Redline wrote:

Yes - PO starts to stink dead already. Times running.

I've got a one year subscription...

I probably wont do much though but sit in the station and let my EP build while I watch the patch notes for positive developments.

Hopefully something will happen between now and then to make gameplay more interesting.

Low expectations but high hopes at this point

Guess I should have done a little more of a study of the game mechanics before springing for a full account...  my fault I suppose.   The game feels too linear to me right now, and it seems that most of the community, at this point, is pushing for an even more linear playstyle.

Savin, have you ever played Eve Online?  The structure of this game more closely resembles that than any other game. And, it's not a gankfest, but there is some ganking that happens.  With some tweaks they could easily shift the balance of secured area PVE vs PVP that would more favor the PVEers.

PVP can be effectively done in PVE areas without it being a gankfest.  Yes, it will cause the Devs to have to be proactive in managing their product but, if they aren't proactive in ALL areas of the game then it will be broken anyway.  Eve has experienced hundreds of exploits that cover everything from macro mining, pvp, the market, pve and everything else.  Exploits aren't unique to greifers and, greifers aren't unique to pvp.  If the Devs are unable to proactively manage the game then its doomed to failure anyway as plenty of non-PvP exploits will be found and need to be patched up.

The problem I see with this artificial wall between PVP and PVE is that it is extremely restrictive on the sandbox nature of the game.  It closes all kinds of opportunities for building your own playstyle that is the attraction of sandbox style games in the first place.

In its current form you have very limited options on what you can do as a "career" in game.  Mine, harvest, build stuff, PVP, or farm NPCs.  Those paths don't vary much in their application due to strict rules in place regarding player interaction.  The whole point of the sandbox style game is to have fairly loose rules that intelligent players can exploit to improve themselves.

Those exploitations can generally be measured by risk taking.  The more risk you take and the more creative your approach, the better you do.  In its current form you can either farm Alpha islands with almost zero risk or go full on combat PVP.  There isn't much of an in between, no shades of gray.

I prefer industry over combat but, I'm bored senseless if the only form of risk comes in the form of some kind of random NPC that might cross my path while mining.  Or, I can try to hop onto Beta to attempt to mine and be insta-ganked within seconds of teleporting.

With the majority of the population sitting on Alpha islands with little risk and the rest being mostly self sufficient on Beta Islands there wont be a market to speak of.  I'm limited to nothing but the constant grind of mine, harvest, build, sell (if I can actually find a buyer).

PVE content will never create enough material turn over to support any sort of market system that would be a viable career choice.  The Perpetuum market will more resemble that of WoW than a full on sandbox MMO.  PVE players for the most part know what content will cause them to lose their gear and avoid that until they've done the grind to build the equipment they need to be able to handle it.  The only option that I can see is Bind on Equip or Bind on Pick Up items like World of Warcraft.  I think everybody in this forum would agree that WoW is not a good direction to send this game.  Besides, there's a new Star Wars MMO coming out if people want WoW in space.

That wall between PVP and PVE is really only suitable to linear style MMOs like WoW.  IMHO it will break a sandbox style game at some point.  And, the less active the market the sooner it will break.

It's not a zero sum game as far as open pvp goes.  PvP elements can be mixed into 'secured' parts of the game without the greifer types dominating it.  You just have to build game mechanics that fall somewhere on the scale in between the gankfest games and Farmville.

And the PvP flag system is silly on Alpha islands.  Flagging would be the equivalent of a self destruct button.

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(26 replies, posted in Balancing)

Glorion wrote:

A true griefer?! I have 3 accounts. 2 are termis miners, and one is sitting on building up it's EP. So yeah, watch out, I will GRIEF you bad with my mining lasers!!!

Do you understand economy? Lets start simple. Supply and demand. What happens when noone pvps and you have access to all resources in abundance? You become self-sufficient (easy access to resources + never losing you bots). After a while, EVERYONE becomes self-sufficient, and the economy is dead.

Well done, squire, Well done! Should your ideas be included in the game, we now have a dead economy.

The game is designed for player interaction. Hell, the damn genre of the game is based around player interaction. You are so naive when you say "making parts of the game available only to the hardcore 12 hour a day players with half a dozen accounts; some of us play MMO's as a hobby." Join a corp of like-minded people. Then your problem is solved. But dont you dare *** that someone who plays this game "casually" and solo, cant compete with those that play "12 hours a day" and in a corp.

TL:DR - Dont be dumb and naive.

+1

Things have to break and break often for there to be any point to having an industrial toon.  There needs to be a reason for people to risk getting their stuff blown up, whether combat toon or industrial toon.  Otherwise the game becomes nothing but a resource grind.

If I wanted to play Farmville then I would play it and save myself $9.95 a month in the process.

I disagree that pvp on alpha islands isnt a legitimate solution.

Eve's business model is working fairly well for them.

The biggest complaint that i've seen in eve are the non-consensual wardecs in high security space.  There should always be nasty repercussions for non-consensual pvp in high security areas.  But, to eliminate it completely removes a large portion of the sand from the sandbox.

I think CCP could resolve the problem of needing that large of an isk sink by getting a better handle on the macro miners.

I don't feel like this game can be legitimately be called a 'sandbox' mmo if you have that total separation of the pvp and pve players.

And, like i said before, i'm not a pvper.  I rarely undocked in eve with a ship fitted with any kind of gun.  I do enjoy having to play smarter than the meatheads that enjoy greifing carebears like myself.  The unpredictability of other players being thrown into the mix of potential dangers adds a level of gameplay that no amount of programming can equal.

Maybe a lower security area would be a reasonable compromise, as long as it isn't the disaster that lowsec in Eve has become.

Savin wrote:

This is a very good point, Other, and it needs to be kept in mind.

I think you could introduce some sinks without much trouble. For example, what if any corp that held an outpost had to pay tribute or rent to the mega-corp back home? Every week, they would need to send home X units of resources or tech; if they did not, the landlord would shut off the lights, or evict them.

Of course, to be fair, the benefits of owning an outpost should be increased as well - but those benefits must be tied to economic PvP: only a PvP corp could provide the resources, but only a PvEer could use them.

If robots and equipment aren't lost on a large scale then, from creation to destruction, you've mostly cut manufacturers out of the life cycle of the currency.

Here's a question...

Why is it worse to be blown up by a player rather than an NPC?

For the market to have any importance things have to break and break often.

The market has to work if you're going to be an industrialist.

If equipment and robots are not destroyed at a very fast rate by either NPCs or players then either industrialists will be a very small niche of the game, ammo will need to be very expensive and require an extensive skillset to create or, the developers will need to constantly add more and more powerful robots which, as i explained earlier is game breaking.

So, if you want industrialists to play a large role in the game, whats better, to be blown up by a player or an NPC?

Wraithbane wrote:

Just what is this "PvE problem"?  The fact that people can go about their business un attacked on the Alpha's? That's only a "problem" for those who want to be able to attack miners and haulers, and everyone else who doesn't choose to go over to the Betas.

I'm not looking at it so much of a playstyle problem.  I'm looking at it from a market pvpers perspective.

At some point the industrialist's equipment needs to be destroyed to create demand.  You need an extremely large NIC and equipment sink to keep markets moving.

It's a double edged sword if you think about it for Alpha island manufacturers.  Currently the major Beta island corps are mostly self sufficient.  If there's never any reason to replace a destroyed Riveler then the only people you are building for are new players and combat pve players (who lose gear at a much lower rate than pvpers).

In the end you'll have price deflation and no reason to manufacture for sale on the market.

Savin wrote:

Other, as you mentioned in  a different post, the 'broken' market could be addressed through a combination of more economic competition and greater interdependence between crafters and fighters.

What do you think about Wraithbane's idea of outpost defense, and the various resources it would require? It sounds like a good solution to me, as it would provide a sink rather than lead to a gear grind. I think it could also be flexible enough to cater to large and small corporations.

I think its a great idea.  Along with a strong incentive for Beta island corps to recruit industrialists into pvp zones to support industrial equipment destruction.

The outpost idea would be a good solution for those that abhor being shot by another player but don't mind so much being shot by an NPC.

I think it would be good idea though for the outposts to produce some resources that are different than what is produced in regular Alpha zones or Beta zones.  And, the same for the others.  That way each play style will be important for a complete supply chain.

Ipad keeps making me double post...

Really, if you think about it, in realistic terms, how reasonable is it to have a tenth of your corp playing a support role in combat operations?  In a realistic setting you would have ten times the support personnel than actual combatants.

This would go a long way in solving the problem of 85% of the population hanging out on Alpha islands.  Currently there's no need for em on Beta.

Annihilator wrote:

seriously - who do you think is producing all the goods that are destroyed at those blob vs. blob fight? do you think thats a PvE guy? or do you think someone with a combat agent has trained production up?

every major corp has a dedicated production agent, just doing production. anything else necessary can be bought of the market, while selling kernels or epriton to make NIC

That's the point of nerfing a pure pvp player's ability to farm drops and gather resources.  With an income level that doesn't come anywhere near supporting their pvp habit pvpers will be forced into a symbiotic relationship with industrialists.

Or... They could always start several accounts so they can spend forty hours a week doing something they hate to support a few hours of pvp time.

Oops... Double posted

I agree with you Redline.  A divided and restricted player base in an MMO is not a sandbox MMO.

With no risk and no destruction of the bots and equipment of the 85% of the player base that will likely hang out in Alpha areas (based on Eve statistics) you have a permanently broken market.  Especially with fully tradeable items (no BOE or BOP).

A broken market equals a broken game when it comes to sandbox MMOs.   Or should this game end up being the gear grind that WoW is?  The problem you have with a gear grind game and time based skill progression, with no hard cap, is that new players will never be able to play at the same level as the more experienced players.

If the skill sets required to play the industrialist/economic side of the game were more EP intensive and pvpers had no prayer of manufacturing their own equipment without the help of specialized industrialists then pvp corps would by necessity need the other players to be viable.

Success should be determined by who can cripple the other economically first.  If you can't field the proper equipment and robots your chances of winning will be extremely limited.

Nerfed random drops from higher end NPCs would limit cash flow to PVPers.  Simultaneously you would need to increase the reward for high end combat assignments so that the PVE side wouldn't take a hit at the same time.

Additionally it should consume more resources and manufactured components to build high end mechs and equipment.  On top of that there should be more resources that are limited to only Beta Islands so that it would be necessary for PVP corps to have (and protect) their industrial arms in Beta Island areas.

Also, I'd like to sell a bunch of Rivelers...

If there aren't any meathead greifers blowing them up every once in a while then I'm not gonna sell that many tongue

NIC sinks are important to creating a decent market system.  If you use the same numbers as Eve in the proportion of the population that resides in highsec and the proportion that resides in low and nullsec (appx 85% in highsec) then the market will be permanently broken as an important part of game play.  Destruction of equipment and robots has to happen on a fairly large scale to keep the market moving.

The only other option would be constantly having to increase the size and power of equipment and robots to keep experienced players interested.  This would alienate new players and limit the game to those that have been here since the beginning as skill progression is time based.

Limited playerbase = a dead game.

First of all i'm not a combat oriented player.  I generally go with market pvp, gathering and manufacturing.

It seems that the options everybody is giving here are all zero sum.  Either Alpha zones are 100% pve or 100% pvp.  The idea that some elements of pvp can't be mixed into the Alpha island portion of the game without greifers exploiting it to the point it breaks the game is flawed.

Eve is intentially developed to allow greifers to ruin pure pve players days, otherwise non-consual war decs in high sec space wouldn't be allowed.  This game and the intertwining of pve and pvp play doesn't need to be, nor should it be Eve.

Without mixing the two, both on Alpha and Beta islands, you end up with pure resource grinds on Alpha and a FPS on Betas.

The developers will never be able to write enough code to create the complexities that fully involved player interaction can create.  Complexity and specialization is the key to making the game experience more immersive and complete.

To boil it all down i compare Perp to Eve.  In Eve, player interaction almost always favors the pure pvp players no matter the location.  Perpetuum could design game mechanics that still allow pvp interaction on Alpha islands but would lean toward the pve players by minimizing the opportunities for this interaction and allowing the pve players more opportunity for escape or success.

I simply favor the sandbox nature of the game without strict limitations to playstyle.  Also i feel that risk is important to adding to meaningful game play.  I would rather succes for pve players in game be defined by intelligent gameplay and not by who has the constitution to sit in one spot and grind assignments or gather resources for hours on end.

To say that these type of game mechanics can't be accomplished because the greifers will always be one step ahead of the developers is flawed logic.  By eliminating non-consensual war decs in high sec space (and to some extent neutral remote reps) CCP could completely change the dynamic of pve play in Eve.  The fact that greifers have almost free rein in Eve is not due to greifers being more intelligent than the devs... It's an intentional mechanic by CCP to force people out of high sec and into pvp play.

I'm personally a carebear in game and like the idea of increasing the PVP elements of Alpha islands.  I like the idea of having to be more alert, careful and intelligent in the way I mine, harvest, transport, whatever.  I think it adds a little more depth and makes the game more interesting.  And really, the more crap that gets blown up, the more opportunity for intelligent players to sell more stuff and become more profitable than those that just enjoy the perpetual grind.

I think a lot of people are basing their positions on the broken nature of PVP vs. PVE in Eve.  If non-consensual corporate wardecs from greifer corps were removed in Eve it would completely change the dynamic of PVE in the game without removing all of the High-Sec PVP elements. 

I just feel that without any risk in entering the game world then it becomes a NIC collecting grindfest.

With that being said I can see a lot of people hate this style of game play.  That's fine.  How about increasing the reward for doing some PVE in the Beta areas.  At least make it to where you don't get insta-ganked the second you enter the area.  PVE players should have the ability to survive and thrive in PVP areas if played intelligently.  The PVE'ers that are willing to take this risk should be rewarded accordingly though (unlike lowsec PVE in Eve).

Currently the PVP elements are almost completely removed from the PVE elements which seems to make them two separate games with the same chat channel.

The two sides should be interconnected.

Complexity, specialization and the market as the central focus.

I feel that the entire game should revolve around NIC (sorta like the $ and real life). 

Don't make all resources easily available on all islands.  Maybe make one Alpha Island heavy on Imentium and light on Titan Ore, and the others heavy on other resources and light on others.  This would either force player corps to spread out or specialize in one area.

Increase the variety of components required to build equipment, including subcomponents that need to be manufactured within the components list.

For more advanced equipment there should be specific skills required.  High end equipment should require a specialized skill set to manufacture.  For example 'Advanced Industrial Robot Construction' to build the Riveler.

The more complex and specialized the skill sets required to perform certain functions in the PVE environment the more players will need to rely on each other to accomplish them.

As far as the question of the interplay between PVP and PVE players goes, I generally "carebear" in the game and find it boring to have no interaction with the PVP aspect of the game.  Since most of us are retired Eve players I think there are some good aspect of non-consensual PVP play and some bad aspects of it experienced in that game that can be borrowed for this one.

The ability of PVP players to completely dominate the PVE players in Eve is unbalanced.  The high sec wardecs are the best example of this in Eve.  PVE players were forced to be constantly locked in wardecs with corps loaded with full time greifers.  This is close to game breaking for a lot of PVE'ers and should be thrown out.  Suicide ganks are not game breaking.  It forces PVE players to be alert and intelligent in how they play.  The ability to shoot at a PVE'er in High Sec space with heavy repercussions doesn't have to be game breaking if balanced properly.

PVE players should also have the ability to sneak in and out of Beta Areas without being blown up every time if it is done with a little bit of luck and done intelligently.  The lure to get into these area with increased profits would entice a lot of 'carebear' types to take the risk and give the opportunity to some PVP'er to kill a carebear, making everybody happy.

As far as Assignment runners go... More variety and quantity of missions would be a good start.  The only problem with this is that its a never ending treadmill of more and more content.  There has to be more to it than just grinding NIC for that individual player.  The question is, how does what the assignment runners do help their corporation develop other than just adding nic to its wallet through taxation?  Maybe as corporation standing increases allow that corporation to build in areas previously off limits or the ability to purchase specialized equipment available only from that corporation.

I think the general idea is to increase specialization and complexity so as to force players to rely on each other to accomplish larger tasks.  These larger tasks should generally revolve around the acquisition of NIC in the never ending quest of dominating the game world.