Lyghtcrye wrote:

Overall pelistal received a buff. Other races get range bonuses to high end weapons, and this range change brings missiles back in line with them. The improved explosion radius, even longer T4 range, and improved racial ewar range make pelistals much better than they were pre patch.

Apart from fitting a decent gropho is pretty brutal. Fitting it with t4 weapons is going to be a *** and a half.

2,502

(42 replies, posted in General discussion)

Annabel Lee wrote:

Love the game, got all my friends over and started a Corp. Everyone is enjoying the hell out of it. We have market stuff, crfters, miners etc. The ONLY thing that seems lacking is a PvP place for smaller groups. That aside, the game was a great surprise.


most gangs are 5 - 10 people. How small you want?

Alexander wrote:

I believe the range extenders are designed for larger robots for a reason.
10% range to smaller weapons is terrible, you're better off using tunings.


Be nice if you could put three and a demob on an intakt tho

2,504

(7 replies, posted in Open discussion)

CoyoteTheClever wrote:

I feel sorry for Jita now that he is apparently irrelevant to Perpetuum sad

This is interesting tell me more

It's not that ew bots are overpowered, they suck really, it's just that you need that kind of speed to ever perform effectively as a skirmish group. People find speed to be fun so I'm not sure a nerf is the best thing. Hell they arnt even running full skirmish gangs at 120 yet.

Tbh I would give it a couple of months. All a speed nerf would do is make it harder to catch people - in pvp your speed isn't important, it's your speed relative to your target that matters.

2,506

(42 replies, posted in General discussion)

You know I love this game. Eve made me cry out for an opportunity to start at the beginning from a pvp and Market point of view and really give me the opportunity to compete with the people at the top of the foodchain. Perpetuum for me was that chance. Added on top of that is a pvp basis that really puts a decent amount of skill into pvp on top of eve through situational awareness and you really have a game worth having.

What turns me off is the blob mechanics of the game. I realise I'm in a blob that can be countered but joke have always been just a few guys. While corps like M2S reach 140 members we stick to the core of what we are - multiboxing hardcore guys who have a passion for success.

Since closed beta I have cried out for a change in mechanics to make blobbing worthless. Not the current status quo where a skilled entity can take a 'grab what's in the hanger' group to school but where you pick a select group of your Corp because the terrain and situation demand  it.

If perpetuum doesn't get a handle on this right away it will die.

PO needs to differentiate itself and be a game of put together small to medium gang skill. Yes the massive fleet battles are a great PR tool but trust your playerbase. We will create those battles fighting ten twenty man groups vs ten twenty man groups on a battlefield rather than two hundred vs two hundred. The current 'fixes' are simply a reiteration of other games failures unless the implementation is pretty damn perfect. AOE is just an invitation to organised doomsdays and basically makes a blob vulnerable only if that blob doesnt react to the situation.

What it will create is a benny hill situation where the blob is built around speed and hits people from four or five different edges rather than one blob. In reality it takes some of the tactics from the game as the phalanx that worked so effectively in the hokk fight could never work.

I emplore you now make the fundamental changed needed now while the playerbase is still pliant and ready to adapt to them. History has shown that in established games even seemingly minor changes to pvp create massive community unrest.

That element aside what the devs have done is create a fantastic framework from which to build a truly epic game. The territorial warfare and mission systems are basic enough to provide  that root from which a fantastic system can grow.

You have done a lot to make this game truly something that on the long term can really compete with the big boys. The mechanics are pretty much bang on as is the balancing.

Recommendations:

1) start focus groups around the main pvp issues with representatives of the main alliances and significant neutral pvp corps. Nobody knows better than these guys. To implement something significant without their input is to court disaster. One bad patch can sometimes kill a game. In order to prevent accusations of favouritism publish the convos and after the game is live six months get the playerbase to elect these people.

2) work with the community to implement a mechanic that discourages blobs. Everyone agrees that they don't want to fight in fifty man plus gangs. Help them with that.

3) hire people for the graphics. I personally don't care about the graphics but new players do. The one guy you have on it has done an absolutely fantastic job and I owe him plenty of jaeger but it's time to take it to the next level. Islands shouldn't be a mix of cut and paste plants and structures. They should be put together and planned. Teritory is too important to pvp to not be bespoke. If you don't want to hire then create a modelling competition on one of the major sites where successful modellers win a years subscription and perhaps something shiny or money. You will get eight to ten decent models of stuff to implement at least that would benefit the game.

4) expand the Corp and Market elements of the game. These two are fundamental to the games  operation. Both can exist in their current state but there are glaring issues with the Market that will break the game if exploited currently. The barriers to a successful Market should be based on ep and not incomplete Market tools. The corporation tools are the same. When you operate a corporation like M2S with 140 members where the actions you take are the culmination of six months of play and countless hours of work having that vision thwarted or hindered by a lack of tools in the corporation you are supposed to manage is frustrating. Joke has issues which I'm sure are legion in bigger entities. It's our corps, let us manage them our way.

Those four points are just a basis of what some of the playerbase thinks. Point one's idea of engaging the playerbase is crucial. While on the one hand keeping your gm's and devs out of the games politics is something that many people find important on the other hand people like Styx, Annihalator,  Akumata, Tamas and RG_SHA are the guys operating on the cutting edge making this game what it is and should be. Keep the staff out if you must (but I think they need to play) but keep the people who influence half your playerbase in the loop. Whatever pvp style or expected fitting you can think of they most likely have an alternative and counter.

Fundamentally though and right from the heart thank you for this game. It has the depth and substance to really be something worth caring for and that's rare.

I love anni really. He has one of the best brains in the game. If we could deal with "want chameleon" posts we would most likely be a better corp. I think he would have talked sense into our last gang because I seem to remember him saying what happened was going to happen in the kara fight. Even if he doesn't love us any more he needs hiring.

Definately a prototype

Arga wrote:
Tiggus wrote:

The funny part to me is infestation fights 2:1 odds in these intrusions all the time, I would absolutely love to see what would happen in an actual 1:1 fight, you know, even odds.

Also if you're placing more importance on skills/equipment than leadership you are doing it wrong.  There were a couple major errors made on the attackers side that allowed what happened to occur, and also a great deal of excellent maneuvering and calls on the defensive side that turned things around for the underdogs.  Downplay it if you want but m2s has some great tactical leaders in largescale combat and combined with an alliance of non-retarded troops who don't fit autocannons on artemises that is what won the day.

And I agree with you on all those points. Your alliance just automatically goes into defensive mode whenever anyone posts something in their thread they percieve as negative.

The only thing I was trying to point out, was the comment about numbers and that if both sides had the same tech and skills level (not player skill, EP skill) that the numbers would have overrun any tactics you could have used. The fact that your alliance has pulled together as a group and brought your all your team up to T4 and properly fit is great and your tactics were sound so you deserved to win this engagement....

But your corp does enough self-promotion, don't need me to, so I add some troll bait to keep us all busy at work.

If you think that I invite you to try because it won't work.

We could have had twice the numbers and full T4 fittings with maxed ep and it would have made no difference. They were fit for range and speed, we were not. Short of leaving the island and refitting the only thing we could have done was pretty much what we did. Try and stay alive long enough to achieve the objective under cover of reps.

2,510

(40 replies, posted in Balancing)

It's not that skill intensive really provos, we didn't tend to use smells then and we can fit them now with mediums, you just have to leave off a medium energy transfer.

I still use them and still think they are OP tbh. When you start to see t4 hardeners that are common and your facing riveler squads roaming ew will never kill you will see.

It's pretty absurd it's not like this already. Support.

if anything its against m2s as we'd have a reason to want to own Hokk

The only reason alliances are set around one island and not several is that its tactically sound to do so and there is no need currently to go beyond that. If that changes then alliances will change and own several islands. This idea would actually encourage bigger blobs.

Not supported.

2,514

(3 replies, posted in General discussion)

I dont say thanks enough 9and I love this game) so heres me calling out something that is fixed and works great.

Thanks for making us able to double click to lock and right click for other stuff in the gang window. Makes RR work a LOT easier.

But since its xmas can we please have the ability to add a password to station containers.

Thanks again o7

Jita.