1 (edited by Hunter 2013-07-27 08:51:36)

Topic: Assignments arrangement

Hello. I started play perp long time ago. I've tried almost all kinds of assignments and i have to say that old assignments was better. Even transport triangle.
Current system takes too much time. Most part of performing time takes for run between points. Such marathon spoils all impressions. Really. Also I thing that assignments should be attached nearby the terminal. i.e. Max distance of performing should be less 3 km.
More than i think assignments reward calculation should be based on average time execution.

Basicaly... Dear DeV's. Try to raise up relation level for each NPC corporations from 0 to 6+

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Why the crybabies wins?
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Re: Assignments arrangement

I would agree, assignments now are very under rewarding.

I have been running L0 and L1 missions for the last few days, and I can say, if it wasn't for the spark at the end, I just wouldn't bother.

Even that I so little its really not worth it.

Just my thoughts.

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

Scarab Kill Count - 13

Re: Assignments arrangement

More important is the very fast change of beta assignments. But after that I agree with Hunter that L0 and L1 assignments are sometimes too painful.

Re: Assignments arrangement

Golden triangle must return!

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Re: Assignments arrangement

What all ways got me is you have seperate category's for assignments.  Like transport, combat, production, mining.. Etc...  But why is it when I do a production mission I have to fight npc to get to a terminal node?  Or transport missions spawning demobing npcs?  The point of missions is to add lore and teach people to play in a sandbox while granting a reward.  In this game apparently if you want to produce you need to have super leet combat skills...  Illogical if you ask me.

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Re: Assignments arrangement

Ville wrote:

What all ways got me is you have seperate category's for assignments.  Like transport, combat, production, mining.. Etc...  But why is it when I do a production mission I have to fight npc to get to a terminal node?  Or transport missions spawning demobing npcs?  The point of missions is to add lore and teach people to play in a sandbox while granting a reward.  In this game apparently if you want to produce you need to have super leet combat skills...  Illogical if you ask me.

+1 and for OP too

RIP PERPETUUM

Re: Assignments arrangement

There is not much else you can do to make high level industrial assignments harder, than to make them dangerous and require to bring along some escort. We're open to suggestions of course.

Re: Assignments arrangement

DEV Zoom wrote:

There is not much else you can do to make high level industrial assignments harder, than to make them dangerous and require to bring along some escort. We're open to suggestions of course.

We had a topic very recently for this already: http://forums.perpetuum-online.com/topi … -thoughts/

Re: Assignments arrangement

You can make it harder but staying in the category by balancing missions around set skills for example:  logistic/transport missions:

L0/L1:
Same island arkhe/light bot.
L2:
Same island require sequer
Different island light bot.
L3:
Same island sequer + shield small tank
Different island requires sequer.
L4:
Same island Lithus + med shield small tank
Different island Lithus
L5:
Same island Lithus MK2 heavy tank
Different island Lithus mk2
L6:
Same island:  now put the demobing bots in
Different island Scarab

The missions also need to teach how to spend EP.  Logistics for example teaches you about shields and industrial haulers and accumulator skills.

You should be able to grind L6 standing on alphas.  Since now you have a Beta Lock out mechanic.

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Re: Assignments arrangement

DEV Zoom wrote:

There is not much else you can do to make high level industrial assignments harder, than to make them dangerous and require to bring along some escort. We're open to suggestions of course.

Let me point out that the rewards for doing these kind of assignments even with two people are not even remotely worth it. Forcing people to work together in this manner basically entails people rolling combat alts or even becoming combat pilots, wasting EP on something they don't like, but can't play without. This is one of those things I can really see responsible for hurting retention.

This phenomenon is also already apparent when looking for basic industrial implements (commodities, decoders, fragments, etc.), since the market doesn't supply them.

I've noticed you spawn NPC traps starting with L1 industrial assignments (fetch items, find artifacts). You can run from them, but they're a pain in the *** if you need to complete more assignments in the vicinity. You will have to wait until they clear since the Argano can't cope with their firepower. Then, the 80k NIC and 4 tokens will not inspire people to find a buddy, at all.

Besides, I would say the travel times on these assignments alone warrant far more relation increase and higher rewards.

My suggestions:

- get those commodities and implement NPC orders on the market;
- get rid of those stupid traps, it doesn't work towards making the assignment harder, just more frustrating (which is bad gameplay);
- drastically increase rewards, based on travel time and having people needing to buddy up.

11 (edited by Merkle 2013-08-03 04:24:02)

Re: Assignments arrangement

Ville wrote:

You should be able to grind L6 standing on alphas.  Since now you have a Beta Lock out mechanic.


Was thinking about this the other day.  Bring L6s to A2s. Then bring L6s to B1s/B2s.  Just with greater rewards.

Big +1 will really light a fire under the mission whores out there.

Also rewards do not have to be straight Nic.  Cool CTs would be nice.

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

Scarab Kill Count - 13

Re: Assignments arrangement

A - MORE MISSIONS  Having a library of the same six or so extensive time + minimal reward missions very, very quickly grows old.  Considering the standings progression is mind numbingly slow and there are few missions to grind = boredom in hours rather than days.

B - vastly increase the rewards for time intensive missions (time sinks), particularly any that require you to slog half way across any island, or across multiple islands, for any reason.  Increase the types of rewards too - low/med/high eff CTs of 'uncommon' items that are 'different' but otherwise equal.  Particle weapons, for an off the cuff example.  Less DPS with a secondary effect like capacitor drain or mobility reduction.  Or a multistage harvesting module that can carry two charges - so you can harvest and mine with the same module, just not as effectively as with dedicated mods.
Ect, ect.

Add something to make missions ... worthwhile.  Right now they just drive the newbs away.  And we need the newbs engaged enough to stay.  Less time sink.

REMOVE THE TIME SINK or increase the rewards logarithmically with the time the mission takes.

Remove the NPC spawns on logistic missions.  They're already painful enough just getting there and slogging back.

Re: Assignments arrangement

The relevant part of the DEV blog.

DEV Blog 29-Dec-2012 wrote:

The second stage is where we also randomize the objectives within the assignments. This system is still heavily under development, but it would use assignment templates, where we only set the number and types of objectives that you have to do. The exact NPCs you have to destroy, or the minerals you have to mine, or the items you have to transport would be randomly selected from a pool of objectives around a certain radius of the location where you take the assignment. This would maximize objective variety and minimize boring walking time. In the new system we also plan to scatter small assignment terminals around the islands, so you will be able to take them there too and not just in the big bases.

Walking time is in hand.

Re: Assignments arrangement

Ludlow Bursar wrote:

The relevant part of the DEV blog.

DEV Blog 29-Dec-2012 wrote:

The second stage is where we also randomize the objectives within the assignments. This system is still heavily under development, but it would use assignment templates, where we only set the number and types of objectives that you have to do. The exact NPCs you have to destroy, or the minerals you have to mine, or the items you have to transport would be randomly selected from a pool of objectives around a certain radius of the location where you take the assignment. This would maximize objective variety and minimize boring walking time. In the new system we also plan to scatter small assignment terminals around the islands, so you will be able to take them there too and not just in the big bases.

Walking time is in hand.

I haven't noticed a change in duration (distance to travel) than was in place the last time I played - over a year ago.
The triangle is gone, unfortunately, but that capped out your standings gains pretty quickly.
The current assignment system is mind numbing and slow.  I ran one of each type, got nauseatingly bored, and have not run another mission since.

Re: Assignments arrangement

Whorum Post Alt wrote:

I haven't noticed a change in duration (distance to travel) than was in place the last time I played - over a year ago.

Well, they haven't rolled the change out yet.

Re: Assignments arrangement

Merkle wrote:
Ville wrote:

You should be able to grind L6 standing on alphas.  Since now you have a Beta Lock out mechanic.


Was thinking about this the other day.  Bring L6s to A2s. Then bring L6s to B1s/B2s.  Just with greater rewards.

Big +1 will really light a fire under the mission whores out there.

Also rewards do not have to be straight Nic.  Cool CTs would be nice.

yep totally agree Merk.

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Dev Zoom: I think its time to confess, Ville is my alt
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17 (edited by Ion Halo 2013-08-05 22:22:23)

Re: Assignments arrangement

how about an epic mission line, that keeps going through a storyline and get some really nice reward, like L5, L6 module CT's or something.

complete like 20 missions in the storyline and the last part you need help from your corp to complete.

18

Re: Assignments arrangement

People do missions for 2 reasons sparks / Nic .. after the sparks its just nic LOTS of it.

Missions will continue to be just a way to churn nic >> tokens = beacons = plasma / nic |kernels /nic

Until we get vast improvements in the SS store, we need to be able to buy all types of faction items out of the SS store. Bots and modules of all kinds.

For new players you could add in the niani items as a way to get small improvements before t3 or before t4 this would add in more of a spectrum to the game. right now its throw away t1/2 fit or all T4 there is really no in between.

for the high end add in MK2 'CT's or really high end, few hundred thousand tokens or something the Factional bots, make a version of all Factional bots no just the heavy's 

VV example VV

light 25k tokens || indy light 30K
EW light 50K tokens
assault 75K tokens || indy assault 100K
mech 150K tokens || indy mech 175K
EW mech 200K tokens
Heavy 500K tokens || heavy indy 600K

you can play around witht he numbers but ... there needs to be something "worth" other than nic to run missions for

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: Assignments arrangement

+1 to Tux

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http://www.perp-kill.net/kill/239407
Dev Zoom: I think its time to confess, Ville is my alt
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Re: Assignments arrangement

Current system boring because of it looks like assembly line.
Why?
1) Not all assignments gives good reward, so you will choise most profitable assignments and will run only this.
2) You need repeat assignments because of single run per day won't be enough.

What will change with random assignments? - everyone will stop use it.
Why?
- Because of out control on reward for assignments. The people will have to perform trash-assignments to get chance for a good one.
- Big spread on map the points of assignments and new level of rally-races on island.
- Useless of extension "/relations/Parallel assignments". If you will take one assignment - you will have 9-13 hours to complete it. If you take 5-6 assignments - you shall complete it for same 9-13 hours. It will be really hard with random system.

and so on...

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