Yep Mongolia - thats one of more immersive approaches - and with some additions surely the way to go.

77

(35 replies, posted in Feature discussion and requests)

Arena is an easy answer for a more complex problem. The game hardly meets its own criteria yet and an anrena will push it away even further. Im not gonna explain basic design patterns, use you head.

78

(35 replies, posted in Feature discussion and requests)

Shadeless, thats a total fail on all points.

1. Oh my god! Arenas dont have anything to do with pvp except being an artificial element in a sandbox game breaking every rule its setting itself right now.

Other then that: This isnt a skill based game except for preparation and tactics. An arena wouldnt make sense at all.

2. The thing you propose contradicts the game basic rules.

3. They have to do this now because marketing/advertising on the main markets starts.

4. No matter how you adjust interference - it will still always favour the bigger group.

Sandbox mmos have several system inherent ideas - like having to prevail with the tools one has got in that coherent world - that sandbox wants to be. Consequences are a key element - possibly not prevailing in that world also - instances cripple that.

In fact consequences and political system as well as goodies are missing. Things get boring when you can do what you wanna do - sounds contradicting to games? Not at all - its the key element.

Verstärkung ist bei uns weiterhin gern gesehen!

Im Moment sind wir auf dem Uria Outpost von Norhoop stationiert und sind Teil der "New Hope" Allianz. Die Beta-Präsenz hat unsere industriellen Kapazitäten deutlich erhöht und nachdem wir eine erste Großproduktion abgeschlossen haben - steuern wir nun eine erneute Stufe innerhalb der Heavy-Mech Produktion an.

Diese setzen wir nur zu gerne ein, um den Besuchern unserer Insel den Ausgang zu zeigen.

Der Drache ist hungrig!

Yes, co-operation in mmos should be punished!

Hm this never has been a 'carebear or pvper discussion', but how to interconnect both. And its possible easiliy, without restricting anything.

I like the steps they're taking:

they complete the game with several aspects on the current technical scale to sort of give the game a more rounded feel.

Things that are possible are new additions and variations on the current systems. Its right and logic that the game is completed aspect wise on the current level now.

Im sure afterwards theyll start extending the basis - so that all those nice ideas and their own of course can be taken into consideration again.

And these changes have to be done step wise starting from the lowest layer.

But overall - i understand the point of view of lonewolves - and surely it isnt easy. You should have seen what those romaing npc gangs and observers did on beta yesterday - it was actually great becasue it was kind of unpredictable and loosend the static atmosphere.

Kernels also been my primary income source - and they will prolly still be - theres just a loss from yesterday to now. Up from today everybody earns the same again - things will be cheaper if inflation is decreased.

And theres more pve there now - roaming npc gangs which are pretty fun and make things not that predictable.

Also - plantable crop - is a good step into the sandbox direction.

I think - you guys above - adapted to a static playstyle within some weeks only. Being a recycler now is much more important and btw - i earned the same amount of nic with repairing or recycling the loot that dropped when farming 500 kernels aaday - back then.

Kernels being worth less now means - you can make easy nic by farming npc, repair and recycle the loot.

85

(7 replies, posted in Open discussion)

Yes i agree - most imlpementations combining pve and pvp are bad - thats what happens if very good programmers do everything on their own and choose to not have dedicated designers/writers.

And the 2nd point - yeah  - its an ugly reality but works. OFC there are games where balance isnt possible by early design mistakes - but wow - is the perfect example for RO.

Sent you 1m for 2 shares.

87

(7 replies, posted in Open discussion)

1. It's a genre dependent decision - PVP and PVE ideally are interconnected with a political system that allows freedom to a certain extent.

2. Apart from poor game design the conceived inability to balance pvp means - is a design rule known as 'rolling op'. Its meant to be that way, so that a constant and dynamic dicussion combined with hopes for changes which are 'close' and 'soon' - make people stick longer to a game.

Yeah i proposed something similar in my pve/pve/trading interconnection idea. pvp should be influenced by a small political system on this island to polarizepopulation and to increase dynamics between players and their player decisions.

89

(1 replies, posted in General discussion)

http://blog.perpetuum-online.com/posts/ … -incoming/

Yes your right, it would espescially inforce the longterm character of such an action and require something to be done afterwards to have an actual gain.

At the moment - the gain of an OP doesnt really feel like a winner becasue the bonus ist rather just cash. If this would be connected more to planning and usage afterwards, it prolly also would feel more of a gain.

Savin wrote:

Red, I realize you're going for an immersive feel, but some accomodations need to be made. I think there should be some advance warning before anyone can attack one of these control points, simply because it's unfair to expect that a corp will maintain a presence 24/7.

And rather than reduce profits, a captured control point should give no profit at all to the losing corp.

yeah updated my posting with the possibility to port into the structure for x amount of cash per unit, after 30% damg has been dealt and 50% is not reached.

additionally, its not necessary to maintain 24/7 presence if you can capture is back once an hour.

the dmg necessary to capture it will be quiet immense regarding the auto-regen of the structure. this way youll avoid 1 one man show.

And concerning the reduction of profits - my idea was to not make the structure give gains directly, but indirectly influence the corresponding OP. If you own an OP and 1 of these stations gets captured - the effectiveness of all OP regarding bonuses would be reduced by 1/6. The OP itself gives like 3/6 and each structure 1/6 - so by capturing all 3 structures you could reduce OP effectivity by 50%.

But yes - a ressource withing that structure is also nice - i just wouldnt want those structures seperated from OPs entirely.

Campana wrote:

As far as the OP is concerned, I like to have something to fight over, whether it be portions of territory, resources, structures, anything.

Agreed to no - rnd pve elements in pvp other then the npc that are usually around.

Concerning structures and areal control: we have that in place in form of the OPs but there currently arent real benefits.

So what could these benefits be when fighting for owned structures?

My approach would be to let OPs have 3 minor bunkers that can be fought for:

-only dockable for owner
-destroyable with re-gen to make certain dmg potential needed to destroy
-maybe not even dockable but having entrances that can be openen/closed
-that can be fitted with defensive means
-can be taken at any time
-have an alarm going off to the owner when being attacked
-allowing the owner to port into the structure for x amount cash per unit after 30% dmg is dealt and 50% is not reached
-reduce the OPs profits if owned by enemy
-thus work as a form of siegeing elements
-maybe reduce the max docking capability of the affiliated OP if owned by enemy
-

well - just a first idea...

PvP rewards as in items? Small scale artificial targets/aims/goals?

HELL NO! This hasnt to do anything with pvp  - all goals have to be integrated elements within the game world - otherwise the arena type of pseudo pvp sports would just ruin anything a mmo achieves to break loose espescially from those type of games.

If the underlying system: connected pve/pvp/area control/political system trading doesnt allow for valuable targets to fight for then the underlying system has to be changed.

To cure the obvious lacks of the game with elements that break the game even more would be just ridiculous.

94

(11 replies, posted in General discussion)

Dont forget to increase maximum overall speed then otherwise itl make the game feel even slower.

Bubba died in a fire in his trailer. He was very badly burned and needed someone to identify him, so the morgue called his two buddies Jim-Bob and Billy-Joe.

Jim-Bob went in and and said "Yep, he's got burned up purdy bad. Roll 'im over," said Jim-Bob. The mortician rolled him over, Jim-Bob looked at his butt and said, "Nope, it ain't Bubba."

Not saying a thing, but finding it strange, the mortician brought in Billy-Joe. "Yep, he's burned up real bad. Roll 'im over," said Billy-Joe. The mortician rolled him over, Billy-Joe looked down at his butt and said, "It ain't Bubba."

"How can you tell?" asked the mortician.

"Bubba had two ***," replied Billy-Joe. "Two ***? That's impossible!" said the mortician.

"Yep. Everyone in town knowed Bubba had two ***, cause every time the three of us went to town, everyone would yell, 'here comes Bubba with them two ***!"

I think Krupp didnt mean to reduce the weight of EW modules - but give EW bots a bonus to reduce EW modules weight on EW only.

docking up leet pvpers

1. The meaning of OPs shouldnt just be of financial nature.

2. Concerning PVP i think - anything artificial e.g. being locked up in an area by artificial means - contradicts the PVP thought since certain means are taken away from you. The more effective you exploit these artificial elements the more success you will have.

3. This leads to open pvp - whereas the freedom should be there to do so - not everywhere, but still in social plaaces. Keyword non-consensual pvp is a basic element since its pointless to fight someone who takes into account to die.

4. Behaviour should be rewarded or penaltylized as in creating several - factions relating to each other through their behaviour, outlaws whatever you call them - who again have some benefits in their areas, have to risk more as in being catched and are excluded from other certain areas.

5. It shouldnt solely depend on numbers - which is a hard task in a game where skill comes from intel and preparation, so maybe the different factions resulting out of behaviour could have certain influences on viability.

edit:

6. There shouldnt be any rewards as in items, but solely the idea of having defeated an opponent.

Thats right Container - but you wont reach:

Neither overpowered or underpowered:  Roams are mixture of different classes.

by changing its speed static.

Yep - and that's why my approach isnt static. Dunno if it will work - but you'll be able to brain test the new module Sid ;>