exploiting troll is exploiting.

A little common sense helps a lot. It is the responsability of the players to ensure that theyre not doing anything unwanted - and of course the scale at which things happen is a quiet important point.

The mechanic can work as intended and still it can be misused. To insure against unwanted loss is the intention - to insure against wanted loss is not.

edit: if yure tried to be on the safe side and asked the DEVs about the mechanic, you should have asked: "is it ok to use insurance to gain money in large scale?" - and not - "is insurance working as intended?"

The intention is a different one - and this is about intentions only.

53

(189 replies, posted in Balancing)

Since everybody is referring to the increased HP - it doesnt change anything of course - since its of no importance if you needlepin down some more HP/armor or less with the current game mechanics.

Its the same like altering speed in a static manner - faster will be faster and slower will be slower.

Its the mechanics that make it too easy for lights to dominate any other class which leads to having to use the same tactics.

54

(189 replies, posted in Balancing)

Hopefully target painters will be of use when artillery is there - so you need a fire team and a target painter in the target zone.

55

(16 replies, posted in General discussion)

The Gargaj-Plug:
coll. the Anti-Madoff

Have you lost a thread, a network packet, some cash back in the 90's or recent stock market, an argument or a wife?

Then the Gargaj-Plug is for you. Pls be sure to know what you're doing, there will be no refunds e.g. when your wife actually re-appears.

I agree Arga - the scenario you describe can be expensive. An important part in pvp is consequence - not necessarliy punishment for loss.

Now if there were consequences to dying other then the resource loss - and a political faction system that divided players by their player choices (dynamic factions resulting from target choice and fighting zone) there would be no need for expensive basic pvp equipment.

Neocron for example - a game with the most sophisticated pvp/trade char interconnection - suceeded very well on this part. pvp equipment was easy to get, easy to loose - and consequences resultet in a form of required social interaction to cure your pvp blessures by medicals and scientists - also reflecting on yourself with a faction system, giving or restricting access to certain areas, depending on your target choice.

An approach that covers several of the thnigs asked for in here - yes also indu bonus tongue:

http://forums.perpetuum-online.com/post/16332/#p16332

Container wrote:

Well, I am pretty sure the customer market for a game with manlike large robots as the top PVP class is far larger than for a game where small robotic spiders are the top PVP class.

Spiders and non humanoid creatures may excite the DEVs that they are being clever with the mech types.
But there is a strong reason why mechs in anime and movies are almost always humanoid.
Because that makes them relatable.
They look like people to some extent.
They feel they are like an armored suit or some kind of more powerful version of yourself.
Mechs that do not look like humanoids are hard to relate to or care about.

Absolutely right Container. This is basic homework for any game out there.

59

(7 replies, posted in Feature discussion and requests)

Just commenting on the gfx: bursts like the ones of gattling guns, short but massive bursts would be nice.

Tiggus:

Its totally ok, that EWs provide a cheap way access to pvp on the one side for new players and be still viable in spider gangs later on for specialized players to a certain extend.

But they shouldnt be top notch, when they're easy and cheap to use. Theyre being used because only they can pick their fights, advance or retreat at will and are cheap.

This makes them superior to anything else in roamings allthough it isnt event the role they been built for since most builds go for speed and dps rather then tackling or EW.

Simply make their top speed be some sort of afterburner boost and decrease their base speed to the other speeds. They would still be the easy access pvp thing, could still have their role as supporting EWs and could still roam around...

..they would just need to pick their targets better and live with decisions they made if they used their boost for attacking or retreating, because they couldnt afterburn right again.

They couldnt kite defenders over the whole island if they dont use terrain and intel well and they couldnt just turn and run away after realizing whoops we didnt perceive the situation right.

I was talking with Siddy earlier about an appropriate way to implement an afterburner - the idea to make it accumulator based would favor greens immensly, so - what about making it interference dependant? Its a value that applies to all bots equal - though this afterburner wouldnt be made for anything bigger then lights.

Lets say the module would use inverse interference capacity as fuel - from a backstory point of view - interference would increase becasue of the engines powering at max.

Now youd have an ability that can be used on purpose for any speed relating matter in EWs to gain an advantage.

I hope this gets cleaned out when targeting sections/modules gets implemented. A higher chance to sucessfully resolve certain elements like engine etc for smaller weapons - or a better target time should be enough then.

Hearing about artillery above - and seeing the target painter ingame - i hope arty will need at least a 2nd player to work - for target painting and sending the coordinated to the arty guys.

A similar way would be to need the target painter to get to seee the enemy on radar and arty fires by clicking on the radar screen - this way the fierce dmg could be eased up a bit as in accuracy.

I agree Glimpse - funny thing is, i know this - it needs time, game is young, things went smoothe, QA is good - good odds overall - i tell this others and yet i find myself in the same situation. I think ill come up with some papers just for fun.

edit: yes Strad, i stumbeled over him tongue

Sure, making mechs faster doesnt make sense.

@ Wraith - i meant open pvp as in beta roamings.

The thing is - none of all the ideas will work isolated - a change that now may not appear reasonable might do so if other things get implemented. Thats the problem on all of this. Only a whole concept can suceed.

My concern on this topic simply is the variety of bots actually being used, but overall - well - we need more sand!

Yes Heckle you are right. At least i enjoy a variety of bots over using the same ones over and over just to win.

Oh i forgot - its your leetness that makes you superior and your awesome knowledge of this so complicated game.

You come as a small group, find an opponent and try to taunt him, the fight starts, skill, skill and again skill leads to your victory and you start writing short forum postings.

You keep modest and totally unexcited and by that appear for all involved like the winner!

Has nothing to do with that Glimpse - i find i solely poor design and boring to have to run around in ugly spider bots.

The last 5 or so posts brought nothing new. We kinda agree that each mech has its role - thats fine.

We also agree that objectives for mechs are rather rare compared to EWs - but that this will likely change.

But how about not assigning roles as in: roamings or static defenses to bot types, but try to give each type a meaning in any scenario?

How about a simple change - a MK2 variant of each type having a focus on the opposite abilities they have now: an armored light/EW variant - and faster but lighter mechs as in less armor etc. or some kind of implants with can have those effects on your mech.

Those inverse mk2 variant would have higher reqs - again nothing would be taken away, but just  possibilities added. To create those MK2 variants is also rather easy.

Campana is right but Container has a point also. With more objectives mechs could become viable - but open pvp is and will be king. There should be no domitaing role in that - and if there should be one - of course not the cheapest bots. Thats common sense.

I like Campana.

The objective thingy is a quiet important point - and i hope when objectives are in place there will be a role for each mech class.

But as far as open pvp is concerned - the benefit is still too much on the side of lights. It doesnt take much to figure that. They're simply too versatile.

70

(35 replies, posted in Feature discussion and requests)

Delita Hyral wrote:

Yea i guess so, other things should come first, but restricted pvp areas? I think not smile

restricted was the wrong term - a third zone where pvp is enabled but is influenced by a political system thus reflecting actions of players coming from alpha and beta meeting in that zone.

edit: the arena currently would empty the game world even more as it would suck up players.

Agreed, there is a design consistency breach between character progression and bot progression.

Characters progress time based whereas there is no real progressions in bot models. They perfectly fit the design of for each assignment role a different model - and this contradicts the advancement idea of characters and their EP.

Its of course not wrong that EWs can be used effectively by an early player compared to rather new players - DEVs put a lot of effort in that structuring and all the numbers to be reasonable - but the fun factor is missing a lot.

In a mech or heavy you should just be able to crush EWs or lights while walking through them and stomp them.

That would reflect the differences in proper way. ATM mechs or heavies are more like Baby Huey - except that he is much more powerful then mechs/heavies.

72

(26 replies, posted in General discussion)

Euphoric wrote:

The lack of insurance at the moment is a disaster to be honest. This exploit is a pretty big (and blindingly obvious, I thought) oversight and couldn't come at a worse time for the game's general health.

My only other issue is the lack of communication.

So far all we've heard from devs is that stealth is here, artillery is in development (no ETA), more islands are coming (no ETA), POS is coming (no ETA). Don't need exact dates, but zero communication tends to make people think that these developments could be pretty far off, perhaps over a year. Most of the Dev and GM correspondence to players has been to moderate, with varying levels of professionalism mixed with cynicism. I guess that's expected with an indie developer, but maybe that's something they could also work on.


It has been announced multiple times that the next weeks and months will be spent on pve content - and by saying weeks on months also a timeline is being announced, otherwiese the term weeks wouldnt have been used.

Also - the arty thingy has been advertised with screenshots as work in progress  - so zero communication is a quiet different thingy - that would be if youd here nothing within months - but here we get to know stuff on a daily basis.

73

(35 replies, posted in Feature discussion and requests)

Sure - when the game is more complete in all aspects and then then basis gets overhauled to support tactical/partial targeting a mech and stuff - when theres fluff and housings - when theer is a political system - and when there is a restricted pvp zone - and more complex crafting system - then theres room for an arena type thbngy which would be a nice addition.

74

(26 replies, posted in General discussion)

Um sure he wanted to say goat town.

75

(35 replies, posted in Feature discussion and requests)

Yes, its a cheap trick for bored people and will do more harm then good. No news.