101

(12 replies, posted in Feature discussion and requests)

Hot potato economics!  smile

Not using TF to make barriers would make single tile TF less usefull in getting around them.

People will use TF to create barriers as long as it's the best method to do so.

103

(12 replies, posted in Feature discussion and requests)

http://www.theguardian.com/technology/2 … tocurrency

Just say'n

One of the issues with Gamma is people are using terraforming as functional Walls, instead of using Walls.

Figure out why TF is better than Walls, and then rebalance.

105

(137 replies, posted in Bugs)

Maybe we should just go hard-hard core mode, where bots are on terrain all the time. No outposts, no logging.

Norrdec wrote:

However precisely because EVERY Gamma base was lost due to Dev interference or bugs, the entire game (assets, EP, everything) should be rolled back to the day Gamma released.

Grrr. So true.

Burial wrote:

I don't think the actual following ability is the problem here. It's too useful to just take away. It's the modules!

I agree, there is nothing specifically wrong with approach, but promoting team play with nice bonuses for boosting other players is good too. Just my opinion here, but if you nerf remote abilities because single players are running multiple bots, then you lose the 'good' game play portion of promoting team play.

By this I mean, if I'm an active player on the field and have to give up an arm slot and a locked target count to SA my buddy, it should provide a good bonus.

The trouble is the game can't tell if I'm a real person actively supporting my battle buddy, or a follow-bot providing automatic support.

Khadia Khan wrote:
Arga wrote:

There are plenty of actual uses for follow, such as not having to stop a roam while 1 person goes AFK.

Perhaps its a situation where the mechanics don't allow 'follow' and 'lock' the same bot.

Easy work around I follow gunner and lock khader. He follows Khader and locks gunner. whhhhoooooo battle buddies.

I don't want following 'killed', it just makes it slightly more complicated to use combat follow bots without effecting indy bots 'in transit'.

With either PVP or lock, a combat player can always just have a dedicated 'follow bot' as an intermediary bot. It would make more interesting engagements, since the 'follow bot' would be a prime target; do I need to explain why?

Personally I would prefer the lock, it's something that the player has control over; that is they can drop lock to follow if needed, where flags have to time out.

There are plenty of actual uses for follow, such as not having to stop a roam while 1 person goes AFK.

Perhaps its a situation where the mechanics don't allow 'follow' and 'lock' the same bot.

*Unpopular Puffin*

I prefer short bursts of intense mining to of hours of slow mining.

111

(1,455 replies, posted in General discussion)

Mrs Pickerel wrote:

Um, what is preventing the opponent from projecting similar qty's of destructive or defensive power onto the battlefield?

That's just the problem, there is something preventing both sides from projecting onto the battlefield, outpost ownership.

Why and how that's the issue, is covered in the previous 48 pages, basically it's a broken king of the hill model.

>.>

DEV Zoom wrote:
Line wrote:

AH-HA! Gotcha! big_smile Where is our presents?

Wait, doesn't that usually go the other way? big_smile

It's usually a value add exchange; you throw a Birthday party with Cake and adult beverages and we bring gifts. Usually cash because we're too lazy to go shopping.

114

(33 replies, posted in Feature discussion and requests)

An active turret still has to answer all the same balancing questions as the passive changes as well as all the 'turrety' problems from Gamma.

115

(1,455 replies, posted in General discussion)

Merkle wrote:

This is insainaty at its finest.  We now have low pop, with players who are willing to bend over backwards to get the game going again.

But, now is not the time to fix things?  We, Everyone, have already proven that we are not going anywhere.  Were staying here for the long haul.  So why are we now all of a sudden not wanting to take a bit, rather a small amount of time, to get the problem fixed rather then the band aid.

The patient is already on life support.  Throwing a band aid on him now will only prolong its death, I would rather be the smart doctor and fix the hemorrhage rather then killing the respected game.

We have a great Idea here, that both sides agree on.  Its several pages up, Lobo, and Burials Idea works, and fixes the problem.  It increase beta traffic and keeps Alpha and Gamma users sound.

What exactly is the 'problem' that isn't being addressed?

For me, the problem this is solving is force projection. Specifically the ability to use SpT tactically instead of strategically and I think it does fix it by requiring players to weigh the advantages of having SpT to location A over B.

Atticus wrote:
Norrdec wrote:
Atticus wrote:

I usually like your posts. This one is out of left field though.

I don't like the change based on what currently is and what will be.

Also are you currently playing?
I believe the answer is no. So, if you listen to yourself in your post I am quoting, you need to stfu.

Usually when he plays you get very busy playing something else for 2-3 weeks.

Boo.

That oughta do it, you may resume posting in 2-3 weeks.

Yes because Arga is a combat juggernaught. Fear his demobbing Riv MK II.
Oops I posted too soon.

>.>
<.<

Zenith MK II on Alt - but technically its still not combat wink

117

(1,455 replies, posted in General discussion)

I agree with Martha, I don't expect this change to create PVP. For me it wasn't about generating more pvp opportunities, it was about preparing the mechanics for the much antcipated population upswing.

The game may also be 'more tedious' at this point, but I see that as a population issue, because Perp isn't really a 'fun' game, its a game an 'accomplishment' game. Without a certain amount of population, acheivements are meaningless. (just to be clear, Not fun, doesn't mean it can't be entertaining, simply that it's not a themepark)

Overall, there's plenty of issues that still need to be addressed before the Perp is entertaining again, but just because one change doesn't fix everything doesn't mean that it didn't need to be done; and according to Zoom the Sloting is a fairly easy coding change, low hanging fruit, so it's not like this change is taking an inappropriate amount of dev time that could be used fixing bigger issues.

118

(1,455 replies, posted in General discussion)

Line wrote:

After a patch, you'll probably get some non-significant OPs that we will not gonna protect anymore.

This statement alone sums up the whole arguement, and that is exactly why SpT was broken, you COULD protect some OP that you didn't really even want because it was easy to do so.

119

(25 replies, posted in General discussion)

http://perpetuum-online.blogspot.com/

120

(25 replies, posted in General discussion)

They have the Arty, I forgot why they chose not to release it though - I think it was some kind of play balance issue.

The only way EP will be sold is when Perp goes on an 'off the rails money grub' just prior to the devs closing down the server.

122

(1,455 replies, posted in General discussion)

You should get a black Bot just like the tournament winners.

Ville wrote:

Arga, pants on head coalition is gifted with extra chromosomes.

Conventional wisdom says more would be better, but it's just special.

Atticus wrote:
Arga wrote:
Cassius wrote:

I personally do not think it will do anything towards fixing the original "its broken because" and I don't like the change.

How do you know you don't like the change?

According to expert testimony, it's impossible for someone who hasn't played with the mechanics to have any valid input, and since no one has played with the yet to be implemented changes, your opinion is worthless.

Or it's possible to reason with available data and form conclusions.

The good news here is that because SOMETHING changed, it's possible to say what it improved and what was made worse, and give the devs feedback so they can tweak it again. That's the job of the people currently playing, to give feedback on changes.

Doing nothing results in nothing.

I usually like your posts. This one is out of left field though.

I don't like the change based on what currently is and what will be.

Also are you currently playing?
I believe the answer is no. So, if you listen to yourself in your post I am quoting, you need to stfu.

Audience mismatch again.

What I was saying, is that it is possible to have an opinion "I don't like the proposed change" even though it has not been implemented, because humans are capable of using reasoning to predict future events. Your post just happened to have the seed idea that I needed to portray that reasoning. I don't need to be playing, that is experiencing the current mechanic, to know that the way it is implemented is bad.

Sorry you got caught up in my metaphor.

Edit - grmmers

Cassius wrote:

I personally do not think it will do anything towards fixing the original "its broken because" and I don't like the change.

How do you know you don't like the change?

According to expert testimony, it's impossible for someone who hasn't played with the mechanics to have any valid input, and since no one has played with the yet to be implemented changes, your opinion is worthless.

Or it's possible to reason with available data and form conclusions.

The good news here is that because SOMETHING changed, it's possible to say what it improved and what was made worse, and give the devs feedback so they can tweak it again. That's the job of the people currently playing, to give feedback on changes.

Doing nothing results in nothing.