NIC for 10 min of PVP and have to overcome both EP and technology


The other 10% will clean up the side stuff like maskers and painters and get a little boost each time the FOTM build comes out.

There is a specific reason weapons and such are at the 'end' of the tech chain. Bypassing that just means we can do away with the tech tree all together, which may not be a bad thing, but is a complete overhaul of the Research and not a tweak.

EDIT: And sheilds smile



Dadar's idea seems what soloist industrials would like and it's really good, but implications arga mentions is right we will all end roaming in t4 gear. What if we combine Dadar's idea with another kernal nerf, would still be hard for soloist, but corporation still has the advantage.

What Arga fears will happen eventually anyways, same as in stEVE with Tech2 ships. So why delay? its only a matter of time when all T4 will be available on the market and players will be forced to field them, with or without kernal changes. The problem right now is
you cannot make plans, like If I get x amount of kernals in 2 months I can get x module T3 and I will need to invest x amount of nic time, it all seems like a lottery.

Jita wrote:
Khadia Khan wrote:

Only thing i thought to add after it was done..... Missions! In STeve first mission shows you how to get to a station next mission is to kill 2 things and deliver cargo to mission giver then she sends you to a station where... There are 5 tutorial mission givers that give 7-10 missions each Military, Advanced military, Industrial/mining, Industrial/market/transport, and Exploration/pvp.
There is no reason you have to complete any of them but at the end of each one(completion of all missions from that giver) you get a ship/mod...(I know its to early in the game to give a bot for each of those categories)  I agree with what Fredrich said in his end statement... needs to be more a reason for PVE players to stay when they first join. Be it missions or there favorite grind.

In terms of game design - particularly in relation to missions and station holding - the devs need to understand how to construct a skinner box to a much greater extent. They are doing it in an attempt to make it fun at the moment and that wont work - it has to be based on compulsion or you will never get through the points when it is a *** because of internal game issues such as pvp or external game agro such as getting a gf.

Cracked did an article not long ago about it that explained the principle in a funny and informative way - if you havent read it give it a go.

http://www.cracked.com/article_18461_5- … icted.html


Read that before, does not work for me I like more predictable grinding hence mining although could bring more players of that kind, dunno if devs are willing to use those dirty tricks on us. tongue