26

(0 replies, posted in Balancing)

So currently you can pick what attributes at the beginning depending on what you want your character to focus on Combat Industry and Logistics you optimize that mix depending on your characters goal in perpetuum.

I currently find the attribute system obsolete because it all revolves around the time investment and propose it be eliminated leaving players the choice of simply which mega corporations robots they would like to use.

Every extension choice you make comes at an opportunity cost but I propose cutting some of that opportunity cost so should a character change their career choice later on in game they aren't at a complete disadvantage for where they chose to focus their skills originally.

27

(268 replies, posted in General discussion)

http://www.youtube.com/watch?v=NN8YWHrA5ew&t=2m14s

28

(268 replies, posted in General discussion)

I wanna know who In NA was doing this fraud and why they were holding out on the money

29

(21 replies, posted in General discussion)

Industrial players pvp on the market and deny resources to other players

whoa am I in corp discussion

holyshit I represent my whole corp even though I don't do ***

More islands less arkhe scouts thanks

32

(31 replies, posted in General discussion)

Slow robot speeds are a huge obstacle in this game
compared to EVE the larger ships are viable because they have warping

the only comparable solution to that in perpetuum is mobile teleport units and those are too massive to be useful for small scale operations.

The implementation of player built roads or accelerators that act as a fast travel point between areas allows greater distances to be covered and not forcing ewar bots to be the only way to get across an area in a reasonable amount of time

33

(11 replies, posted in General discussion)

robots bumping robots perhaps?

Shield on Shield repulsion?

34

(31 replies, posted in General discussion)

Complaining about people that do not have lives on an internet forum is the pot calling the kettle black if I've ever seen one

35

(6 replies, posted in General discussion)

In all fairness when I start pvping I'd like some way to stay anonymous on killboards or off of a killboard all together

36

(31 replies, posted in General discussion)

Arkhe scouts on every teleporter

37

(229 replies, posted in General discussion)

Savin wrote:

Arkhes and assignments.

Even more free stuff if you're in a large corp.

What is this large corp free stuff where does it come from?

What makes it free?

38

(229 replies, posted in General discussion)

Savin wrote:

Weed: "more combat" adds neither depth nor complexity, just more combat.

For more depth, there would be alternative methods- political, economic- of hurting your foe.

For more complexity, you would have to make additional considerations before opening fire on someone: how would it affect your credit rating/alliance/income/relations?

Red's idea of a third zone is a great idea. For that matter, so is PvP on Alpha if real risks are introduced.

Could someone please explain to me how, in a game with unlimited resources, free bots, and free cash, there is "risk" in PvP?

explain free bots and free cash

39

(229 replies, posted in General discussion)

Savin wrote:

I have to say that it's a serious disappointment to me- I think this game has a lot of potential for depth and complexity, but it looks as if it's rushing towards the lowest common denominator.

Eh, as you said, that's life.

Depth and complexity is lost by adding another variable to life on the alpha's?

What?

40

(229 replies, posted in General discussion)

Wraithbane wrote:

You might wish to re read that post, as it was Other who used the STFU, not I... My response was the Provoke Failed perhaps you need more EP in that extension?. ^^

Ok it was other that said that I am mistaken. But the usage of the term gankers and griefers is still a negative term used against pvpers so you are still speaking negatively of a playstyle that differs from yours. I have not seen the words carebear thrown around in these last few pages so you could give players that PvP the same courtesy

Wraithbane wrote:

Next, that past history I refer to is the experience over years of various designs and their various degrees of failure to prevent ganking and/or griefing.  The other variable is the open ended time commitment on the part of the Dev's that many such systems required. In some cases they just threw up their hands and let nature take its course(not a good course for many games these days).  Over all, only a server side flag has been shown to prevent ganking/griefing. PvP Yes, or PvP No.  Its the gray areas that shade off into the "possibilities" some are so fond of that are VERY difficult to get even close to right.  Not to mention the continued time commitment required to deal with them.
No matter how clever people consider themselves to be with these systems, it almost always turns out that even more clever people find ways around them. Then the Dev's end up spending time patching that, and the next and the next... There is a clear pattern here.
No one said that mining, hauling would stop completely. No doubt some would continue. But at this point in the game, I suspect that many would simply leave. There are many, MANY options for players these days.  Losing players at this point of the game is NOT what we want.  Yes, yes I know that some have already left because they didn't have sufficient "options, challenge, risk"... But do we really want to make matters worse at this point?

Switch the game to PvE only and make it free. You now have a self sustaining system that will attract as many players as possible now that the devs have the player base they can introduce a $ for ingame goods and services exchange to generate revenue.
You now have a self sustaining money maker just make sure you patch the game with more difficult dungeons every few months.

Making Arkhes something that cannot be sold or traded would also be a solution

Currently with no actual death penalty arkhe scouts can be recycled with ease no actual loss to any player

I propose that by increasing the radius that you get dumped out of a station/teleporter thereby being able to kill the arkhe without requiring a massive alpha strike capability and it allows you to control the area you occupy a little more.

43

(229 replies, posted in General discussion)

christ thats a long read. Im going to say thats worth an entire thread by itself since it distracts from the original argument presented in the thread

44

(229 replies, posted in General discussion)

Wraithbane wrote:

"Constant personal attacks towards individuals"? Thats a rather broad generalization. Is that in some recent posts, or all posts? Are you perhaps refering to my teasing Other about his attempt to provoke me? That was a rather measured response on my part(and clearly indicated to have been made with humor).

Saying Shut the *** up and let the adults talk is calling someone a child implying they are beneath you unless I have misread what you said.

Wraithbane wrote:

As for assumptions, I'm as guilty of those as anyone. Also of using past history as a guide to the future. But that is what we humans tend to do, as we go about our daily lives.

Being guilty stills makes you guilty, you haven’t presented any of this past history but rather imply what happens without backing any of it up also this is not an argument about the behavior of humans.

Wraithbane wrote:

So, all levels of player competition are, or should be equal? The ability to gank miners and haulers, should be allowed, because of competition in the market sector of the game?  Do you really consider the two examples to be equal?

I never said the ability to gank miners and haulers I said the threat of PvP I gave no details leaning one way or the other on implementations of a pvp system on the alphas that goes outside of the current pvp flagging system.
Market competition and on the field competition are both fights for a time investment both can end in small or massive losses depending on how risky your investment to either is.

Wraithbane wrote:

You answered your own question in regards to non consenural attacks. In the market competition, all parties consent to take part(by virtue of being in the market). In the PvP area, unless the player is on the Beta island, they have not consented to take part in PvP.

All players take the risk of fighting on the market due to the interdependency that this game sets up I do not see why it is players that compete against players in the field do not get the same opportunity for competition based upon their time and EP investment.

Non consensual Market and Rescource competition exists on the alphas and betas
Direct Combat competition only exists on the betas and in the consensual pvp flagging system

Wraithbane wrote:

As the rule set stands now, there is something for everyone. If one wants to mine, haul, PvE then stay on the Alpha Islands. If one wants to PvP, then stay on the Beta Islands. Thus everyone gets what they want(except for a small percentage, but then making them happy, makes MANY others unhappy).

Where is the number?
Why does hauling and mining stop completely if the rules change no one here has said that a complete industrial side freeze is the goal.

45

(5 replies, posted in Feature discussion and requests)

what does the player that uses this stand to lose in exchange for this capability?

46

(229 replies, posted in General discussion)

Wraithbane wrote:

"Creating"?? The game is *already* two separate games.  You have the miners and haulers, and PvE types on Alpha, and the PvP and ganker types on Beta.  Thats all the "balance" we need in actual fact.  The game can be evolved rather well along those dynamics, and the story line I've out lined would back stop that rather well.   All of this nonsense about "options, and risk, and challenge" is just code for wanting to be able to gank miners and haulers, and ruin other players experience.  I find it difficult in the extreme to believe that some of you aren't aware of this, and its implications.

The game does not exist as two separate games unless your actions include exclusively driving around in light bots with t1 fittings you are competing against someone.
Every action in this game is a competition against another player unless you exclusively use light bots or arkhes with t1 equipment.
This is an assumption also what authority do you have that decides what balance is needed?

Wraithbane wrote:

Attempt at provoke failed... Perhaps you need more EP in that extension? <grin>

Other, lets be realistic here, and look at not only past history, but the dynamics involved, shall we?  What at its most fundamental, is the natural CONSEQUENCE of allowing these changes in the rule set that some of you are advocating? Miners and haulers get ganked, and PvE types have to deal with PvP types, when they clearly do not wish to(other wise they'd be over on Beta).  One doesn't have to look very far (that history thing...) to realize what the very possible motivations involved are.  Now shall we continue this discussion in a more civil fashion, or are you going to waste more EP in that extension? ^^

What is this past history?
Why is it bad that players that engage in all but one form of player competition now must pay attention to the potential all forms of player competition.
If I do not wish to engage in market competition why am I not given the luxury of free robots of my choosing?
Instead if I choose not to interact with players I must run transport missions in a light bot perpetually or roam the alpha islands not shooting at or mining anything because that would deplete a resource and time investment that another player values

Wraithbane wrote:

Ah, the sacred "sand box"... Have you ever seen what happens in the typical "sandbox"?  Not only do the Dev's end up having to protect their business model(think about the evolution of Concord in EVE), but they have to waste valuable time(and believe me they never have enough of that resource) on dealing with the on going antics of the gankers and griefers.

The time investment on the Devs part is not the most efficient one if the game is not being developed into a play model that advocates real world currency exchange for in game goods or services the game is now inherently flawed because it does not use that business model.

Wraithbane wrote:

Why? Because such types make up a SMALL percentage of the player base, and they tend to drive off many other types of players unless checked. Thats NOT good for the companies bottom line. Make no mistake about it, in todays gaming market, the closer a game is to a "sandbox", the more narrowly it niches itself. Thus limiting the profits to be made, and also the expansion possibilities. In a very real sense, such games become self limiting to the extent that they stay "sandboxes".  Is that what we want for Perpetuum?

Once again if the bottom line is the primary focus a cash for ingame goods or services system should be implemented

Wraithbane wrote:

Exactly. We are not asking to inflict our play style on the PvP types I might note(they are more than welcome to Beta). To the contrary, they are the ones advocating inflicting their play style on us. Not to mention that some fly off the handle when one mentions the obvious motivations of some. ^^

What are these obvious motivations?
Your playstyle is already inflicted on players that engage in all forms of player interaction due to the influence of the market

Wraithbane wrote:

First in the market sense, you are not out NIC, because you still have what ever it is you wished to sell.  If you can't compete with that item, then try something else.  If its time you are worried about wasting, you are in the wrong hobby. MMO's are infamous for costing a LOT of time to take part in. ^^

You are out NIC because of the transaction fee.
How can you tell me that if I cannot compete with a player I should do something else when the threat of further player competition on equal fields will apparently ruin the game?
We both make time investments we both participate in the market but participation in direct nonconsensual combat is a no?

Wraithbane wrote:

Adding the ability to attack people farming a given spawn, would have no doubt interesting consequences... Such as larger and larger numbers of people at the spawn site(ganking anyone who comes near). That may sound like "heaven" to certain types, but believe me, it gets OLD fast. Not to mention the spill over to miners and haulers. Making it possible to ruin others play experience, doesn't make good business sense, nor is it necessary.

No one said anything about spawn sites being free for alls against players who enter them, even so what is the difference between shooting npc’s over and over again as opposed to shooting players over and over again. Would these both not get old fast?
Being undercut or over bid on the market ruins others play experience but this is ok?
Once again business sense comes down to making the game into a $ for perpetuum goods and or services system.

Wraithbane wrote:

This is not flying off the handle?
Other:
"You suspect my motivations?  I suspect your motivations.  I think you just want a futuristic version of WoW.  Maybe you're a Chinese NIC farmer building up your reserves so that you can sell it through third party websites full of malicious software.
Try to make an intelligent argument instead of casting aspersions or STFU and let the adults talk.
kthxbye"
It certainly has all of the ear marks of such... Including the final kthxbye, and STFU...<face palm> ^^
Notice my remarks have always been general(not directed at anyone in particular), and include "suspect" or some such. You took yours personal. Notice the difference?

You accuse people of assumptions and talk of intelligent arguments but you are making constant personal attacks towards individuals.

47

(229 replies, posted in General discussion)

The use of the word innocent unfairly paints a player that does not engage in direct combat as having the moral high ground when they are actually competing with other players on all other fields.

48

(229 replies, posted in General discussion)

Savin wrote:

So, if I spend 50,000 EP on combat extensions, and 5000 EP on industry and harvesting, I'm not combat specialized? If you really believe this, you're splitting hairs.

The example you are making hear is a combat leaning player with an smaller industrial leaning ep investment they are specialized for combat but they are not an extreme 100% combat specialist the same way a person who has 50,000 EP on industry and 5000 EP in combat they are industrial specialists with a slight lean in combat skills so they can collect lower lever kernels by themselves or higher level kernels in a group either way their respective specializations will lose out in a pure combat or pure industry scenario against someone who has invested 55k EP in combat or industry.

Savin wrote:

Yes, I advocate this for high-level gear, but not basic items.

Pure Combat characters cannot build basic items at the efficiency that Pure Industry Characters can

Savin wrote:

At no time did I ever write this.

This was a point I was making regarding EP and Robot fitting investments that at the extremes make you vulnerable or unable to do other things

Savin wrote:

This is called reductio ad absurdem, and a really poor move on your part. I never wrote such a thing, and you look like a fool for claiming it

I never said you wrote that but I suppose that I should change my statement from “cannot” to “cannot do as well as” because of the basic mining harvesting and weapons usage skills every spark receives.
But your  statement on the  your claim that 15-25 year olds seeking to ruin the game with combat is an ad hominem attack and so is calling me a fool for that matter.

Savin wrote:

Exactly like the real world, isn't it? If you specialize, then you can go much further in your chosen field. If you don't specialize, you can do many more things, but none of them as well as a specialist.
Now, please try rereading, and notice I make two points:

  1. Half of this is already in-game: industrialist are unable to use the gear necessary to farm high-level NPCs.

  2. because only half of this is already in game, combat specialists do not have to rely in any way on industrialists: yes, having them around is very convenient, but never necessary.

  3. On the other hand, industrialist characters must rely on combat specialists to provide high-level kernels and items, because they cannot gather them.

People in the real world that specialized in manufacturing are now jobless. Perpetual motion does not exist in the real world and in the real world it is fully possible that I will get the hell beaten out of me for any or no reason at all at any time trying to compare a video game to the real world is comparing apples to oranges.
Regardless your point only repeats what I have already said

People that specialize face the weakness of specialization a Person who is exclusively industry must rely on other people a person who is exclusively combat must rely on an industrialists if they want better items to compete against other players and to shorten their time investment.

Industrialists are absolutely necessary to the game unless everyone sticks to lightbots and t1 gear exclusively for that reason kernels will flow to industrial specialists who have either financial or help from other players the same as t2-t4 gear will flow to combat specialized players who have the money or provide assistance to players to get said gear.

Industrialists are depended on for the following reasons; their ability to build and their ability to build efficiently which in turn reduces the time investment spent shooting NPC’s or gathering the resources necessary to build.

Time is an important factor because time exists outside of this game as a factor for doing anything there is a limited amount of time that people are alive for and as a result getting things done faster as opposed to slower and in turn giving them more time to do other things before their own lifetime is up is the most valuable commodity available to someone who isn’t suicidal or in turn possess a fetish for doing things slowly.

A combat specialist player alone will only have lightbots and t1 gear at their disposal due to npc sell orders if industrial specialist players left and industrial players alone will not be able to build higher quality gear if all the combat players left their relationship is symbiotic.

Savin wrote:

I never said they did: please reread. What I wrote was that adding PvP to the Alphas will not solve the problem of spawn camping.

You just posted this

Savin wrote:

But even then, let's face it: there's a large portion of the 15-25 year-old crowd whose definition of fun is to ruin the game for others, so even if it costs them, they'll continue to do it. There will always be more gankers than vigilantes.

If pvp outside of consenual flagging is enabled on the alphas are you not saying here that the said large portion of the 15-25 year old crowd that you later refer to as gankers will ruin the game for others?

Savin wrote:

Nice try, but no. Or did you forget that they get free robots? If you have 80K EP in combat extensions, it doesn't matter if you're in an Arkhe or a mech: you'll have no trouble camping spawns.

Do you have a number supporting that claim? That with the one turret that and 400 ammunition and 3.75 U of space you get on an arkhe that you will be able to camp a spawn no problem

Savin wrote:

I think you need to look up "force"- people are already playing this way, but there's an imbalance between combat and non-combat characters. I'm only suggesting that the rewards be commensurate.

Definitions 2 and 3

People play this way because the rules of the game force them to, patches that change game mechanics force players to play another way by definition.

A change of any in game rules are forcing players to change how they play

49

(229 replies, posted in General discussion)

Where are you getting this age number for people who's definition of fun is to ruin the game?

Why is it that only direct combat pvp ruins the game but spawn and market competition does not ruin the game for someone?

I try to sell/buy something at a certain cost but some one outbids me past my break even point I lose time and money, the exact same thing that happens if I engage in combat and lose.

Adding pvp risks to camping of alpha spawns does make it worthless because then players have to factor in the now increased chance of financial loss if they lose their ship by staying in a popular high traffic area be it for kernels or resources.

You are trying to force players to be complacent with the way you want them to play.

With that playstyle being engaging in non-consensual Market and Spawn PvP on the alphas and non-consensual combat only on the Betas

why would anyone risk losing a ship for a 10 - 20% increase vs the rewards of a low risk moderate return of investment on no / scheduled pvp islands?