Topic: Any ETA to expansion / Steam?

This year? Q1 2013? Q2?

You've been quiet lately. I'm worried.

2 (edited by Rex Amelius 2012-12-13 01:32:05)

Re: Any ETA to expansion / Steam?

Based on these gems

DEV Zoom wrote:

If it makes you feel better, yours is not the oldest outstanding ticket by far smile
Unfortunately I have to prioritize my duties, and support tickets sometimes suffer.
My apologies, soon the kittens will cry in joy.

and

2nd Anniversary Dev Blog wrote:

Allow me to start with the bad news: there won’t be an official tournament this time. Last year it was really great and it provided us with a lot of experience, and we’d really love to do it again in the future. But the truth is that it takes away so much development resources and manpower that at this time we’d rather spend that on actual development. Hope that’s okay with you.

Crossing fingers that something positive is under development and not skidding out of control. But the lack of information flow in the last 6 months is concerning. I love the game and still have hope, no ...faith. I now pray this game grows.

Perhaps the Dev gods can send us Sign

Sparking to other games

Re: Any ETA to expansion / Steam?

As we'd like to reach optimal impact with the Steam release, we still have to tune up the tutorials and the new player experience, so that will take some time. Target is currently early 2013.

I promised a dev blog about the current development, and I'd like to have that one out before the end of the year. This will be of the proposal kind, when we offer you some ideas and you tell us what could be wrong with it. But we still have to settle a few things for this before it can be published.

However, just so you have something to look forward (and theorycraft about), here are some bulletpoints:
* Instances (first for the tutorials, later on for certain other mechanics)
* Completely revamped research and knowledgebase (keywords: point-based, selectable goals)
* Revamped assignment system (keyword: random)

Re: Any ETA to expansion / Steam?

he said the "I"-word!

stone him! fuuu

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

5 (edited by Hunter 2012-12-13 03:27:27)

Re: Any ETA to expansion / Steam?

Yes i would be glad if ArcheAge starts the next year... I have a big hopes on this game. Big community, teamwork, PvE content... ah wait. Is this perpetuum forum?... nvm then... roll

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: Any ETA to expansion / Steam?

DEV Zoom wrote:

As we'd like to reach optimal impact with the Steam release, we still have to tune up the tutorials and the new player experience, so that will take some time. Target is currently early 2013.

I promised a dev blog about the current development, and I'd like to have that one out before the end of the year. This will be of the proposal kind, when we offer you some ideas and you tell us what could be wrong with it. But we still have to settle a few things for this before it can be published.

However, just so you have something to look forward (and theorycraft about), here are some bulletpoints:
* Instances (first for the tutorials, later on for certain other mechanics)
* Completely revamped research and knowledgebase (keywords: point-based, selectable goals)
* Revamped assignment system (keyword: random)

Good call guys.

Steam achievement Unlocked:  Being a Badass
http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
Dev Zoom: Ville can be sometimes so sane it's scary.

Re: Any ETA to expansion / Steam?

DEV Zoom wrote:

As we'd like to reach optimal impact with the Steam release, we still have to tune up the tutorials and the new player experience, so that will take some time. Target is currently early 2013.

I promised a dev blog about the current development, and I'd like to have that one out before the end of the year. This will be of the proposal kind, when we offer you some ideas and you tell us what could be wrong with it. But we still have to settle a few things for this before it can be published.

However, just so you have something to look forward (and theorycraft about), here are some bulletpoints:
* Instances (first for the tutorials, later on for certain other mechanics)
* Completely revamped research and knowledgebase (keywords: point-based, selectable goals)
* Revamped assignment system (keyword: random)

Thanks for the Sign...

But now wondering if I should stop eating kernals. Let the speculation begin...

Sparking to other games

Re: Any ETA to expansion / Steam?

Please when you say instance, please have a mechanic that allows us to attack players as well, alpha (more so grief on alpha) and beta.

I know this is jumping the gun and all.  Other then that I like what I hear, a step in the right direction.

The Gifter
Top  Killer 2013  - 01: 334 -- 17 -- 317  : Merkle
Top  Killer 2012  - 01: 027 -- 472 -- 445 : Merkle

Scarab Kill Count - 13

Re: Any ETA to expansion / Steam?

Good GOD THEY HEAR ME!!!!

Nice things, Zoom, really nice, and even more nice that you said 2 words about them! Keep posting news from time to time in such manner - it's enough for keep players informed.

Re: Any ETA to expansion / Steam?

Just to be clear on the "Target is currently early 2013" part: this is for our pending changes and not the Steam release. We're not allowed to discuss that one so don't even ask wink

Re: Any ETA to expansion / Steam?

Screw Steam, "We are planning to deploy our pending changes early 2013" sounds good.

Re: Any ETA to expansion / Steam?

Merkle wrote:

Please when you say instance, please have a mechanic that allows us to attack players as well, alpha (more so grief on alpha) and beta.

I know this is jumping the gun and all.  Other then that I like what I hear, a step in the right direction.


+1

RIP PERPETUUM

Re: Any ETA to expansion / Steam?

Merkle wrote:

Please when you say instance, please have a mechanic that allows us to attack players as well, alpha (more so grief on alpha) and beta.

I know this is jumping the gun and all.  Other then that I like what I hear, a step in the right direction.

Agree with this to an extent but I think low level assignments of the sort that players would typically take in their first weeks should be safe. It would be good if such assignments were "hackable" for some extra goodies that might be contained therein but still alpha safe.

14 (edited by Arjha Shanoo 2012-12-13 20:00:37)

Re: Any ETA to expansion / Steam?

Ludlow Bursar wrote:
Merkle wrote:

Please when you say instance, please have a mechanic that allows us to attack players as well, alpha (more so grief on alpha) and beta.

I know this is jumping the gun and all.  Other then that I like what I hear, a step in the right direction.

Agree with this to an extent but I think low level assignments of the sort that players would typically take in their first weeks should be safe. It would be good if such assignments were "hackable" for some extra goodies that might be contained therein but still alpha safe.

"hackable instance" nice nice... but that would indicate Instance here as in "an own separated area/isle for this mission" and for that - NO, not necessary, not wanted (reasons should be obvious, if not just ask).


@DEV Zoom, thanx for the info, can we have more of those little insights in future?
This little post here would also fit the DEV blog - short, informative, communicative and nice but at the same time not giving false hope or promising anything definite.
Some players don't read the forums but do watch the Blog so this info of being alive should be there as well - as Little appetizers before the great blogposts giving hope to our starving community big_smile .

15

Re: Any ETA to expansion / Steam?

Azyre wrote:
DEV Zoom wrote:

* Completely revamped research and knowledgebase (keywords: point-based, selectable goals)

Explain please.

Some of us have been working for two years on this knowledgebase. Do NOT alienate your veteran players again (i.e. making our production skills useless via gamma hi-tech buildings) by making all our work mean nothing.

In whatever form they implement this I’m sure that it will allow all current research to be kept. There was suggestions for this in another thread.

It went something like this:
Kernel Points n (All Factions + Industrial)
T1 Light / assault / mech / heavy mech = 5 / 10 / 20 / 30
T2 Light / assault / mech / heavy mech = 10 / 20 / 30 / 40
T3 Light / assault / mech / heavy mech = 20 / 30 / 40 / 50
T4 Light / assault / mech / heavy mech = 30 / 40 / 50 / 60
Observers
Light / assault / mech / heavy mech  = 300 / 400 / 500 / 600

I don’t remember how many points it was suggested to research one T1 item but I was scaled to the current amount of kernels something like 750 to 1000 points
Hopefully this is what they have in mind.

Tux ~ Kill the messenger, he was part of it all along.
Euripides ~ Ten soldiers wisely led will beat a hundred without a head.
Bertrand Russell ~ War does not determine who is right - only who is left.

Re: Any ETA to expansion / Steam?

Tux wrote:
Azyre wrote:
DEV Zoom wrote:

* Completely revamped research and knowledgebase (keywords: point-based, selectable goals)

Explain please.

Some of us have been working for two years on this knowledgebase. Do NOT alienate your veteran players again (i.e. making our production skills useless via gamma hi-tech buildings) by making all our work mean nothing.

In whatever form they implement this I’m sure that it will allow all current research to be kept. There was suggestions for this in another thread.

It went something like this:
Kernel Points n (All Factions + Industrial)
T1 Light / assault / mech / heavy mech = 5 / 10 / 20 / 30
T2 Light / assault / mech / heavy mech = 10 / 20 / 30 / 40
T3 Light / assault / mech / heavy mech = 20 / 30 / 40 / 50
T4 Light / assault / mech / heavy mech = 30 / 40 / 50 / 60
Observers
Light / assault / mech / heavy mech  = 300 / 400 / 500 / 600

I don’t remember how many points it was suggested to research one T1 item but I was scaled to the current amount of kernels something like 750 to 1000 points
Hopefully this is what they have in mind.


I would look forward to this kind of idea for the new research system. I really hate the randomness of the whole process at present and the major flaw is you can't plan ahead, and say you want x module and need y time grinding it. I like a process that can be planned ahead.

Even if all my research is reset and 'kernel points' pooled and had a chance to specialise, would be an added bonus.

RIP PERPETUUM

Re: Any ETA to expansion / Steam?

Arjha Shanoo wrote:

but that would indicate Instance here as in "an own separated area/isle for this mission" and for that - NO, not necessary, not wanted (reasons should be obvious, if not just ask).

Pourquoi?

18 (edited by Rex Amelius 2012-12-14 00:46:19)

Re: Any ETA to expansion / Steam?

Celebro wrote:

Even if all my research is reset and 'kernel points' pooled and had a chance to specialise, would be an added bonus.

Would probably be ideal, especially if those points came in form of kernals that could be resold if you decided you did not need additional research. I imagine some of you long time researchers have a ton of items you can care less about that you'd never research purposely.

The Randomness Factor Repayment Plan

or

Research Reparations

Sparking to other games

Re: Any ETA to expansion / Steam?

DEV Zoom wrote:

As we'd like to reach optimal impact with the Steam release, we still have to tune up the tutorials and the new player experience, so that will take some time. Target is currently early 2013.

I promised a dev blog about the current development, and I'd like to have that one out before the end of the year. This will be of the proposal kind, when we offer you some ideas and you tell us what could be wrong with it. But we still have to settle a few things for this before it can be published.

However, just so you have something to look forward (and theorycraft about), here are some bulletpoints:
* Instances (first for the tutorials, later on for certain other mechanics)
* Completely revamped research and knowledgebase (keywords: point-based, selectable goals)
* Revamped assignment system (keyword: random)

Good stuff smile

Looking forward to new players and new conflicts.

Re: Any ETA to expansion / Steam?

Ludlow Bursar wrote:
Arjha Shanoo wrote:

but that would indicate Instance here as in "an own separated area/isle for this mission" and for that - NO, not necessary, not wanted (reasons should be obvious, if not just ask).

Pourquoi?

I guess your reasons for such a vehemently expressed opposition will remain a mystery.

Re: Any ETA to expansion / Steam?

Ludlow Bursar wrote:
Ludlow Bursar wrote:
Arjha Shanoo wrote:

but that would indicate Instance here as in "an own separated area/isle for this mission" and for that - NO, not necessary, not wanted (reasons should be obvious, if not just ask).

Pourquoi?

I guess your reasons for such a vehemently expressed opposition will remain a mystery.

Wow, I'm shocked, just because I'm not online for a day or week turns such things into mystery?

Disclaimer: my reasons are for the current lookout of the game - if there's greater changes in gameplay, player base and DEVs ressources/count they loose their value.
+ this wall of text is just a direct response and isn't directly connected to the Threadtopic, so dear Mods/DEVs please move it into an according topic if necessary

To the basics - with those several islands we already have some kind of instances BUT everyone is able to enter them whenever they want (aka no alternate dimensions) and can be part of the selfwritten storyline in Perpetuum. This goes also along with the basic features of Perpetuum - remember that "one scene, one story, persistent universe" stuff.
So here's the first most basic argument against any instance that separates from the general Perpetuum world or even goes as far creating alternate dimensions for it: it's against the game's basic!
If we want to have that changed - we have no reason at all to keep ANY of a games basic features at all.

Okay, this part was really obvious, wasn't it?

  • Obvious point 2: our small islands are already a kind of instance - you have for each favorite playing style an island (safe PvE, PVP/PvE, MPC, factions, difficulty). No need to have separated instances for something we already have.

  • Obvious point 3: mapping. Even if you were told the terrain would be done fast - adjusting it to its purpose and making it playable without bugs takes away many ressources (working time, money, testing, nerves). Unless the DEV Team grows or gets a huge money influx each island is hard handicraft. Even more so if you want usable "random maps" or scripted instances.

  • Obvious point 4: low playerbase - right now, if every single player that has subbed would be online with ALL his accounts at the exact same time we still couldn't fill even half of the discovered Nian isles (my opinion after seeing over 1000 players online before gamma expansion). A condition that will hardly be met in the nearest future.
    ^^^^ in italics because of lowest priority and the still existing hope that massivly more players will come in the future

Now to get to some ideas for the use of instances: training isle (also mentioned by DEV Zoom), missions/squad missions, NPC siege, special arena fights.

  • Training Isle:
    long overdue and more than necessary, but if its anything near my proposal the access restrictions make it a borderline instance to fit the basic feature of Perp. Even so, one island to start out and train is really really needed - no doubts.

  • missions/squad missions: why should there even be a need for mission instances?
    Given a working squad assignment system, a healthy random mission generator, evtly an improvement to orefield system (recognizing a field instead only single tiles for example), mission npcs with mission loot ONLY spawning per assignment trigger,... there would be neither overcamped mission sites (do we even have some atm??) nor problems with empty orespawns.
    BTw - if you want to grief an alpha isle mission - it's an APLHA mission!! Forgotten that alpha is a safe zone even for missions? If you don't like it, play on Beta/Gamma the missions or ask for the comeback of police zones to get Perp even more hardcore PvP - instances don't have anything to do with your boredome and the will to griev with your t4 fitted high specced bots some lower players that just want to have peace. (sry, raged a bit here)

  • NPC Siege - Nian MPC vs Sndicate MPC - more activity to the AI. Originally this was an idea for separate isles/instances but it can be applied to every existing isle and enhance the PvE environment even more as an instance of this kind would do.

  • Arena instances:
    don't we already have gamma? oh waaaait, there are two tings we don't have with gamma: capture the flag and PvP without losses, how could I even have a single thought that we don't need such things in Perpetuum ... (/hah got the cynism to switch off again hmm )
    Honestly, I'm not a PvP'er, so there might be a purpose to arenas (perhaps even with according assignments) but that's one of the reasons Gamma exists. If there's an arena on training island to give a short look into PvP no problem, but a scripted PvP arena outside, dunno, honestly.

Ideas and improvements mentioned here can be found in the Perp-forums again and again in one way or another - instances are in most cases a worse choice for an open world sandbox game.

Re: Any ETA to expansion / Steam?

Arjha Shanoo wrote:

lots of letters

Op1: "One scene, one story, persistent universe" also can include an islands we can see but can't build stationary teleport gates on them for some reasons so we are forced to use one-way teleports to get in a random place on that island, and interzone teleport to get back (as an example). I've offered such "kind of instance" system somewhere in other post, and it can fit us well because it allows both to complete such missions and to hunt down those who is trying to complete them.

Op2: Most of those "lots of islands" are normally inaccessible for newbie corp/solo player because of someone is already living there and defends that place. I don't think it's good when you need to spend months for research, resources gathering and construction to fit an army just to be able to get high-level missions (not even to complete, to get)

Op3: Using exist islands for "instances" makes no need in any island deelopment. Creating new islands...Well let DEVs to decide what is easy and what is not for them.

Op4: NEVER make a low player base a factor for anything to decide.

Have a productive day, runner!
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DEV Zoom: Line, sorry, I was away for christmas.
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Re: Any ETA to expansion / Steam?

@ line
that would be some nice ideas beside the "separated instances" which my post was for. like i said at the end there are much better choices - yours one of them.
No need for new maps, grieving mission runners still restricted by the island you are on... smile

for op2's reasoning - it's the players choice, there are restriction that makes those areas harder to access because of other players there, if they allow it even trials could walk around and work on gamma; my emphasis here was on restrictions set by the game itself like maximum players, squad count, faction bots,.... Every game has areas where missions are hard to get/do, here in Perp it would be beta and private transports from/to gamma.

Also only mentioned the player base as side complement being a general reason for instances in other games. Like in case of really high player counts where servers are completely overloaded, instances are seen as common choices (even if its just the separation to local servers like US playground and EU playground)

Re: Any ETA to expansion / Steam?

Arjha Shanoo wrote:

Wow, I'm shocked, just because I'm not online for a day or week turns such things into mystery?

Apologies for my impatience. I was genuinely interested to know what your reasons were.

I broadly agree with Line's post #23 above though. I don't think that the "One scene, one story, persistent universe" is compromised as long as instances are "hackable".

On point 3, specifically, sixteen 512x512 areas will require the same amount of land/sea as 1 current island. Even using the ingame terraforming plan generator I could modify sixteen 512x512 tile pieces of terrain into an excellent assignment isle a day so I don't agree that development resources would be an issue.

On point 4 (low playerbase) I think you have to think big. My recollection of there being nearly 1000 players online was that assignments, particularly the combat level zeros and level ones were a PITA, especially if you hadn't put enough EP into accelerated target locking and fitted a sensor amp. The assignment system should be able to support hundreds of thousands online and instances on islands outside the main thirt-six are a good solution to that.

Re: Any ETA to expansion / Steam?

Just want to point out we already have an instanced mechanic ingame, that is unique to every player and takes place on the current map grid. It's called artifacting, and allows the player a chance at decent loots while also putting him at risk (if he wants) to other players. If new content also follows this template I'm happy.