151

(249 replies, posted in Balancing)

Burial wrote:

I'm trying to balance it against combat bots, the bots that newbies are likely to field.


What Ville is trying to say, is if you balance Veteren EW toward Newbie combat, then Vet combat is going to roflstomp it.

152

(21 replies, posted in Balancing)

I was thinking more about accumulator stability.

153

(21 replies, posted in Balancing)

Burial wrote:

Your example is wrong btw. Neither the Zenith nor Seth sees masked EW bot at 640m.

Can you even run a masker and active ew at the same time?

154

(1,455 replies, posted in General discussion)

Cassius wrote:

stuff

If STC was TRYING to get the SAP loot, you wouldn't be able to ninja it.

As with everything else in this thread, the examples your using are how it is now, with such a low population that NOTHING really matters.

Which is why my 'blog' was germane to this thread. How things 'work' now with a dozen active players isn't how it will 'work' with more; because I did play when there was 'more', and I don't want to play with 'less'.

155

(1,455 replies, posted in General discussion)

Cassius wrote:

Arga ... You have the ability to collect as many Saps as STC can ... Not owning an outpost does not make it impossible to collect Sap Loot.

There's a lot of room between impossible and unworkable.

156

(1,455 replies, posted in General discussion)

Shadowmine wrote:

*shrug* seems to cover that too

157

(1,455 replies, posted in General discussion)

Celebro wrote:
Arga wrote:

There are so many new sandbox MMO's in the pipelines out there that offer better ...


I still remain skeptical of these other MMO's.

*shrug*

Perp's been out 3 years already, look at how far Eve has come in that time (it's closest competitor). Eve's success is going to draw more interest to the genre, and it's only a matter of time until something releases to take advantage of that underserved market.

Wildstar is introducing some really good mechanics into the market, TheRepopluation is going to be a significant draw on the sci-fi pvp genre, and another handful of alpha's based on minecraft. Will any of these pull Eve players away, maybe not, but it's likely they will put a serious choice in front of people looking to enter the sci-fi sandbox; and these are the players Perp needs to get.

158

(1,455 replies, posted in General discussion)

Spark also makes it very easy to pop-over, scan fro SAP, then show up to collect the loot. How many SAPS is STC looting per day?

Not that it really matters. There are so many new sandbox MMO's in the pipelines out there that offer better ... well, everything, that with the limited staff/time AC is going to need a miracle to entice and hold any sizable population.

Sad face.

159

(32 replies, posted in General discussion)

Except we get black borders, instead of bots.

160

(32 replies, posted in General discussion)

Celebro wrote:

If its the black bots we after, give away 3 to the top 3 posters on the forums me, Ville and Arga. lol

+1

161

(26 replies, posted in General discussion)

Burial wrote:

Everyone who still plays!

Either way, this topic is not about this but actual suggestions about how to make beta SAPs less blobby and better.

I can almost believe everyone that still plays was there smile

One of the most frustrating things I found for SAPs was having to sit there and wait. I would hazard that most people that like PVP like when a fight breaks out over a SAP; it's just so few times when it acutally is a 'fun' fight.

It's about motivation, not the SAP Mechanics; other mechanics that change the motivation yes, but probably not the SAP mechanic directly.

If an opposing force wants to take an outpost, they will show up at each SAP with as many people as they can. It's just logical and expected that an FC that wants to win will take what they need to win; which is usually everyone (and most PVP people don't want to sit out of a battle anyway!!)

On the Defense, the same. An FC that wants to keep an outpost is going to bring everyone they can together to defend it.

Basically, SAPs will always be blobbed if the outpost is actually under contention. Small groups that just want the sap loot aren't what we need to be considering.

The reason why it's so complicated, is because they aren't 'fixed number arena PVP'. Not that it should be, only that because it's not, you can't compare SAPs to things like capture the flag or battlegrounds with multiple objectives. Simply because its almost a certainty that the sides won't be numerically balanced.

That leaves out something like having all (3) SAPs at an outpost go active. This just makes the need for MORE troops even more critical; for both attackers and defenders.

162

(26 replies, posted in General discussion)

Martha Stuart wrote:
Arga wrote:
Burial wrote:

Also came to the conclusion that it would stay the same regardless of Spark Teleportation or not

Who concluded this?

Everyone but you smile

You could say everyone in GC, but since Everyone wasn't in GC, then you can't be sure that it was Everyone but me.

And then the question would still stand, who was in GC?

Based on population, it was likely 4 people (64 accounts), which is hardly everyone.

In any case, if "everyone" agreed, it was a circle jerk of like minded people with very little actual debate, which hardly makes for a valid conclusion.

163

(26 replies, posted in General discussion)

Burial wrote:

Also came to the conclusion that it would stay the same regardless of Spark Teleportation or not

Who concluded this?

164

(1,455 replies, posted in General discussion)

Shadowmine wrote:

Not this again.....


Edit: And here I thought we were making progress....

You used an example that wouldn't be an issue. Just keeping you honest.

165

(1,455 replies, posted in General discussion)

Shadowmine wrote:

So you want to totally nerf the indy uses of SpT to slow down power projection by 3 minutes? If I spark to my gamma to hand someone a t4 geoscanner. it shouldn't lock that character from sparking for the next 4 hours...

...

You don't have to select a bot, it shouldn't trigger the timer. It still allows you to remotely manage.

166

(1,455 replies, posted in General discussion)

Sundial wrote:
Lemon wrote:

The difference between a Inter-zone and a Spking is quite drastic  for power projection and response. Interzoning is not only vulnerable to being physically spotted in the game world but it also has a limit on how much force can move across it at any given moment.

Again this is not for the players who have multiple accounts and leverage cookie-cutter fits but for the none-hardcore stream-lined corps and their members.

The main differences between interzone and SpT are their bottlenecks and where they can project power to.

Spark Teleport:
a. Must be able to dock at destination.
b. Must have set destination for spark teleporting at destination.
c. Must have bot ready at destination.
d. Must have 1000 nic lol
e. Destination must be an outpost within any range.

Interzone Teleport:
a. Must wait 180 second warmup time
b. Must wait 30 seconds between each individual player
c. Point a can be mitigated in advance by placing the teleport in advance. Placing in advance has drawbacks including being spotted by hostile forces and potentially wasting the teleport as well as potentially missing your target.
d. Point b can be mitigated in advance by setting up many interzones at once. Cost and distance restrictions between teleports is the limiting factor here. Of course you are even more likely to be spotted in this scenario.
e. Destination must be a teleport within range

All of SpT's power projection bottlenecks can be mitigated before power is projected (set your destination, have bots at destination) where as interzones provide no way to do this reasonably in advance without large tedious expenditures. The main advantage of interzones is the ability to project power to any teleport within range instead of any outpost that meets the restrictions of SpT. Regardless of this, SpT still comes out ahead for almost every use.


I think you forgot the combination of SpT and TP.  That is someone SpT into an outpost, then starting up a TP.

Allows a group to spark into the island, then straight to any internal TP without need an Inter-TP which is very bulky and expensive.

Edit: And they can have a large stockpile of TP's of both types in the outpost already

167

(55 replies, posted in Feature discussion and requests)

Burial wrote:

Good points Arga.

I personally don't think it's best for newbies to use bots that are not well tanked since they seem to get more hit than vets but if they are willing to pay out the NIC(ICE?) and field something as expensive as MK3 to gain just about equal playfield with damage against vet with MK2, I don't think it's nessecarily a bad thing.

What I'm really after is to make MK3 bots expensive, useful in certain situations but easy to kill, making vets lose quite a lot of NIC with each MK3 loss.

The -CPU and -reactor is something worth considering. I'll get my spreadsheets up again.

(I haven't played a newbie combat character for quite some time, but from what I remember, I didn't really need to go even close to maxing my fitting skills up for MK2 mech - heavy is another deal if I want some play room with fits)

EW MK II is especially sensitve to skills, but its more about 'what' you put in the slots then just being able to fill them that needs high EP.

Expensive glass cannons - maybe a little too situational? Also, a mesmer MK III with even more burst damage than a MK II would be ... well I wouldn't want to get Merkle'd by one.

168

(55 replies, posted in Feature discussion and requests)

Not pooh poohing here... but

The MK II superiority comes from having the advanced mechanical skills to fill the extra slot.

By making MK III with the same slots as MK I , but increased 'baked in' dmg, you're acutally making the MK III bot easier to use for new players, and reducing the benefit of maxing out CPU for example.

That said, if they were to reduce the CPU/ACC/Reactor of the MK III with the same slots as MK I, then that would again make them difficult to fit and achieve the 'not as good as MK II'.

169

(1,455 replies, posted in General discussion)

This has really been the issue all along, and SpT just makes it worse.

Doesn't matter if it's STC, CIR, or M2S, if it boiles down to corp/alliances having the power to give or take away beta access to other corps, then the game is simply broken. Either it is allowing these corps/alliances to become too powerful or it's not allowing new corps suffcient opportunity to 'earn' their place.

Of course, I'm leaving alot out of this, because I simply don't have time to repeat myself.

170

(1,455 replies, posted in General discussion)

For those thinking that reducing the Epi harvest to a total of 3-4 termis loads per day will generate huge profits, it won't, it will just make production impossibly expensive.

171

(1,455 replies, posted in General discussion)

You're welcome to this hot mess.

I'm not going to bother typing out the 3 paragraph explaination about how reducing the epi mining area to just beta is going to make it 200% easier to scout, or how 'fast travel' is going to make it very easy for harrasment squads to prevent players from mining.

I'll just sit back and wait for the complaints to roll in.

@sun/ville -  just enjoy the ganking now and the 'told you so' later smile

172

(1,455 replies, posted in General discussion)

Sundial wrote:

Consider you are watching the terminal, are you going to stop your op everytime some person sparks in?

And this is why just increasing the PVP timer doesn't fix all the issues.

Remind me again, how many probes did we kill in the 'Probe wars' with arkhes? Yes, they adjusted that, so you'll need a cheap light bot instead, but the kill to value ratio is still in attackers favor.

Shadowmine wrote:

stuff

So, why is it so hard to think about undocking and walking your mech when your spark is on a timer...

)

Shadowmine wrote:

Would everyone please raise their hand who thinks living on gamma isn't worth it anymore? I will help you move back to alpha....

I'm a visionary, and have this bookmarked.

I will direct all future btching about how hard it is logistically now to live on gamma to this statement.

*The irony here, is that the logistics of moving someone off gamma is a PITA too, just in case it was too subtle smile

Tux wrote:

Because when you colonize a gamma island ( have terminals and facilities) and you expand that colony you need to be able to do so by mining the minerals that are present on that island <~~ This is the way it was intended to work from the start.

I disagree. I think it was intended that corps would have to maintain a presence on beta, or build an alliance with a beta corp for continued access to epi; which they will need for bots and modules anyway.

As I mentioned before, it really came as a surprise when epi was available on gamma in the first place.