151

(23 replies, posted in General discussion)

i guess the Same DDos attack that crippled the Factorio MMO test on tuesday.

though, i have read about two big DDos attackes going on atm.

152

(5 replies, posted in Balancing)

there is no point in reducing the damage of light weapons against bigger targets.

bigger targets have more health, and can regenerate that faster.
(if you ignore shield mechanics)

153

(3 replies, posted in Feature discussion and requests)

+1

alternative, i would suggest that range extender modules add up to +10m base range ontop their current bonus.

that way they would be effective for small and medium, short and long range weapons. it would also push the usefullness of t1-t3 modules of that type.

Gekko wrote:
Annihilator wrote:

looking at the blog 
??
hmm

eta for DoF ingame?

ReShade? smile

got a preset for me?

ok, thats a word.

but answers only 1 of 4 questions

DEV Zoom wrote:
Annihilator wrote:

eta for DoF ingame?

It's just photoshop smile

dang fuuu
but the question is for real! why are post-processing filter so hard to add sad

now, for the patch:
why are you pushing the base hitsize of the existing syndicate bots lower, instead of nerfing all weapons dispersion by a factor of 2?

the later would have a good impact on weapon choice, since with max extensions it makes no difference if you shoot with a weak laser or an overpowered gauss, because neither one will ever miss, even without the usage of stabilizers.

the 10% damage bonus on the hauler is great.
with that, it will have effectively 4 firearms, compared to a regular mech with effective 4.4,
any plans to mirror that logic to the other existing industrial bots that currently have only 1 useless weapon slot?

example: Argano/Laird/Sequer/Termis/Gargoyle/Riveler/Symbiont/Lithus:

  • 5% laser damge + 5% laser cycletime for each level in thelodica robot control

  • 5% magnetic damge + 5% magnetic cycletime for each level in nuimqol robot control

  • 10% missile cycletime for each level in thelodica robot control

scarab should get a massive locking range bonus from pelistal, RoF bonus from Thelodica and Missile range from nuimqol (magnetic accelerated missiles)

and for the syndicate combat mech:
1m hitsize reduction is effectively... nothing. 7m - 1m = 6m

a maxed out pilot has
7° dispersion on T4 gauss and T4 EM gun,
5.6° with T4 LCL and HCL laser,
5.6m explosion with shortrange, 6.3m explosion with longrange missiles

to benefit from the demob resist, you need to fit a LWF + several Armor plates, and you end up with 7-9m hitsize
result:
this bonus does next to nothing, aside from lowering masking modules accumulator cost by a minor degree

looking at the blog 
??
hmm

eta for DoF ingame?

158

(23 replies, posted in General discussion)

did someone work on gamma bases somewhere?

159

(10 replies, posted in Q & A)

Gekko wrote:

Well, at least we have some drama smile

https://www.youtube.com/watch?v=316AzLYfAzw

Jita wrote:

I agree. Even advertising this game as an mmo at this point is at best a willful misrepresentation of the facts and at worst fraud.

well, even factorios multiplayer now supports 400+ player wink

for whatever money you can put up into a webshop, you should be able to afford your own shard of the game, with admin rights.

THB , i think they would make much more money that way, then with any other method that feels like a total scam, given the time they can currently invest in developing new stuff.

162

(16 replies, posted in Open discussion)

nah, that kickstarter goal there is only 5x the annual revenue of perpetuum of the steam-release year... AFAIK

163

(16 replies, posted in Open discussion)

well, the real time instancing is a given must have. thats similar to what EVE does, just less "static", and something that the perp-devs have missed to develop (perp consists of one instance per island)

the dual universe DEVs explain how they make a kind of LoD for data transfer between those individual player instances depending on distance. 
As far as i can tell, the game world will be DEAD, only populated by player and inanimate voxel constructs, as this dynamic instancing probably has an issue with persistant npcs

164

(16 replies, posted in Open discussion)

well, i meant that regarding the disappointment of the majority of the backers of the listed games.

Dual Universe wants to combine "space engineers", "minecraft" and "mmo" into a single-shard server.
Especially the last one is something i want to see before i believe it, since Elite Dangerous was such a downer in that aspect.

EvE online works, because they have that huge server-farm and the dice-roll combat - and they could grow for ten years.


And you are looking forward to unleash the productive creativity of those voxel-construction games into an MMO on a single shard. -
- well, i am looking forwad to see the destructive creativity of players like Syndic or Styx beeng unleased on such a game.

165

(16 replies, posted in Open discussion)

GlobalHawk wrote:

I bet after this game is launched, very few people will be playing Eve-online or Perpetuum, provided the game lives up to it's announced features.

you mean like "Elite Dangerous", "Star Citicen" or"no mans sky" ?

beating dead horse phrases that come up all the time:

more player will make the market work -> proven wrong
higher rewards on beta will increase pvp activity -> proven wrong
its a sandbox game, the playerbase has to create the content -> proven misconception
more player will make the game mechanis work -> proven wrong

how the hell do you expect the game to work with more player, when BY DESIGN, two competing forces cannot even play next to each other. by design not even friendly forces can do stuff well together (aka missions as a group).

and thats the issue i am writing about. that connection is as if you had to play several hours solitaire between every round counterstrike...

thats true.
the point is, to change PvE content, how its played to the same playstyle that you will get in PvP.

I wouldn't really look into "how EvE" does it, as that game has similar issues.

First change necessary - it has to make no difference if i shoot a hostile NPC or hostile Player.
- i need to be rewarded or punished equally for shooting a criminal/hostile entity
-- for that "criminal" or "hostile" must have a definition
--- for that you need to make player pledge to NPC factions or flag themselfs as "lawless"

a rather good example is the faction system in E:D, even though its not flawlessly implemented, and the stupid instanced gameworld.

Gekko wrote:

Remove PvP and most of the problems will dissapear.

I know that most of you oldfags want the PvE completely removed, totally same as in eve.

But the fact is, potential new players are often asking about PvE, and will they'll be able to play it if they aren't all in PvP.
So if choosing exclusevely between PvE and PvP, reasonable choise is PvE. In terms of marketing and player retention.

there is no need to remove pvp, it just needs to be connected to the pve part.

Dear DEVs, (or should i write Dear DEV Zoom, DEV CRM)

Factions - why do you have those in? is there a greater plan for them in, or are you mas0chists that have just implemented all of that because you saw it in "that other game"?

you present new player with three choices, create three different unique faction designs, and even make 4 different weapons (where 3 are almost identical).
Just to present them 3 empty stater zones that they have to progress through (alpha one's) that they can actually totally ignore once the join the factionless player corps (this plural fits, as they are mostly dead bodies anyway)

you implement 3 different resists and damage types for Rock-Paper-Scissors balance, just to negate it with a fourth damage/resist type that is initially the second worst resist for all, and due to npc fits, best to use damage type.
not to forget, you have a dimishing return resist scale, yet most robots are by default at an average of 50% resist!
and you wonder why everyone just fits armor plates and doesn't care much about resist holes.
they have to face PVP ammo anyway (does all damage types equally)

you implement a *** of tiers for each item, initially with different traits as in
- T1 basic
- T2 low mass, low fitting cost
- T3 higher ROF, slightly higher fitting cost
- T4 higher Damage Per Shot, higher fitting cost

yet, you also made it that the T4 is simply gives you the best Mass/DPS/Cost ratio of them all, and no robot ingame struggles to fully fit T4 in all slots, and stay accumulator stable with it, using only ALPHA strikes (you know, in that other mech game, you explode from overheat if you do that)

oh,
and you implement 12! different resources, with several of them somehow factional...
the faction restriction of materials should provide a reason to trade them, especially for waring player groups that have settled on different factional islands.
yet strangely enough, you cannot fit a single bot effectively with the resources from one island, if you would be restricted to that (resist plates require material from other faction, basics like repair and sensor amps are factional)
nor does anyone have to fight over those resources as the PVP island only resource(s) is not factional restricted,
and faction-ores are infinite availiable inbetween pvp zones on alpha

the most mysterious thing is,
with your low DEV capacities you got from the beginning - why did you seperate PVP and PVE into two seperate games?

ever since the day in january, six or seven years ago in closed beta, when i asked in chat "hey, can police towers shoot through rocks?", the game went down with bandaid fixes to prohibit M2S members from griefing defenseless player at the starter terminal.
first, you tried to fix police towers (removing LoS from the weapon)
then, they coninued by just alpha striking single targets with inexpensive gauss fit kains, using several accounts linked by ISOBoxer,
which then led to the syndicate protection all around alpha islands

why did you never consider that the fault was the absolution that came with the explosion for every sinner? you never considered forcing those to respawn at beta terminals, with lasting agression from Police towers on alpha? (At that time, accounts where limited by subscription and beta invites - in theory)

back to factions - you even changed the backgroundstory of the game so the pvp that was/is seen ingame (aka griefing) is supported by it. instead of making pvp a result of the conflicts between the three starter factions.

Tl;DR
question to the DEVs - why did you remove factions and law from the game and never repaired your bandaid fixes?

171

(21 replies, posted in General discussion)

and then comes from somewhere,
a not-so alone snythetic genital there,
and removes your gamma base from terrain
because he simply couldn't refrain
from showing up his epeen,
towards that lone perpetuum teen.

big_smile

172

(21 replies, posted in General discussion)

Ensireka wrote:

My issue is the 'area' they take up is large, however, the amount you get per tile is small.  So, if the area was shrunk and the amount per tile was increased by the same amount ... people with higher skills wouldn't need to switch so often.  I'm thinking along the sides of 30% tile area reduction and 30% per tile increase. 

Wasn't there a thread about how laboring mining (not liquids) / harvesting was in the first place?  Compare ore's vs liquids, most people gathering liquids will never need to move while the field is there ...   

-Ensi

the point is - this "inconvinience" is one of the factors that shall drive you to mine on beta, and gamma, where milk and honey flows for the minor price of higher risk.

we wouldn't have this discussion, if the DEVs didn't decide to remove the "grand" observer spawns from alpha (far weaker, assault and mech observers).
a single player could handle them most times, or just avoid them for a few seconds until it passed.
then they got replaced by these huge caravans with lots of bots, lots of industrial ewars, slowly creeping around and more anoying as anything.

at some point, they decided we need non-agressive npcs, like in a korean grinder mmo with barely dressed anime avatars.

now, they had to make this somehow attractive to do the stuff on beta...

173

(21 replies, posted in General discussion)

Jita wrote:

More alpha content bad

More beta content good

more black/white content is fail

174

(15 replies, posted in General discussion)

Jita wrote:

I do feel that the decoder lab functionality should be on beta too, the same as CT combination. Lower the efficiency of course but its a small and easy addition to beta living viability and station ownership.

indeed - we need more stuff on beta that is done within a single building, where the industrialist cannot ever lose it as he never needs to "set foot" on terrain for it.

have you never thought about how wrong it is that all of that is bound to ONE factor that you call "station ownership" ?

175

(15 replies, posted in General discussion)

Rolafen Azec wrote:

Decoders are not super sensitive to their level. Multiple low level ones are almost as good as few high level ones.

especially since you can use the horadric cube station to combine two lower ones to a higher one, right?