51

(73 replies, posted in Balancing)

"stability" is not primary balance factor in PvP, neither is it in a multiplayer centric pve enviroment.

its kinda right to ask for loot tables to be looked at as primary work after this was implemented, but after questioning why "stability" does matter in PVE at all. (what do you GRIND npcs for?)

tbh,
armor repair, and accumulator recharge should be linked to combat status. make accumulator recharge and self repair efficiency higher when out of combat. something that makes a seth with 8k accumulator not have to wait 8 minutes to be ready to repair itself, and then wait another 8 minutes to be repaired, and then another 8 minutes to wait for the accumulator to recover from the repairers drain.

We have that nice "in combat" status blinking for everytime something starts shooting us, but only to prevent the ultra frequent event of someone destryoing his cargo content or log off while beeing chased by someone who is actually only interested in epeen killboard entry. (the thing could have been solved like they do in elite dangerous - you can't magically destroy cargo, you have to dump it into space).

about DEV Zoom's number regarding the weapon tunings:
1xT4 tuning equals 1xT2 + 1xT3 in damage increase.

not only do you need only 1 slot for it, in production you also pay one less t1 and t2 module.

52

(73 replies, posted in Balancing)

hmm,
btw, you wanted to have diversity between the weapons.

how about Lasertunings give you RoF bonus and no damage bonus? something that equals a damage bonus of a compareable EM tuning.

Firearm tunings could be RoF based too.

*edit*
oh and i totally forgot - the 1 tuning for great impact but high cost balance had a much nicer sound than "you need 4x t4 tunings to even notice a difference"

53

(73 replies, posted in Balancing)

btw, with the removal of cycletime bonuses from tunings, i have no idea how to pve with a missile bot. Assault nexus and range extender?

the promised higher arc for missiles LoS wasn't implemented, ever, right? so no shooting from cover either

54

(73 replies, posted in Balancing)

DEV Zoom wrote:
  • I have created an efficiency ratio difference between tiers (efficiency meaning what you get from the module for the accumulator used). T3 became the balance point, anything worse has efficiency below 1 (less useful considering energy used), anything up is above 1 (including T2+).

halt there
THATS basicly whats wrong with the overall balancing attempt do beginn with.
its good that you think, T3 should be the balance point,
but the execution is exactly the wrong way round.

1. T4 needs to have best impact but poor efficiency, or else its T4 or f* off
2. T3 equals
3. T2 needs to have best efficiency, but overally, less impact
3. T1 could be then same impact as

if you do not change to something like this for your overall balance, you will still have fitting ingame that only consist of T4 -> or you change the fitting costs accordingly

removing cycletime bonuses is a good idea, but IMHO you should put a cycletime differences into variants of the weapons.

Hi zoom
since you are tweaking balance and such stuff from time to time
are there any plans to tweak the visuals a bit more then just color filters?

i would have loved to use reshade for nicer looks, maybe some DoF or such things, but nothing has worked except changing everything into rainbowcolors.
and even when it didn't do that - the Perp-engine doesn't use z-Buffer at all

thats going offtopic.

my question is - would it be hard to tweak the **** camera to not be blocked by your own robot when you zoom in?
if you can't code a propper camera, can you at least make the robot fade out from view?

oh, and if you're at it, make your own robot not be a valid target to be clicked by yourself (i think it still does that)

*edit: oh, reshade now works, but still anything but color filters or AA wont work*

56

(73 replies, posted in Balancing)

imho, default resistances should be something like

0% : 0% : -20% : 0% .
and weapons need to be reduced to single damage ammo, and one chemo hybrid against plants.
the single damage ammo can have modifiers to range, damage, falloff and anything else but damage types.

57

(6 replies, posted in Feature discussion and requests)

the lack of such a feature is actually the reason why i have NEVER joined another corp in perp (except that one FAIL)

a propper alliance feature implemented would have solved this too - as anyone who has several accounts, could have created just a sub-corp with all its benefits.

BUT the important persons (styx, siddy, B.O.) said alliance feature would be BAD for the game... just like corp internal market fuuu

58

(73 replies, posted in Balancing)

Mroq wrote:

if you all (including DEV Zoom) count DPS in %...

I'm calculating dps increase in % factoring given variables using mathematics taught in schools.

According resistances:
9.09% vs 60% is enough of a difference worst to best without modificators. I agree with the fact that faction ammo is best in most scenarios with some rare exceptions. But the culprit here is ammo damage with all standard ammo having more than half of it as its racial type. This also makes pvp less of a rock-paper-scissors unfortunately.

oh,
and just to answer:
Such diminishing returns are also with plates, number of weapons and various other factors that dont need additional mechanics as standard math facts are enough here.
Accumulator rechargers are calculated exponentialy true that. But do they have exponential returns? Lets check!:
0 T4 accumulator rechargers = 504s recharge time
1 = 415,8
2 = 343,035
3 = 283,
4 = 233
5 = 192
415 / 343 = 1.21
343 / 283 = 1.21
283 / 233 = 1.21
233 / 192 = 1.21

but pvp is far away from rock-paper-scissors, when it comes to weapons+factions
and your right... the rechargers effect is proportional

59

(73 replies, posted in Balancing)

Before I start tho I need to say that armor resistance is the only stat with diminishing returns and is currently nicely balanced.

if you all (including DEV Zoom) count DPS in %... can you please do reveal the corresponding unit for hitpoints?

True, resists are one of the few systems ingame that uses dimishing returns,
but they only thing that is balanced about it, is that they are simple so balanced that they are negliable to care about.
at least i have NEVER EVER hear an FC call out "blue, switch to liquidcore ammo when you shoot those yellows"... and you know how long i have been around now.

i've run so many simulations, and except for some rare exceptions, the higher base damage of each factions single-damage or PVP ammo, outclasses any damage plus you would get for matching your ammo type with the supposed resist hole of the target - and in those cases, chemo ammo would do the same against all targets.

oh,
and just to name it, there are other dimishing return things ingame that are working fine, you just did never notice because there is an alternative that has exponential returns, doing basicly the same (increasing you accumulator recharge rate):

accumulator rechargers vs. aux. accumulator modules
exponential vs. diminishing

60

(6 replies, posted in General discussion)

Ville wrote:

So it has improved drastically, all you have to do is move to a real country with real internet and you can play lightning fast and enjoy quality content from great games.

says someone who blamed the DEVs with a *** for the crappy performance, before talking to his ISP...:fuuu:

AFAIK there are some AU player still there

61

(4 replies, posted in General discussion)

Grand Moff Tarkin wrote:

Thanks !!! I was looking for something like this !!

note that any fit that has a tuner in it, may be totally unusable these days.

aka full tuner seth fits or RR fits

62

(34 replies, posted in Q & A)

2 days left,
i hope zoom didn't mean the end of next year fuuu

everything alright? i heard hungary is usually hit by noro-virus outbreaks in winter, and i can imagine that this could knock CRM out for a few weeks, depending on the size of his family. (i can tell firsthand that it knocked my little family out @ christmas sad )

63

(15 replies, posted in Feature discussion and requests)

The reason for kernels beeing combat loot,
is to have something to trade between combat and crafting agents,
since crafting is a whole dedicated profession, not something you could learn nearby.
Thats perpetuums take at "beeing a MMO"

getting kernels as mission reward is as stuipid as having it as loot only.
every reasonably thought through gamedesign lets you gain crafting-knowledge and -skills by... crafting.

64

(15 replies, posted in Feature discussion and requests)

Line wrote:

Daily EPs
Daily RPs
Daily NICs
Daily Resources
Daily Robots
Dailiy Stuff
Daily whatever

No. Just no. Play the game, you lazy %#$%#

you forgot "daily pvp targets that wont run or shoot back"

Goffer wrote:

...
Anni I would gladly sell all corp stuff for 100Bil per item.

no,
if anything, the prices would automatically capped at NPC market rates. Anything else is unrealistic tongue

at least one who understands sarcasm these days
+1

66

(15 replies, posted in Feature discussion and requests)

yeah, but goffer - in perp is everything down to macros that do not require much effort to begin with.
it comes down to click on a certain icon on the landmarklist, a dedicated set of keybinds (mostly "space" for brainless alphastrikes at zero mana (accumulator) management) - and a loop of that.

beacon farming was implemented in a way that didn't even require any creativity to exploit (drop down lots of cheap beacons you can buy infinite number on the npc market, spawn lots of npcs in an instant that do follow aoe-explosion rules.. )

and then... a really wonky balance that is neither multiplayer, nor singleplayer friendly.
If i would be cynical, i would say, the DEVs are just milking the cow as long as possible, without feeding it. Just like the majority of f2p-p2w games you can find on steam....
But i keep telling myself that there is more to it

Dyllan  Green wrote:

...
2. Eliminate corp only sales posts, give us a free market!

+1
i will fully support the notion that any item put into a corp storage needs to be purchasable for EVERYONE on the public market.

with the engine rewrite, it was planned to have a scalable UI,
but AFAIK, that rewrite is as realistic as getting a brand new animated 3D-Object into the game.

69

(34 replies, posted in Q & A)

DEV Zoom wrote:

The plan is to release all remaining bots before the end of the year. This might mean that they will come in one big patch instead of two, with the associated balance changes.

given there are only three weeks left of the year, you could start with your announcement blog, scheduling the patch for christmas, so you can release it a week later on the 31th wink

jokes aside - any news? the release of the syndicate EWAR bots may come together with another mindbreaking EWAR balance change that noone has ever expected big_smile

70

(6 replies, posted in Open discussion)

i used to have SETI@home running on my PC years ago, until my mother presented me the electricity bill.

71

(4 replies, posted in Open discussion)

watched the stream for 5 minutes,
and tbh, watching a Supreme commander battle-record just on the tactical map is more appealing then looking at this waste of dx10 rendered visuals in EVE.

72

(15 replies, posted in Feature discussion and requests)

Goffer wrote:

If you spend NIC you allready get Kernel. The less NIC you spend, the longer will it take. If oyu setup a buy order for 100kNIC/Kernel you will see that there will be player farming Kernel again....

how do player farm kernels these days?
is it still macro grind that makes you bot explode either when your attention fails because you fell asleep from repeating the very same click order over more then an hour, or when your advanced screen-capture supported macro fails because of a random event?

i mean, how does it compare to the even more boring and simplified NIC-printing industrial (harvesting) missions on beta? (how many cycles is it these days for a symbiont to finish a lvl6 mission? 1 or 2?)

I would really like to get back into the game,
but at this moment, all the PvE content is on the level of the "Sandbox testing mode" of any game, that lets you spawn targets on demand

1. AI..
2. Missions
3. Loot

actually, all three are related so much together, that they need to be done within relative short time.
and with that, i dont mean 3 month inbetween.

Zoom is doing a relative good job in changing balance in a more advanturous way, but the reaction time is far to slow...

edit: added stuff

Rovoc wrote:

People were abusing it during pvp.  It would have been a smart idea to allow follow bots during pve.  Maybe something like "Cannot auto follow during pvp" or something, but that would be too tough for the devs to implement.  Did you think this was supposed to be an MMO?  Everything outside of pvp is supposed to be done solo.

what has "multiplay" and "solo" play to do with autofollow? neither one ever requires that feature.
the only gameplay that ever requires auto-follow is multiboxing, which equals "playing multiplayer content solo"

a few exceptions are game mechanics like the follow-mechanic you got in Elite Dangerous that makes sure a cooperative group is able to enter the same instance together, or town-portal scrolls in mmorpgs.

75

(11 replies, posted in Balancing)

Rovoc wrote:

Zoom feel free to contact me directly if you ever want me to test something or tell you what i think about the game.

your overlord has forbidden any contact of that sort.