Other wrote:
Redline wrote:

Yes - PO starts to stink dead already. Times running.



I probably wont do much though but sit in the station and let my EP build while I watch the patch notes for positive developments.

Hopefully something will happen between now and then to make gameplay more interesting.

Low expectations but high hopes at this point

Yeah same here - its a good solid basis to start further development to bring some interesting structures.

To expand more and from a diferent view on my thought about breaking up the current system: i dont want no gankfest at all. You see - there are concepts out there where pve/traders and pvpers are fully inegrated - benefit from another and coexist.

Most of these system are based around cities with safezones in which trading and stuff resides mostly, open pvp sectors and competition like pvp sectors.

The different rulesets are not just thrown in there but are connected to real life like/percepted areas - town markets - outskirts - outposts.

It feels more natural, logic - the integration is much better. You have traders in the safezones, gankers in the outskirts and competition pvpers in the warzones fighting for outposts - and the transitions are fluent. Also you have more versatility - you have lots of ganking and pvp - but traders mostly never get targeted because a certain respect for the arose and they mostly reside in safezones - or the guards safe them on their way through the pvp-enabled outskirts.

Because people actually got more freedom and more opportunities people learned that its not wise to gank the ones selling you weapons, trading/crafting stuff for you or curing you.

On the other hand scamming and disrespectful behaviour was ensured to be condemned through the opportunity to embargo certain people - or simply kill em when theyve been asswhips.

The dynamics are so much more interesting and more mature. To achieve something like this is the ultimate goal in community driven games with interaction and social elements. because it has it all and doesnt exclude a certain playstyle.

Maybe thats the big difference to PO atm. The separation doesnt feel integrated very well, since the different ruelsets arent applied by some sort of believable logic or structures within the gameworld - but simply a teleport.

Yes - PO starts to stink dead already. Times running.

I know that its hard - they should get professionals. MO did it right btw - its raw - but works.

Your might about those two mentioned games - but the problem isnt the open pvp - MO suffers from bad codebase an really no content at all. Darkfall is more hack and slay.

Both games have very little to do with pvp except just for the sake of slaying somone.

Nice idea Jita - it could be a prerequisite to abandoning your mech in an escape arkhe - and arkhes in general would be nothing more then that - and the MK2 would be what the arkhe is now. Abandonend mech could be loaded up in a transporter only.

But anyway - it isnt hard to make the slots to unequip/drop selectable in terminals.

Hey Syn - well im talking of a reliable way to supply beta goods/activities - sure getting on beta and running around with a speed fitted group isnt that hard. we did that and farmed unharmed on DOM played hide and seek with m2s - as soon as we had a mixed setup - we been trapped sooner or later (NOP and DOM). If you get scouted as an intruder and enemies will come with a counter setup/numbers - the trip ends.

And sure - joining other corps would be the easiest way of all - but i think the game already has too less alliances or better - we dont like too big corp structures. Apart from that - remember where MO ended?

I'd like the idea of a green/red status evolving out of a combination of npc faction standings and self set colors.

If you were having this idea for the alphas - it might be hard to have this in place - since youd be dead meat as soon as you would to - lets say - the transport triangle if there be some kind of support for the victim from guards.

alliance/corp war on alpha would make it hard fpr smaller corps to survive - thats why i never talked about an open pvp implementation, but just the ability to die trying.

The thing is - something needs to be done - i see the pve faction leave the game because its very limited - and seen about 100 guys from affiliated corps leave due to the lilly *** restricted pvp system - contradicted by the fact that beta access is kinda hard for small corps.

At the moment the game forces you to: a) mine or b) join an anonymous pvp guild and scout at a station

Savin theres no loop with the need to fix something when its done right - doing it as decribed earlier would autobalance itself. And btw - that would be new content that brought a lot new players and kept the 75% that already left ater realizing PO is nothing but grind for nothing  since there isnt any sophisticated pve or pvp.

This game advertises itself as a pvp focussed sandbox mmo - so it should keep its promises otherwise itll fail. btw 2nd important rule in concept design - keep your promises.

No wraith there wouldnt be unprotected areas, just a decreasing density as a measure to reflect security increasing while getting closer so inhabitet structures.

And again - theres no talking about actually successfull ganking approaches rather the ability to fire your weapons at anythnig you can aim and to zone with a flag. Those 2 missing last polints are just crap.

If you implement decreasing pvp dmg like metioned above there wont be a problem with arms races - it couldnt be. Also you could prevent suicide attacks.

Letting attackers be something like a clever scripted mob with a still greately reduced possibility to succeed sounds like a fair idea for abandoned alpha outskirts. This has nothing to do with pvp rather then making the system more logic, more coherent, less immersion breaking.

Safezones at beta would be part of the concept the other way round. Its rather doubtfull that there wouldnt be more safe zones in a conflict zone.

As long as there are objectives like OP fights - and safezones are remote enough to prevent synch-whoring at OPs.

AFK Games --> that way.

Ok - have you read about the part with decreasing pvp dmg the nearer you are in social areas? This way even a heavy mech wouldnt kill an arkhe with 5 volleys.

Problem solved. Youd just need to connect the max dmg output value as a modifier to the decrease of pvp damage when coming closr to a terminal w/e - and the game autobalanes this itself.

Anyway - i just thought about that OP hacking minigame idea - make it a professian  -and even PVE could be more interestin when you have to hack the kernels to reveal their information OR to get them out of the PVE corpse. Hacking reqs would increase with increasing kernel quality, so that youd need a dedicated hacker for certain parts of the game - within your group.

@the motives for this simply is a well rounded coherent, non artificially devided system to not devide up the playerbase. To give people possibilities to try things. Thats what makes up a sandbox after all. I dont play a sandbox mmo to be restricted.

Not being able to defend myself against a greater number of enemies because pvp flags inhibit jumping - is a reason for me to leave the game - i never seen such bad design. Its gamebreaking.

And concerning OPs: giving them more fluff to build and defend is nice but the actual capturing is very lame atm - could be more interesting and meaningful - minigames to shortcircuit the internal computers etc.

Also - the gain from an OP would need to be more then just lame lvl3 facilities. Youd need a dynamic item system to make the crafter and OP have an impact on the quality of same tiered items. This way thered be items of the same kind with different item quality.

The current item system is again pretty lame - its like from another century. MMOs 10 years ago had dynamic item systems.

Actually - the list is so big - youd need an interconnected concept - which should have been there 2 years ago. If you come up with it now - youll see it realized in 1-2 years.

Additionally, any partial implementation of interconnected designs makes the seperate elements fail each on its own.

Well, they should get some help. Otherwise all those playermade ideas will break the game.

Well then the loss is too small when its that easy to do / even targeting at terminals (high density areas) could trigger the guards - you dont need no remote rep there.- or the internal balancing is faulty when you can kill somone in comparable gear with 1 shot.

If its more guys - then its a math task to make the loss for several guys hard enough so that ganking a weaker target doesnt sum up.

If it takes more then 1 shot - then players could even trigger the guards themselves like in MO.  and theyd insta kill the enemy.

You could also increase the armor - or decrease pvp damage according to the guard density. So - wheres the problem?

163

(9 replies, posted in Feature discussion and requests)

+rep

I think everybody agrees that there has to be more sand in this game - better and more interesting pve and fluff. Its not a secret.

DEVs focussed on pvp balancing/additions - now that needs to rest for the sand being adressed.

Unter dem digitalen Banner der Saeder-Krupp Heavy Machinery hat
der Drache verschiedene deutschsprachige Corporations Vereint,
um seinen Einfluß von den Alpha-Inseln auf die umkämpften Beta-Inseln
auszudehnen.

Wir sind die derzeit größte deutsche Corporation an aktiven Mitgliedern
und stehen mit anderen befreundeten, bereits etablierten Corps. in enger
Zusammenarbeit.

Wir sind für alle Spielinhalte offen, denn nur so können wir die Flamme
des Drachen zu jenen tragen, die sich uns in den Weg stellen.

Bekenne auch du dich zum Drachen!

Neben der blumigen Sprache in diesem Posting bieten wir ein erwachsenes
Zusammenspiel mit dem klaren Fokus aufs Beta-PvP. Den ersten Kontakt
bitte über dieses Forum per posting/PM oder ingame über jedes SK Mitglied
herstellen. Interne Foren und TS werden erst dann zugänglich gemacht.

Deal with the dragon and hail our enemies.

See Savin, you have no points. You own yourself, becasue you a liar - and the topic isnt improving pve - but bringing pve and pvp together.

But hey thats good if you disqualify yourself for everybody to see. Go on pls!

167

(44 replies, posted in Resolved bugs and features)

I havent had any lag in EU - so connection is pretty good. It must be the EU/US connection or the local ISPs.