My artemis was all standard equipment fit with one t3 frame, the whole argument about equipment is largely irrelevant in my opinion.  I am quite sure most of the mechs were using T1 guns etc.

Quite honestly I don't think many of us thought we could win against those numbers even halfway through the engagement, but there came a critical moment where the enemy split their forces and thus began the dismantling.

The funny part to me is infestation fights 2:1 odds in these intrusions all the time, I would absolutely love to see what would happen in an actual 1:1 fight, you know, even odds.

Also if you're placing more importance on skills/equipment than leadership you are doing it wrong.  There were a couple major errors made on the attackers side that allowed what happened to occur, and also a great deal of excellent maneuvering and calls on the defensive side that turned things around for the underdogs.  Downplay it if you want but m2s has some great tactical leaders in largescale combat and combined with an alliance of non-retarded troops who don't fit autocannons on artemises that is what won the day.

Bastian Croft wrote:

We need to be able to do something to prevent a sequer from just dropping his cargo into a field container, dying, and then coming back with a larger force to retrieve his goods.

Yeah this was the weakest move I have seen ingame yet lol.  "Jettison the indestructible black box containing our 80u of cargo!"

4

(16 replies, posted in General discussion)

Nothing wrong with getting creative with PvP, it's hard to find something that isn't hokey or forced though. 

Pretty sure the devs realize we need more daily objectives to fight over but this is where we need to remember what a lot of us said regarding "this mmo has a lot of potential and could be great down the road", it's going to require some patience on our part to stick it out while the objectives/content is a bit slim.

Can someone explain to me why some heavy mechs have a lower sensor strength than a laird?  I would think when you risk bigger stuff in pvp it is less susceptible to ewar, not more.  I see folks say mechs have higher sensor strength but in every case I have checked lights and assaults have higher sensor strength unless that stat works in reverse or is affected by something else.

Also, shield bonus on seth?  I'm missing something or the noob stick is about to hit me again.

LOL at everyone getting trolled by savin the one man corp/alt.

7

(72 replies, posted in General discussion)

You can look at the values of medium equipment and see that mechs will never be needed/efficient to kill assaults and light bots, and that is all alpha is at the moment.  That is what he is saying, and he is correct in that.

8

(72 replies, posted in General discussion)

It seems pretty obvious the progression is meant to influence people to move from alpha -> beta when they outgrow assaults, they just need to make that transition more appealing/easier.  It's either that or lots more alpha islands with spawns of mechs, negating the value of beta atm.

Your assumption is wrong, that's all I can really say.  I have some alt's in newer corps that massinvite(they spam invites to any uncorped person, including my scouts) and they definitely have interest in going to beta, mining epitron, etc.

None of these alliances currently out there would currently take them in, even a token few people could crush them in their yagel's and arkhes from the existing alliances.  There is a difference between "controlling an island" and having uncontrolled no-man land available where smal lgroups and individuals stand a chance of getting in and out.  Right now the land mass is too small, everything is controlled as far as a new small corp or individual is concerned.

Arga wrote:
Tiggus wrote:

[*]Increase the number of beta islands, allowing more alliances to spring up[/*]

The player base is already too diluted with 3 islands and 3 alliances. These Alliances have maybe 150-200 agents online at any time (due to player base spread over time zones) which consists of 70-90 actual players with 2,3 or more seperate accounts.
.

The size of the current alliances does not matter, what matters is they for the most part control the islands they live on, allowing no new growth for up and coming corps.  Take a look at: http://content.perpetuum-online.com/~gargaj/  , there are plenty of corps out there who would like to experience beta but in no way can compete on the current islands.  A game that has only 3 alliances is not conducive to growth, these corps should not just have 3 choices for a beta experience.

The current teleporter system has the same problem you find in most games with PvP enabled zones, chokepoints.  In the case of PO there are 3 ways to get onto a beta island, this is both far too few and also too predictable in my opinion.  GG roams beta islands on a daily basis, and also helps defend an island so what I outline below is based off of some amount of experience.

Problems:

  • 1 scout per gate(who cannot be killed) and the defending alliance knows exactly who and what is coming.  This limits ALL traffic to an island, not just gank groups

  • islands are relatively small compared to speed of fast ewar bots.  This means response time to find intruder is almost instant, again squashing any small squad visits.

  • Only 3 beta islands.  Thus, only 3 alliances.  Doubtful you will see any unallied corps on the same island as it is simply not productive to be at war with someone living so close to you.  The average player must join one of these 3 alliances if they wish to actively use a beta island(productively)

Possible Solutions:

The biggest two problems I see is too few beta islands, and too few entrances to those islands.    The easiest way I see of alleviating these problems is as follows:

  • Increase the number of beta islands, allowing more alliances to spring up

  • Add more entrances to each beta island FROM other beta islands with no safety bubble on either side, the way the intra-island teleports work now.  This has a couple effects, one being adding more entrances you would need to scout, and the second being a chokepoint that involves risk in scouting.  Having a invulnerable scout defeats much of the danger of the beta island currently for the defense, and makes it inaccessible/useless to visitors.

12

(49 replies, posted in Recruitment forum)

There's nothing wrong with playing the game without all that metagaming BS, props to you guys, I always enjoy fighting RG.  Also they really should moderate flaming in recruitment threads, not really the place to discuss problems with a corp.

+1

Also some sort of mechanism for selling complete packages or collections would be nice(contracts in eve). 

Also to he other point, yes lots of corps charge their members for mechs, the only ones that don't as far as I know are the communistic style corps where the members are expected to give most of their mats to the corp.

*hits self with noobstick


Updating OP just for the RNG request

Sorry maybe it is a little unclear, what I am trying to do is turn 1 stack into multiple stacks of equal size with one command.  Ie. 1 stack of 9000 becomes 9 1,000 stacks.  The current mechanic requires me to unstack 9 times to do that unless I am missing something obvious.

I love the loot interface in PO but one minor addition would make it more convenient, obviously these are not high priority compared to bigger problems.

Some sort of random number generator or dice roller.  When a group loots named equipment and wants to give it to one of a few people who can use it this would make it easier than having to pick numbers etc.

Peach wrote:

Another effect of the low number of islands is corporation dominance. In EVE, you have many many small groups or even single persons out in 0.0, because it is vast and even though territory might be claimed, it is large enough so it can't be effeciently patrolled all the time. With mere 3 islands, that is impossible here. If you - as a single person, or even just a small group - would want to go out there to do something, you would inside an hour bump into one of the entities claiming that island, that is, if you manage to get past the people usually guarding the teleporters leading onto the island. If you do not want to see blobs, you first have to see small groups making their way into beta, which you will simply not see in the current setup.

I was discussing this on teamspeak the other night, this is a very big problem.  3 chokepoints per island can easily be scouted almost 100% of the time meaning nothing but a large group who is coming with the intention of a fight can really gain access to beta.  Devices that allow groups to teleport to beacons or random places on a island would actually be very cool, anything to bypass the very limited number of island teleports and add some danger to beta, as right now it is actually very safe if you are in the controlling alliance.

Adding more beta islands would also help with this, all the dangerous territory in the game should not be locked down like it is right now, let more people into it who are not part of the major corps out there currently.

Regarding people bringing lots of people to a fight, I think this should be completely regulated by the players and the longterm solution is one of politics.

You can form a super zerg and take a outpost, but you risk angering the rest of the server, see Axe in the current climate.  All of the leaders I spoke to outside of the Axe alliance were very upset that Axe had basically forced the rest of the major corps of the server to form large-ish alliances to be able to defend, I think everyone would have been happy for quite awhile running solo or with a few select allies.

I see it evolving more like shadowbane than eve politically, there are only a few powerblocs at this point due to the scarcity of outposts, so if you want to operate on beta you need to join up with one or form a new one(not easy).  Anyone who forms a zerg significantly larger than the other powerblocs is going to be "the enemy" of the other 2.  In this way it is almost like Daoc's RvR faction system and seems to almost balance well...

I'm not a fan of AOE in almost every game, it is usually overpowered if used with actual coordination and becomes the new defacto method of attack, eventually leading to cries of  "no skill" and "nerf".  I also think it would do very little to equalize the problem of uneven sized battles, and perhaps make it worse.

I really like the idea of specialized robots around group support such as remote energy transfer, remote repping, maybe remote resistance/shield buffing?  In this way a smaller more organized force could outlast a larger more disorganized force.  This would be much more interesting to me than "ok squad A aoe target the pass".

20

(22 replies, posted in Feature discussion and requests)

Arga wrote:

Shadowbane had 5 servers to chose from, not a single all inclusive world, so had the opportunity to divide users up more naturally by time zones. Similar to how WoW has Europe servers, sure you can play on it if you are in the US, but your going to have to log in the middle of the night to be part of the raiding community.

Choosing your defending time, regardless of how the challenge is issued, would create a situation where the majority of conflicts happened between corps within similar time zones.

Isn't the whole idea of Intrusion to generate PVP interaction over scarcity of resources? How can a US corp repeatedly challenge a Russian corp (and vice-versa) if they always choose 4am attacker time to defend.

Shadowbane servers weren't divided by timezone.  Also Eve's POS reinforcement system is almost identical to this as well where defender picks time it goes live for final capture/destruction.  There is no fair way to allow two corps that operate on different timezones to fight, but making it so you win/lose based on a random time is the worst possibile outcome as neither side will be happy in the longrun

21

(22 replies, posted in Feature discussion and requests)

Best system I have seen was in the best siege game I have seen, shadowbane.

Enemy drops a siege declaration via some mechanism on your outpost and you have 24 hours to set a time within the next 2 days for it to go live.

it favors the defenders, as it should, and usually ensures as fair a fight as possible.  In this system where multiple people can sign up for a siege it could work the same way with some very small alterations.

I'm sure I'm not the only one who feels there has to be a better system than randomly generated intrusion times that are often at the early hours of the morning or midday during the work week.

Could we get a system where the defender sets their own intrusion time?  I realize they could still set it for the middle of the night/day but it wouldn't be any worse than what we have right now and it would give some folks a better chance to defend what they have without missing workdays.

23

(16 replies, posted in General discussion)

Does closing chat tabs help with network lag if the tab is not showing?  Something I've been wondering about.

Hanging around for 10 minutes to watch it despawn doesn't sound very fun for the reward.

This should be destructible and have same loot rules as robots, ie. you can loot whats left after destruction.

Make them non pvp flagged on alpha islands and pvp flagged on beta islands, problem solved.

25

(133 replies, posted in General discussion)

This is a ridiculous argument, at least half of this playerbase is here because of the pvp beta islands if not more.  The satisfaction you will get from taking and holding an area in beta islands will be 1000x more rewarding than farming mindlessly on alpha forever.  It's going to take hard work of your entire corp to do, and maybe this is what scares some people.

Not to say pve content should not be expanded(it should) and that more islands should not be added as population outgrows the current ones(they should).  Currently the beta islands are almost completely empty, we have run a couple roams and aside from running up to m2s's doorstep we rarely see anyone aside from a couple miners here and there.