Get off all restrictions from trial players and limit some EP skill sets as required.

I agree.

Devs seem more concerned with RMT and an open trial will give an advantage, but with an average of just 200-300 players online at the most, RMT shouldn't be top on their list of priorities.

Get the new player, including trial motivated and subbed should be the most important. What is the point in trying to prevent RMT if game play is lost somewhere along the way? Who is really losing out on the RMT battle? Where is the RMT issue now?

Tackle the issue when it becomes a problem, we need to retain new players at all costs or this game will die.

3,128

(75 replies, posted in General discussion)

Syndic wrote:
Mara Kaid wrote:

How come we take on nfl teams and win?

yarr

Same way everyone who plays Football Manager thinks they're better then Jose Mourinho. By winning in general chat nobody pays attention to. lol

Jose Maurinho would fit in perfectly with M2S. lol

3,129

(7 replies, posted in Localization)

It can be a little confusing at the start, but you should be able to remember or figure it out.


If its still confusing, after a while playing; this is not a game for you.

Even if we have a low population of players we have to think more players will eventually come in to play.

To have more stations even if its limited in services or none at all could add different ways to play the game after all it's a sandbox.

I hear new players/mission runners complaining about missions being to far out the outpost to long journey times to finally reach NPCs, same for mining some ore spots as just too far out of the stations 4-5kms by the time you setup up scanned area changed to mining bot 45minutes has easily gone by.

Compared to stEVE, get out of station with mining bot warp a few times to look for a good place and you are all set, same for PVE.


Players should be left to do whatever they like most, not forced to run back and forth for 15-45mins before they can finally start what they logged in to do.

ot0_m0t0 wrote:
Syndic wrote:

I personally think a very simple reason might also be an issue:

"Its main features are a persistent, unsharded game world, fully customizable mechs and robots with hundreds of equipment items, open-world PvP and missions, player-controlled economy, extensive crafting and industry, dynamically changing environment and much more." - From the main site.

Formable planet surface

The whole terrain can be formed by military, agricultural or even aesthetic aspects. - I must have missed this actually being in-game. It's from the list of features.

This draws a certain type of people that enjoy sandboxes with player/guild housing, usually these people come as already established guilds. How many hundreds of subs were lost because Perpetuum was advertised as a terraforming/player building game, when none of that is actually in-game?

Who knows... But first stop falsely advertising please. More PVE content is also good.

I came for terraforming, and didnt find it. That was rly dissapointing. Its a nice game but...its getting more boring by the minute.


Yes, terraforming was one of the reasons I got to subscribe. Then I heard it will come in a future patch. 6 months gone, I have not heard anything about it. sad

+1

I agree, stations with for example no factory and recycling. All stations shouldn't offer all the services. It seems outposts are so evenly spread out it looks surreal imo. It offer no real incentive to take hold off an island over an other.


There should be heavily built islands with like 6-7 stations and another with none, will make it very interesting to see what happens, islands with no stations should have more resources and higher lvl npcs also a good place to send mission runners for high nic/hour.

This ultimately kills 2 birds with one stone, travel time from point a to point b will not be affected but some where to store ores close by or repair/change fittings or install skills will reduce travel time where we really need it.

PVP tactics also come into play heavily built beta islands will be safer to hold on to hence everyone will fight for that land.

I always hate to make a comparison to the other game, but unfortunately is has been successful and what's wrong to take the features that work out, and still making it a unique game.


Islands:

3 Old Safe islands have have 4 terminals/outpost each (12 total)

3 new safe ones have 1 terminal each (3 total)

3 old pvp islands 4 terminals/outpost each ( 12 total)

3 new pvp islands 2 outpost each. (6 total)


That makes an average of 2.75 outpost/terminals per island thats far to small average. Also this is too evenly spread out does not create much conflict in beta islands but we will come to that later.



Well, how does stEVE compare?

To make a fair comparison we need to equate an island as a constellation in eve. Therefore lets get 4 constellations at random.


Kimotoro contellation: 7 systems 44 stations


41JS-R constellation: 7 systems 9 stations


Otawasa contellation 6 systems 24 stations


fittaken constellation 7 systems 23 stations



This makes an average of 25 stations per constellation and 3.7 stations per system!.

As you can see the difference is huge even buy comparing system average, but why would this be so important?.


1.Corporations will have a chance to call a station practically their own or at least there is more chance of that to happen specially if more people come to game in the future.

2. Many more micro markets in action.

3. Easier access to ore and materials

4. More complex missions could be added.

5. Incentive for small corporations setting up in a small corners of beta islands more conflict.

6. Travel time can further be reduced, (in some cases only), its simply is too long journey to haul materials when RL is on the way I would like to be maybe 5 mins not 15-20mins from nearest station. Ok there is logout but, why should that come in to play in a game so often?


I am sure players might add other advantages. Most welcome to comment on any draw back to adding more oupost even if they have less services, and calling them maybe docking points with maybe some storage limits.

Legedric Warstrike wrote:
Kristan Delorian wrote:

Still nothing to fight for.

QFT!

The motivation to log into Perpetuum is just nil right now...


I guess, all players that keep active are great at self motivation smile

Last expansion in a nutshell; just gave us more landmass, I suppose thats not enough. Great work by the devs, but still needs extra content.

3,136

(34 replies, posted in General discussion)

TeamBETAalpha wrote:
Kynes wrote:
Arga wrote:

Kynes, with 2 players, you do sit around waiting for spawns.

That is true.. I guess I am speaking from a solo PvE perspective.  But like I said, I haven't died, I learn to adapt!

come visit us on nauwy, we might be able to help you out with that hehe big_smile


Traitor! tongue

Really sorry to hear that! sad  Hope you get back on track soon. All the best fellow player.

3,138

(34 replies, posted in General discussion)

Sorry to hear players leave, but after comparing stEVE to perpetuum, (which I think OP does make a  good point.) But then accuse game as being a second job.

What about eve isn't that a second job too?


Well both games are a true sandbox and they can both be played in different ways, that is the beauty of the sandbox you can play in anyway you like. Don't like the pressure to remain competitive; then take it slowly as it comes. There are some big corps that have changed direction to enjoy the game it different way too.

I still understand your issue and tbh PVE is still lacking on different areas, Devs know that (unlike stEVE DEVS) and I am confident things will improve soon. smile

Its one thing to setup rules that benefits most concerned as fairly as possible, and it another trying to enforce it. If registered email address changes hands, then AC must assume it was the owner in the first place, there is really no other way to go about it. Therefore it would be the owners responsibility to safe guard login details of both for email and game.

Not sure about the rules, I don't think account sharing is allowed, if it is permitted they should change the rules IMHO, so stop this nonsense issue.

Account owner should have the right to do whatever he/she wants with said account and be responsible for it whatever happens and never give away username password to anyone.


I will define owner as the owner of the email address which shows as username, that person will most surely have the right to delete it via email directly with devs, if said owner shares his login details then it his/her fault whatever happens. Anyways account sharing always bring these problems so its better not to share and if it goes against the rules, account should be cancelled by devs IMO.

3,141

(5 replies, posted in Q & A)

DEV Zoom wrote:

Right click, moderate smile


What right click fest now? Please don't add to many tongue

Tbh didn't know either, good to know.

mmorpg.com game list is where I found Perpetuum, filtering the sci-fi genre, a few weeks after its official release.  Google search wont give you much though, unless you type game name of course, so its a good site to find new mmos I guess.

3,143

(9 replies, posted in General discussion)

Definitely worth returning to game mining has got quite a boost with 50% extra yield per cycle. 6 new island 3 of them alpha to mine at your hearts content.

Join the fray, still more to come, and Devs seems to be listening to the community. big_smile

3,144

(5 replies, posted in General discussion)

Yes you should probably check out your drivers, go to nvidia website download directly from there, don't recommend the one from the repositories.

I tried codeweavers trial in ubuntu 10.10 after having tried latest wine which is basically what code weavers use anyway. On both cases everything worked except scanning crashed client so a gave up on it also couldn't manage to open multiple clients, its a shame as a think the client is smoother and brightness was higher than on windows 7.

I'm surprised on the patch update specially as it is 150MB, but anyway fixes are spot on nice to see so soon after expansion. +1

3,146

(9 replies, posted in Balancing)

Shhhush.... big_smile

3,147

(27 replies, posted in Bugs)

Same here! +1

3,148

(26 replies, posted in General discussion)

What so fair about fighting anyways. For the OP I would say,  blobs are a problem in all MMOs .Not sure if there is a solution if perpetuum devs find it it will be a first, but its kind of the nature of this type of games imho. At least they have taken steps to reduce it. But I dont think anti-blob mechanism go well with multiplayer that will make game more pro-soloist or not?

Look at it this way 10-20 termises should mine more than 1 riveler or not?

Disagree with OP all agents can take advantage on robot navigation skills no matter what they do.

Well, it seems tables have turned noticed PVPers whining now, post expansion.

3,150

(26 replies, posted in General discussion)

Syndic wrote:
Alexander wrote:
Syndic wrote:

Tbh if 2 groups meet, the game should automatically put them into an arena-instance and auto-upgrade everyone's gear to equal levels, so if a 10 man group runs into a 100 man group, they'll get teleported into a 10v10 instance, and then they can duke it out.

Gear also wont be unbalancing because system would automatically upgrade whichever side had inferior gear to equal value gear.

roll

Nice troll. That's not at all what I was talking about.. Heh.

Its not a troll, I'm quite serious about it. In order to get completely fair fights, there needs to be equal numbers, equal bots, equal gear. That can only be achieved via instances, so the next step from that would be merging the 3 mega-corps into 1 giga-corp or whatever, so everyone was 100% same for PVP...

You cant be serious, hell no.