Wondering what's going on in the world of Perpetuum? Wonder no more, as the official Perpetuum dev blog has been updated with news of today's patch as well as a number of both client and gameplay tweaks. First on the agenda is the fact that Avatar Creations is now offering two new languages for its sci-fi sandbox, and we're sure both the Slovenian and French-speaking communities will appreciate it.
The patch also features the introduction of a new heavy mech robot (the Lithus), which "can be thought of as the big brother of the Sequer, and will satisfy all your hauling needs" according to Avatar's BoyC. Next up are a couple of additions to the character screen in the form of trophies and losses followed by the coup de grace of this particular patch: the Interference system.
In a nutshell, Avatar is attempting to address the fact that players are clustering together in PvP and one-shotting opponents due to a mass of concentrated firepower. The designers intentionally avoided implementing friendly fire and robot collision detection in Perpetuum, and the Interference system "simulates the effects safely fighting in a close group would have on the combat effectiveness of the group in the real world. Basically members of the group would have to be more careful not to shoot any of their comrades, and thus be slower to fire and would have to devote a lot of their attention to working together with their unit."
Reader Comments (6)
Posted: Jan 13th 2011 11:41PM DancingCow said
I find this an intriguing idea. It sounds like a clever approach to this problem.
Friendly-fire is good in theory, but anyone who has played eg. Darkfall would know that it can be abused eg. players deliberately jumping into range of your aoes so you get tagged as having attacked them.
Friendly-fire is good in theory, but anyone who has played eg. Darkfall would know that it can be abused eg. players deliberately jumping into range of your aoes so you get tagged as having attacked them.
Posted: Jan 14th 2011 4:36AM axler said
its a stupid move that will discourage new players. once you impose such limits there is no reason for the person leading the fight to pick a new player. he will pick the optimal number of old players and that's that. picking more will cripple them, so there will be a optimal number of players to chose, and he will obviously pick the best ones, leaving the new ones out.
Posted: Jan 14th 2011 8:25AM Embolism said
In addition the devs removed the pvp safe zones and put the free robot (arkhe) on a 10 minute timer. Pvp is looking much better to me in this game. Going to a pvp event with 50 people to face 3 times the number was not fun for me. I don't think it will discourage new players from entering the mix, they just cant stand around 50 other players. It will force the indivudal corps to form their own smaller blob and operate as a team with the other mini blobs.
I've been playing this game since launch and intrusions (the events that bring 100+ man blobs) suck. Normally the game can't handle the stress of that many people and causes lag spikes and on the client side crashes. With the new system smaller 20-40 man groups will be engaging each other and not have to deal with the game's current restrictions. The biggest problem facing the super blob alliance is how to keep all of these squads moving around supporting each other. This change brings smaller squad tactics and a new meta game for intrusions and I think its going in the right direction.
I am glad the develpment team listened to the feedback and made fairly quick changes that will hopefully keep this game and community around.
I've been playing this game since launch and intrusions (the events that bring 100+ man blobs) suck. Normally the game can't handle the stress of that many people and causes lag spikes and on the client side crashes. With the new system smaller 20-40 man groups will be engaging each other and not have to deal with the game's current restrictions. The biggest problem facing the super blob alliance is how to keep all of these squads moving around supporting each other. This change brings smaller squad tactics and a new meta game for intrusions and I think its going in the right direction.
I am glad the develpment team listened to the feedback and made fairly quick changes that will hopefully keep this game and community around.
Posted: Jan 14th 2011 9:16AM Avernus said
Sounds like a good move. Wish I weren't too busy in RL, haven't logged in in a week.
Posted: Jan 14th 2011 10:11AM xuiton said
How is this game doing? Personally I have no interest in playing it since beta, however i'm happy to see indie games succeed where the likes of darkfall failed.
Posted: Jan 14th 2011 6:34PM Embolism said
I think this game is worth the $10 a month even if you log in 1 or 2 days a week to pvp because you still get xp for skills while offline at a rate of 1 point a minute. There is no box to buy as well so $10 gets you in the game and a month of sub time.
There was a nice bump in players when the game launched but it has leveled out and is growing at a pretty slow pace (according to the general chat numbers.) The mining makes sense and isn't crazy hard to get into. PvE is fun at first but turns into a boring grind later on. PvP is where this game really shines. There are 100+ different tactics to kill people depending on your bot and squad load out. This game would be no fun without a corp because this game does not hold your hand and tell you what to do and when to do it like the other theme park games out there. Just like Eve there is already forum drama, spies, thefts, and a cut throat market. Hell last night we took over an intel channel from another alliance and when the GM tried to come in and take the channel back we booted and banned the GM from the channel. The best part is that a developer explained that the GM was new and did not know he was not to take ANY part of the social/alliance goings on in the game. The bottom line is that this game is as fun as you want to make it.
There was a nice bump in players when the game launched but it has leveled out and is growing at a pretty slow pace (according to the general chat numbers.) The mining makes sense and isn't crazy hard to get into. PvE is fun at first but turns into a boring grind later on. PvP is where this game really shines. There are 100+ different tactics to kill people depending on your bot and squad load out. This game would be no fun without a corp because this game does not hold your hand and tell you what to do and when to do it like the other theme park games out there. Just like Eve there is already forum drama, spies, thefts, and a cut throat market. Hell last night we took over an intel channel from another alliance and when the GM tried to come in and take the channel back we booted and banned the GM from the channel. The best part is that a developer explained that the GM was new and did not know he was not to take ANY part of the social/alliance goings on in the game. The bottom line is that this game is as fun as you want to make it.







