And here we go again.

Lag in several thousands ms with like ~100ppl being online, not good sad considering that the steamlings will arrive in 4 days...

Sundial wrote:

OP: Your concerns will be addressed when outpost docking access can be locked down and the Devs have said that is part of intrusion 2.0.

Leave the timers the way they are, they were silly before.

On the contrary.

I have already explained it in more detail in another thread, but there has already been three periods of times in this game after the launch that where you could be immortal on Beta island due to the syndicate protection and three times it was reverted by Devs as it was abused to hell and back.

Now they have, this time willingly, added Beta side immortality for the fourth time...

Seriously, I can understand making same mistake once easily and I can barely understand making same mistake twice, but making the same mistake 4(!) time in a row makes me ask to myself: really? W-T-F?

And furthermore, outpost access rights do absolutely nothing for the inner island teleport immortality.

Personally how it should be imho is like this:

External teleporters: You can even keep as it is or revert it back to old system, I really do not care the slightest tbh.
If people find jumping from Alpha to Beta and from Beta to Alpha as their favorite PO passtime, well, then all the power to them.

Outposts: Enemy scouts at outposts should be killable before the docking right system is implemented, end of discussion.

Inner island teleporters: If you have made the choice to run in to so deep into Beta island that you are able to use the inner island teleporters then you should be killable, end of discussion.

In fact even the old system was *** as in you should have been vulnerable more than 5s period of time.

3

(101 replies, posted in Balancing)

In order to make a mech/heavy mech supertanked you "only" needed to sacrifice your speed, weapon range, locking range and locking speed.

Clearly it is a shining pinnacle of brilliant game balancing that those sacrifices were not enough.

No, they were not enough as clearly it was needed that tank-fits should not have the ability to tank either and instead they should be reduced to slowly moving kill-mail pinjatas.

Yet another MMO has been turned in to the pure: HURRR DPS!, DURRR DPS!

*deep sigh*

4

(31 replies, posted in Q & A)

Grim Faust wrote:

The changes to locking were added likely because allowing someone ( a group mostly ) to prelock a target and alpha them when the timer ran out was redundant. You were dead the second you walked through to a gate camp that has enough alpha, which I think kinda defeats the purpose of the protection in the first place. Now people peeking through gates will actually be able to get away  from gate camps.

Uh-huh?

I beg your pardon, but it was/is not a bug at all, but the very design of the game that the molecular instability timer lasts 5s longer than the syndicate protection timer.

The reason for designing the timers to NOT to overlap for their full durations was to DISENABLE the ability to be completely immortal at Beta islands and with this latest patch they just re-enabled the immortality yet again!

I guess now you are asking what exactly do I mean with “yet again”? Well let me explain myself then...

My memory is somewhat vague of all the details and as such people who have better memory than me can correct if I make mistakes on details. 

After the launch there were small circle of protected zone at the beta island entry gates and naturally people abused the hell out of this safe zone. GotEvil and his Kain sitting whole day at the protection zone should bring nostalgic memories to those that played the game in Domhalarn back in the day.

I can’t remember any more if it was a design or if it broke down in some patch, but regardless there was a period of time where the protection timer and instability timers overlapped full their full duration and yet again as is natural people abused the hell out of this up until the dev team fixed it.

Then there was a time where protection timers and instability timers indeed did not overlap, but the protection timer could be exploited to restart by players who knew how to pull the exploit off.

I never quite got how people pulled the exploit off (it had something to do on jumping from one character to another to generate lag spike?), but abusing this bug was running widely and rampant until the dev time finally heard the outcry of the people being completely sick and tired of the exploiting and they fixed it.

And fastforward and here we are at present day, but this time it is the Devs that have decided to bring back the immortality to the Beta islands.

Ironically your signature more or less sums up the situation: “Take the long way around back to square one”

We are now indeed back to the square one: November 18 or 25, 2010, with safe zones around teleporters and outposts.

Mara Kaid wrote:

When your enemy has to rat in heavy mechs just to *feel* safe, you know you're being effective using these ideals.

Oh, please, go ahead and do indulge us on the guarded secret of an more efficient way to farm mech/h-mech spawns other than doing it in h-mechs roll

I disagree on the ability to respec.

The 45 days respec timer was and still is a good thing to fix possible newbie mistakes and as what comes to veteran players getting a free respec after what nearly 1/2 year timeline in the game? It certainly does not sound too bad to me.

Now, what I actually do fully agree on is the fashion how the respeccing is done as in you should have to keep your character's original name and your inventory/faction reputations and so on.

I mean in online gaming we are already hiding behind namemark and now there is even a possibility to change that namemark to hide your previous online gaming identity? I am sorry, but that is just... roll

Uncle Mo wrote:

If a bot (PC or NPC) suffers more than 75% damage to its armour in less than one second, that bot has a 25% chance of exploding due to catastrophic failure.

I don't really see any point in this feature. I mean when you take massive damage like that you are going to live like less than 1s longer anyways.

Uncle Mo wrote:

Any bot that has its armour reduced beyond 50% shall suffer a 25% reduction to its top speed and rate of fire.  If a bots armour is damaged beyond 75% its speed shall and rate of fire shall be reduced 50% to represent mechanical failure.  Bots running around with full functionality and only a sliver of armour seems unrealistic.

From realism point of view that would be an excellent idea, but from gameplay pov that is horrendous idea. When you take damage you become a crippled punching bag that can't do anything but go to afk and watch while you die? No... Do.Not.Want.

Uncle Mo wrote:

Anytime a bot receives a 'Critical Hit' from an opponent, it will have a 5% chance to lose acquisition of any targeted bots.  This would represent a bot being hit in that 'sweet spot' that flickers power to the targeting computer temporarily.

As already mentioned in above post they may add bodypart targeting function at somepoint to the game. It could possibly be integrated to that system I guess, yes.

Uncle Mo wrote:

Bots using weapon modules against targets while moving should suffer a penalty to their 'to hit' probability.  That penalty should also be present if the target is also moving.  This would represent that it is tougher to hit moving targets and tougher to 'fire on the run'.  Modules and skills could be implemented to reduce these penalties.  These penalties should be slight but meaningful.

I never played beta, but I have browsed the beta post archives and iirc they were actually planning to do something like that, but instead they ended up with the static hit dispersion system.

8

(59 replies, posted in General discussion)

Kristan Delorian wrote:

Also who knows what kind of bots gonna be at new alpha islands. Maybe there will be 3lvl mechs. And new beta islands, more place for new young coalitions. Kernel flow will be fine, just wait and see.

Indeed, it will be interesting to see how it will play out when the new islands are introduced.

I just don't share your optimism about L4-5 Kernel research getting any easier regardless of the new islands being introduced and so on.

But, all in all, I fully agree with you that we will just need to wait and see how it all will play out cool

9

(59 replies, posted in General discussion)

Kristan Delorian wrote:

Hm, dont forget about capitalist piggies. As I know there is corps that have inner market system, they dont give equipment for free, all players have to gain NIC. Such players will gladly sell high lvl kernels to other players.

Hmm, true... I think you are on to something here; I may very well have underestimated the stupidity and the endless greed for gold... oh wait, NIC the playerbase in MMOs tend to have.

10

(59 replies, posted in General discussion)

Kristan Delorian wrote:

I think there is nothing wrong with 50% drop rate. Why? Because this reactor plasma is way more profitable than selling kernels to NPC, that will be more motivational for hunting, more players will hunt, so kernel flow will be the same, but kernels wont go nowhere like before.

Yes, for now prices for kernels gonna be sky-high and there wont be high grade kernels. But that's just a matter of time because kernel flow will be the same. As drawback prices for bots and stuff will raise, but not that high as it was during the first couple of months since release, so we will handle it.

The only good thing about the change that I can see of is that there is option for gaining NIC apart from grinding the transport missions, but that is about it.

But as what comes to the kernel research; no one cares about the low level kernels, those were and still are easily researched with the new system.

What is now even more difficult than before is getting the high level kernel research done.

I don't really see why anyone who is still in progress of doing the research would sell any of the high level kernels instead of using them for their own research (apart from stupidity or greed for NIC roll) and those that already have finished up the research have no need to grind nor sell them as they are already swimming in NIC anyways.

11

(59 replies, posted in General discussion)

The kernel drop rate change really boggles up my mind.

It should be somewhat telling of the magnitude of the kernel grind that after nearly 5 months since the release of this game only one corp (afaik?) has finished up the techology trees.

And in this situation you decide it is a brilliant idea to reduce the kernel drop rate to half? I mean sure it is your game and you decide the game rules, that is fair enough, but this change is really beyond any logic I can follow of.

Kalsius Dakalsai wrote:

Further questions, comments etc are all greatly appreciated and if anyone has a desire for me to try and cajole a particular DEV into an interview, let me know!

Well... I would imagine that pretty much every player in Perpetuum has some kind of an opinion about the game balance and as such it would be very interesting indeed to hear an interview of Dev Alf about the topic.

Annihilator wrote:

speed fit lights dont have repair - they have to rely on remote repair.

also, kain is meant to be fast - please put tyrannos and artemis into that chart.

Fair enough, I don't use anything in PvP than either E-War light or a combat mech and as such I am not really too familiar with the fittings.

Light combat bots with that fitting (no repper) would go with speeds of:
Prometheus: 85,7km/h
Yagel: 86,1km/h
Castel: 83,3km/h

Tyrannos speed would be 69,1-69,9km/h  and Artemis around 72ish km/h and yeah Kains are meant to be fast, but the current speed difference compared to the two other combat mechs is nothing short than being completely absurd at the moment.

Syndic wrote:
Kristan Delorian wrote:

Bloody hell! Im not talking about SLOW TANKS! Im talking about speed mechs which FASTER than light bots with LWF! This is nonsense!!!

Speed mechs can only catch light bots with disparity in Tier of gear.

Compare speed-fit mech in T1 gear to Light Bot in T1 gear, then talk about speed mechs.

Afaik, the bot/mech speeds are calculated on the formula:
Navigation extension modifier X (base weight/[base weight X LWF modifier + weight of modules]) X base speed

That said, light combat bots fitted out with…
Head: 1 X s.amp
Chassis: 4 X racial weapon
Legs: small repper+LWF(T4)

… reach a speed of:

Prometheus speed: 81,5km/h
Yagel speed: 74,6km/h
Castel speed: 72,3km/h

I am not really certain at all as to how assault bots are fitted in PvP as I only use mine for PvE purposes only, but lets go with assumed fittings with…
Head: 2 X s.amp
Chassis: 5 X racial weapon
Legs: small repper+LWF

… and assault bots reach a speed of:

Baphomet speed: 78,3km/h
Arbalest speed: 79,2km/h
Waspish speed: 72,4km/h

In comparison speed fitted Kain speed is 79-80km/h, depending on if T2 weapons are used or not.

Jita wrote:

There will be three new betas soon and there's only two credible entities to take them. It's possible one of the existing alliances might either move or attempt to take another but hokk is already largely a ghost town and neither of the other two needs the space. Provided you don't care about intrusions a small Corp would be fine.

Actually this is extremely interesting topic now that I have thinked about it for a while. (Although it is somewhat offtopic of the opening post's topic)

There is a difference in claiming the outposts and actually living out of an outpost.

I can't really see any of the current three powerblocks moving as whole to the new islands because it would be a complete logistic nightmare to do so.

But, I can at this point only wonder what will happen with the ownership of the outposts as in will the three current powerblock claim ownership of the outposts via the intrusions or not?

I think how useful the outposts are when the new islands are released will play a huge role in this and the new upcoming energy credit system may change this, alot.

If the energy current system will play out so that the outposts will generate alot of this new energy current and the energy current will become extremely important in staying competive in the game I can foresee that the three old powerblock will be very interested in claiming the new outposts regardless of if they are actually going to live off the outposts or not.

It will indeed be very interesting to see as to how this upcoming patch will be played out in the end...

Alexander wrote:

The balance between each stage is off by a lot. Mechs should either get more armour or more damage against smaller targets. Kain is pretty much the front runner of the mechs. Artemis seems the worst mech so far.

Since I already got started on the damage against smaller targets, I will comment on the armor scaling in this game as well.

Imho the root problem in this game is that the armor scaling dependency on fittings is currently really off the charts:

With 5/10 complex mechanics+5/10 mechanics Tyrannos has armor values of:

Speed fit, LWF: 2379
Plate fit, 1 plate: 4590
Plate fit, 2 plate: 6008

Artemis and Kain can add even one plate more and reach up to around 8k armor points.

I don’t really see how one could increase the mech base armor points by any considerable amount when the armor difference dependency on the fitting used is as immense as it is atm.

I can only see it possible if the amount armor plates increasing your armor points would get reduced. Perhaps that would be the way to go?

I don’t really have a strong opinion about this matter apart from that I don’t really see how you can balance a system well where your armor point scaling from lowest to highest point is nearly 400% at worse cases.

Line wrote:

oh noes! another maths! ^^

however, thats interesting. did you tried your math on compact missiles?

Compact missiles do x1,5 the damage of the ballistic missiles. Also the explosion size is 8 instead of 9, iirc.

Combined factor would be x1,6875 and you can get the values for compact missiles from my earlier post by using that factor.

All in all my point was to point out in pure numbers where I see an serious balancing issue in the currect game mechanics.

Alexander wrote:

Two light robots that know what they're doing can easily kill anything up to a solo mech.

The balance between each stage is off by a lot. Mechs should either get more armour or more damage against smaller targets. Kain is pretty much the front runner of the mechs. Artemis seems the worst mech so far.

While I am not really interested in arguing on how many lower tier bots one mech should be able to take out (really an topic that would only get endless depate), I would like to express my own observations and opinions on what mr.Alexander mentioned in the quote above.

While I certainly do fully agree that there needs to be some kind of system preventing lower tier bots being hopelessly being literally one-shotted, I think this game has really gone overboard with the current mechanics.

Let us compare medium weapon damage (alpha strike) and DPS is on EW-light/ combat-light bot to what small weapon damage (alpha strike) and DPS is on mech size targets.

Small missile damage=35
t4 small missile launcher cycle time=6,5s

Light bot alpha strike damage against mech=140 and 21,5dps
Assault bot alpha strike damage against mech=175 and 26,9dps

Medium ballistic missile damage=70
t4 medium missile launcher cycle time=10,5s
Mech alpha strike damage=280 and 26,7dps

We can already see that because of the much slower cycle time the dps difference is already quite low, but then comes the damage dispersion in to play:

With lvl 5 seismics alpha strike and dps against smaller targets are as follow:
Against EW-light bots damage is 100,7 and dps is 9,6
Against combat-light bots damage is 109,8 and dps is 10,5
Against assault bots damage is 146,4 and dps is 13,9

With lvl 9 seismics alpha strike and dps against smaller targets are as follow:
Against EW-light bots damage is 117,2 and dps is 11,2
Against combat-light bots damage is 127,9 and dps is 12,2
Against assault bots damage is 170,5 and dps is 16,2

As can be seen when the damage dispersion comes in to play we end up in a situation where combat light bots and assault bots are capable of out alpha striking and out DPSing mechs and in my opinion game mechanics that allow this to happen are completely and utterly absurd.

Obviously enough, as anyone who has played this game have seen, in group play mech’s get a saving grace from being able to outrange the smaller bots by a factor of over x2. (Apart from the obvious increased armor points that is).


Tl:dr version of the wall of text above: the mech damage Vs smaller smaller targets should really get a hard look from the DEV team as imho the game mechanics in their current form are really absurd.

Container wrote:

If you want to support a podcast, support Perpetuum Intelligence William Melville or some other party not firmly affiliated with an alliance.

If I got it right from older threads in the forums William Melville is Kalsius Dakalsai of Joke corporation?

Do tell me how exactly is he neutral? roll

Now, don't get me wrong I actually do agree with you that in "ideal world" the podcasts "should" be done by a completely neutral person, but do we live in ideal world where we can find someone neutral to do the podcasts... that is the question?

Line wrote:

can be useful but may be hard to implement? how about you put the module, loaded stuff, remove module? what should happens then?

Same thing that happens when you make a fitting which exceeds your CPU/reactor cap?

You would get error message stating that you can't undock since you are currently exceeding your cargo capasity.

There is a post in guides and resources section of these forums:

http://forums.perpetuum-online.com/topi … lete-math/

There you can see raw weapon stats in the table link of the opening post.

That said... I will need to parrot what other people in this thread have already said: fittings/extensions/robot bonuses/falloff and damage reduction on resistances make a huge difference on what kind of DPS you will "really" do.

Alexander wrote:

I hope other people agree with me when I say that researching kernels should be a hard process but there should be more to do with it than just a roll of the dice. I hate everything being so chance based with no control. Having to wait for lunar alignment and a witchdoctor to bless you just to get a module researched isn't fun.

More or less /signed.

The research system should be transparent as in you should be able to see what techlines kernels contain so you don't waste them for nothing.

The roll system where you can get a roll with no research doesn't really make too much of an sense either.
Why not make it so that you can't get empty roll, but adjust the amount of kernel needed to fully research techlines accordingly?
I mean then the system would be effort based and not luck based as it is now... people generally tend to hate with passion systems based on RNG.

23

(3 replies, posted in Q & A)

It is mentioned on the game guide pages:

http://www.perpetuum-online.com/Help:Combat_in_numbers

Sensor strength/EW strength is how it works.