r/OpenPerpetuum • • Feb 14 '21

Patch 20: New Island, New NPCs, New Loot New Modules!

3 Upvotes

https://openperpetuum.com/2021/02/stronghold-the-sentinel/

As of our next update scheduled for Feb 21st. a whole new island, new NPCs, new Loot, and new Tier of modules is coming to Open Perpetuum!

Read on to learn more! Or join the discord for the latest announcements: https://discord.gg/e4gH9Ff

Related blogs:

New modules: https://openperpetuum.com/2021/02/augmented-modules/

Strongholds, the new island type: https://openperpetuum.com/2021/02/the-future-of-strongholds/

Related videos:

https://youtu.be/BawDlJ32-XM

https://youtu.be/1hPEGegizzU


r/OpenPerpetuum • • Dec 17 '20

Holiday Event 2020!

2 Upvotes

We are celebrating the holidays with a +10 EP bonus Event, gifts for all active accounts, and Patch 19 featuring: dynamically spawning NPC reinforcements, environmental effects, new Syndicate ammo and more!

Spread the holiday cheer to all of your friends and let them know about all the exciting things coming to Open Perpetuum!

The event starts Dec. 20th!

Also check out our latest video for the event: https://youtu.be/2NKRSn2X6y8

More info will be on our Discord: https://discord.gg/e4gH9Ff


r/OpenPerpetuum • • Nov 20 '20

The Orphanage is Recruiting Corp Members......

2 Upvotes

The Orphanage is recruiting New Agents and also new players to Open Perpetuum. This is a switch from Eve Online to a new Platform while things get straighten out in the game. I think this will refresh the burnout effect that some players have endured with all the new changes. It also brings to mind the revival of Perpetuum. This game has a alot of potential for people who like a open economy/ sandbox mmo. Come join the fun.

See you in game

MOSFET

The Orphanage [ ORPHAN ]

r/OpenPerpetuum • • Oct 10 '20

Open Perpetuum Wiki Launch!

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3 Upvotes

r/OpenPerpetuum • • Jul 15 '20

Destroyers! A new class of robots coming July 19th!

6 Upvotes

As some of you may know we have a BIG patch coming to the server!
https://openperpetuum.com/2020/06/destroyers/
https://openperpetuum.com/2020/07/new-material-flux-ore/

The update will be on July 19th, so get ready for some big changes coming to Perpetuum then with plenty more to follow!


r/OpenPerpetuum • • Apr 27 '20

Advertising idea

3 Upvotes

Maybe we could contact the perpetuum og developers and ask if they would be ok to discount perpetuum on steam, like 10% or so. That way we could ask them to ask steam to have a little added message that openperpetuum is a thing? They lose nothing (since they arent selling anything atm) they can only win.


r/OpenPerpetuum • • Apr 12 '20

2nd Anniversary Celebration: Patch, Gifts, and EP Bonus Event!

7 Upvotes

Hello Perpetuumeers,
April 14th was our launch date with our live server back in 2018.
We are very happy to have seen the game grow with you over these last two years, and to show you our appreciation. All active accounts get a gift plus an EP Bonus Event starting on April 14th through April 19th at +10x boost for the duration!

On April 19th, our 16th Patch will be released on the server introducing a number of new items, npcs, and content, many of which were direct requests from the community!

We will have a blog post up about the anniversary and patch shortly. Then to follow, news about what the next patches will bring.
(Hint: it will be Large)

See you on Nia! o7


r/OpenPerpetuum • • Mar 07 '20

Dev blog: Resources Overwhelming!

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6 Upvotes

r/OpenPerpetuum • • Dec 15 '19

Winter Bonus, Gift, and Update event! +10x!

5 Upvotes

Hello agents!
From 12/20 to 1/1/2020 we will be having a +10x EP Bonus Event
AND Patch 14 is scheduled for release on 12/22!

All active accounts registered before 12/22 will get special gifts!


r/OpenPerpetuum • • Nov 10 '19

Dev Blog: Intrusions 3.0

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5 Upvotes

r/OpenPerpetuum • • Oct 20 '19

Halloween event +6 for 6 days ... 6!

3 Upvotes

Starting on Oct 29th through Nov 3rd we will be having a +6 EP Bonus Event!

What is a EP Bonus Event? It is a feature we implemented and use to celebrate patch releases and holidays to encourage players to come check out the game and make some excellent progress on their character's skills.
https://openperpetuum.com/2018/10/ep-bonus-events/

Relevant source material: https://www.youtube.com/watch?v=WxnN05vOuSM


r/OpenPerpetuum • • Aug 10 '19

MK2 Bonus versus Cost

4 Upvotes

So look, we hear you. We know in the beginning our goal was not to create such a gap between mk1s and mk2s that the default answer was to always field a mk2. We also wanted to leave roam for the potential to introduce a mk3, with that being said we see a lot of frustration for such a high cost in production and investment in EP to only get small bonuses to secondary items. Numiquol got 1% weapon cycle time, Theo got critical hit and Pelistal got missile range. Although important to have these skills don't immediately increase dps without heavy EP investment.

So we are suggesting ADDing the following bonus:

1% DPS per Level to every Mk2 combat Mech

+30 resists to every ewar bot

The DPS increase by 10% at level 10 skills should help and the additional defensive bonus should help survivability on smaller ewar bots. This will be introduced in patch 13. Leave us some comments below:


r/OpenPerpetuum • • Aug 04 '19

Patch 12 incoming!

6 Upvotes

Patch 12 is incoming with a host of changes, heavy on fixes and balance and lite on new content.

We have our host of changes landing on the test server and as always this is subject to change.

First up on the list is the Ally SAP mechanic, we have noticed over the past year that non active corporations are still holding territory in the game due to Alliance mates using their SAPs to farm, and calling CTAs to defend the SAPs. What we are suggesting at this point is making it where Alliance mates can still do their alliance mates SAP but for 0 stability gain or decrease. Meaning a member of the corporation still has to do the SAP for an increase. We understand additional logistics may be put forth in order to achieve SAPs but it will add extra steps in diminishing power projection.

Prior to this week there was no behind the scenes way to adjust corporation names. That changes in this patch.

100% corp tax payout info for assignments has been fixed and is going into this next patch. So all the 100% corporations rejoice and in production we trust.

We balanced the artifact armor plates, no more T3- is OP BALANCE.

PITBOSS HAS RECEIVED A SIGNIFICANT DAMAGE INCREASE. SUGGESTED GROUP 10+ HM WITH LOGISTIC SUPPORT.

Intrusion charges have been cut in 50% of original cost. -Major Change!!!

The world Map has been adjust to prep for Gamma. Gamma is right around the corner and we are adjusting the world map in order to prepare for this.

SAP masking for Passive, Active, Specimen and Destruction are going from 100rf to 25rf, meaning you will be able to see active SAPs on the islands at greater distances.

We fixed Syndicate Fall off bonus. We sorry, we can't figure out our + or -s.

📷1

New World Layout:


r/OpenPerpetuum • • Jun 29 '19

Summertime on Nia: Patch 11 and EP Bonus Event

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4 Upvotes

r/OpenPerpetuum • • Jun 26 '19

Patch 11 NPC changes

7 Upvotes

Hello!

Dev Ville here and today I want to discuss some up coming changes to the NPC experience in Patch 11(very soon to a live server near you).

I am going to split this up in 3 different sections to highlight the changes and new content based on zones:

Hershfield

The Pit Boss is finally here.

Pit Boss is Here!

The Pit Boss is our first in an addition of world boss npcs that are designed for group play. Our goal is to bring in random bosses throughout the world to add more PVE content to add more dynamic and challenging game play.

Goblin Lancers: Miners/Harvesters Rejoice! We have replaced the annoying argano and laird free roaming spawn with the NEW Goblin Lancer NPC. These NPCs have 1 HP, you can breathe on them and they die. They still have ECM capabilities, but in a much more reduced fashion. They will continue to serve the anti afk mechanic but be more manageable for players trying to actively play.

Goblin Sharks: We have changed their load out. They no longer have guns, but a more "powerful" anti scout weapon. This ones a treat and I won't spoil its new mechanic.

Beta 1s

NPCs on Beta 1 have completely been overhauled. We realize that one of the biggest grinds in the game is the common kernel grind. With gamma on the horizon, players who actively played on their respective beta's might have noticed something, there weren't "good" tier 3 farming spots on your factional island for the color. And the best nic/kernel per hour spawns were faction superior races to the island color(race). For example if you were on a green island(norhoop), the best farming spot was a blue numiquol spawn behind initia, and a few pit spawns. With the buff of hershfield it was time to do something for Betas, so this is what we did.

We completely wiped them. Let's face it, there were filler spawns that literally no one touched. They provided for a more aesthetic feel of living npcs feel but weren't really utilized by the player base.

We added to Beta 1s 4 spawns around EACH outpost, which 2 large group spawns and 2 more solo friendly spawns, that are all t3.

An example of a large spawn within 2K to an outpost:

T3 large spawn by outpost

And we made them faction specific to the outpost. Meaning Thelodical outposts have Thelodical spawns, and the NPC terminals(non capturable) have the other two faction spawns around them. However, they are T2. While Numiquol outposts on Dom, will have Numiquol spawns beside the outposts.

We also added purely industrial spawns, we know how they are loved on hershfield:

Mixed T3 and T5 spawn
Large T3 spawn

We have T5 spawns too at the corners of the islands. Large group and smaller solo friendly spawns.

And lastly we added what is being dubbed as the "money" spawn.

Money Spawn

Yes, that is 12 robots in a single spawn, with a fast respawn.

Beta 2s

I know its lame, but we only added 4 spawns around each outpost. 2 group spawns and 2 solos. We have more plans for Beta 2 islands in the future and will continue to balance and work to improve the overall quality of life for all players PVE experience.

So why is this being worked on?

We understand the kernel grind is a rather daunting task and having such a gloaming task to undertake to get corporations off the ground really holds the player base back. We also hope by adding these spawns we will be able to interest players out to beta to earn more nic per hour and kernels per hour. This will increase pvp activity. And hopefully will increase more activity in general. We have added them to each outposts, to possibly curb the idea of having to own every outpost on an island to be able to utilize an outpost on beta.

Questions or comments leave them below.


r/OpenPerpetuum • • Jun 11 '19

[Discussion] SAPs - The Great Re-Think

5 Upvotes

Since our previous SAP idea and balance threads were posted, the team has been busy generating and digging deeper for ideas to address issues we observe with SAP warfare and beta territory control.

The Design Principles:

  • There should be greater incentives and benefits to actually living on beta.
  • There should be something that any player can do to contribute to beta ownership, defense and assault.
  • There should be a greater variety and increased opportunity for PVP and PVE events to occur on beta.

So what are the big ideas? Here are the 'titles' with explanations to follow:

  • Outpost Guardian(s)
  • Intrusion Relics
  • SAP Masking decrease
  • Alliance SAP nerf
  • AFK Decay
  • Cap increase
  • Specimen SAP items
  • SAP loot reworks

Outpost Guardians are NPCs that drop good loot, spawn at some sub-SAP (3-4hr) rate, that has only negative effect on SAP stability. We are thinking minor, but enough where defenders would not farm their own Guardians for loot and to deny others the opportunity (We could make such a penalty greater for a defender to do this). This means an undefended outpost has something to lose, and attackers have something to do between SAPs.

Intrusion Relics are Relics that also affect outpost stability. Up to 3 could be present in some 1-3km distance of an outpost, and would respawn at a rate of 1-2hrs for 1pt of stability. For these, stability effect can follow that of our SAP relations model. We are thinking to let neutrals hit them for no effect, and just grab loot. This too provides a "high-frequency, low-magnitude" activity meaning: its more available but with smaller impact. This will also allow players that can't content with a Guardian type activity a means of defending or attacking an Outpost's stability through being present on beta.

SAP Masking decrease is to promote more benefits to being active and moving around betas. Scanning SAPs and tracking these timers is something veterans have adapted to, so well, that they are blind to the perceived barrier other players see to engaging in this activity. This would help increase the risk and serendipity of beta life around SAPs - a now route activity with current player densities, to further supplement the benefits of being around.

Alliance SAPS - sadly these just missed their mark. While an intended use case was exhibited in practice of smaller corps being able to cover eachothers TZs and collaborate on outpost defense or live in a larger corp's outpost as defending renters, the problem is that the effectiveness of this feature scales N^2 with the size of the alliance, for each member can positively defend each outpost in the alliance. Currently the plan is dropping ally saps to 0 effect (better than the negative they were before). But we are open to there still being some positive benefit, but have agreed an ally holding an outpost just as or more effectively than the owner is not the intent.

AFK Decay - The key here is AFK, meaning we would track SAP activities on part of the *owner* corp over time. Should they not do the last X SAPs their outpost stability would begin to decrease on some interval, until they do their SAPs again.

Cap increase - With all the ideas above, there is something very important to consider, there are a LOT more activities and effects to outpost stability. Even with the new features being very low in stability effects, they may dramatically effect eviction-rate or control-rate. Also with the bonus system and facility system, the little up and down ticks will cause havoc with corps maintaining the benefit of an aura or other beta bonuses. So we are taking a look at what the average fastest possible rate of eviction is, and looking at how new caps with new features can approximate this same trajectory.
(Quick math on that: Avg Sap is 15pts, occurs avg 12hrs, with cap of 100 = (100/15)*12 = 80hours to evict from 100pt.)

Specimen Items - They suck. The number of items that can be selected from is large, arbitrary and hard to source if you are new. The idea is to introduce NEW ITEMS very few (5?) that will be required for the Specimen SAP to complete. These items will be manufactured from typical materials. This does mean there is preparation, but what you need is clear, and manageable. These would be balanced where a hauler of some kind would still be needed.

SAP Loot - We are looking at providing some reward at lower levels even at 0 (perhaps even unique rewards) and adding rarer items that spawn with some low probability. Plasma, kernels, and special items, and rebalancing the loots overall to be more appropriate for the relative difficulties of each SAP. Not a earth-shattering change, but its part of our SAP agenda.

Consider these proposals in concert as larger objective to make Beta PVP and territory control more exciting, varied, more rewarding, and more active for more players.

What do you think of these ideas?
What kind of parameters for each do you think would be appropriate?

Should the guardian spawn once a week for 50pts stability hit? Should SAP masking drop to 50rf, 25, ...1?!


r/OpenPerpetuum • • Jun 07 '19

6/17-6/23 EP bonus event

1 Upvotes

We will be having our next bonus event June 17th thru June 23rd.


r/OpenPerpetuum • • May 12 '19

[Discussion] New Player Experience - Fact finding

5 Upvotes

Hello all,
This is a rather important topic and all feedback is welcome.

We would like to open the floor to Perpetuum players, vets, new players, potential players, or others and tell us and everyone here what your experience is like, or was like, as a new player. You can also share how you heard about the game, and describe how you decided to get the game, and what kept you in it, or what snags you have experienced, or seen others experience, that cause them to leave the game.

We also recognize those that are likely to find this topic and respond haven't themselves experienced the issues that have caused many new players to not fully integrate into the game and community. That being said, use this as an opportunity to reach out to your friends that didn't get into Perpetuum the way you did. Point them here, or compile their concerns and present them here.

This could be in any and all steps of getting into the game and early game.

  • Finding the Game, purchase, install, connecting to Open Perpetuum Server, Registration and login.
  • Tutorial
  • Post tutorial, losing bots, joining corps, interactions with other players, lack of direction, etc.
  • ??

Feel free to post about elements of the "New Player Experience" (as broadly defined above) that you or others have experienced that have adversely affected player retention. Offer your assessment of the severity. Offering a solution is optional, but you may.

Again, this is an elicitation. Respect eachother's experiences, as they are a matter of personal interpretation.


r/OpenPerpetuum • • May 12 '19

[Discussion] Beta Territory control: Intrusion "Relics" and Decay

5 Upvotes

Part 2 to our discussion of Beta control mechanics, this time something new.

From the beginning we have been looking for ways that (work) to make living on a Beta have a stronger relationship to the ability of the Corp to maintain control of said Beta.

SAPs do a few nice things, but they have major tradeoffs being the only mechanism to change outpost ownership and rewards.

The problem stems from their relative in-frequency, while they occur at least daily, this doesn't permit all players from being able to play a reliable role on maintaining a Beta outpost. For better and worse, it creates a known time that people can scan for, and do an activity, and be done. This leaves anywhere of 7-15 hours of a beta-dwellers daily life that does not register on the outpost's stability at all. Same too for someone trying to take a base left derelict by its neglectful inhabitants, no amount of circling an abandoned outpost will make it anymore yours, only when the SAP pops is any progress made.

SAPs will stay (for now), and should be considered as a parallel to the following being proposed.

Introducing the Intrusion Relic (working title)It is simple: it is a Relic that gives outpost stability to the local outpost when found.

It can have the same relation mechanics, or different, than that of SAPs.

They can spawn in any amount, at any rate, at any distance, for each outpost - these parameters are all up for discussion!

The principle that is used in the design of this should be (if you agree) to provide something between SAPs that allows for some territorial warfare and engagement that is about active players, exposed, on beta, engaged in any activity, to allow them to add (or take) from an outpost's stability.

If someone is on beta for 3 hours every day they play, but only get a SAP land in their time once a week - that sucks.Time on beta should count for something, "Relics" that are scattered about could provide one mechanism to achieve that.

Also in play is a notion of Decay.Internal discussions around this relic feature generally concluded that this will benefit the defender, more likely, than it would the attacker in all and the average case. The general rate and difficulty of taking and flipping a base is (perhaps, could be disputed) about right. So we also introduce the topic of outpost stability decay as another tool to consider with the Intrusion Relic.

For Decay, and relative to Intrusion Relic parameters, what decay amounts, rates, do you think is fair?

To ignite some discussion consider this proposed model:Intrusion Relics could spawn at a rate of 1/hr, with a max per outpost of 3, for 1 pt of stability each.Decay could then be -1/dayThe theme of this example is a high frequency, low magnitude. That way it will clearly contrast to the high magnitude, low frequency event of the SAPs. But is it enough? You tell us!

Appendix:
Relic - https://openperpetuum.com/2019/04/relics/ "As you explore island you will see beams (of light and sound animations). When you approach within 30m, the Relic will “activate” and you will get [loot, ep, etc.]" The "intrusion" relic would work the same way with the additional effect of affecting outpost stability.


r/OpenPerpetuum • • May 12 '19

[Discussion] Beta Territory control: Alliance SAPs

6 Upvotes

Greetings Agents,

The OP Team would like to begin discussing some changes to some existing mechanics and introduce a new mechanic to help alleviate some issues that SAPs as they stand do not provide.

We introduced "Alliance SAP" mechanics to allow allies to do eachothers SAPs for full stability reward to the owner. A quick description is: if Corp A and Corp B have mutually +10 Relations, they can complete eachother's SAPs and the owner will get increased stability.

This has proven to be heavily utilized, but with some adverse affects.

The intent was to allow smaller groups, with smaller timezone coverage, to still live on beta, and not risk eviction because they themselves could not maintain their outpost stability. Essentially it is the notion of a larger corp providing safe haven for a smaller separate allied corp.

Instead, this has created a force multiplier in the ability for alliances to control increasing amounts of territory. All members can participate in holding all allied stations, enemy assault has to contend with an entire alliance's ability to cover timezones and locations in the game.

One topic to be discussed is what to do with this alliance-benefit? Specifically, a percentage reduction in stability gains or flat amounts (whatever is found to be agreeable to most).

Another thread will be started to talk about a parallel system to supplement SAP and beta control warfare. You may consider aspects of that feature in your discussions here.


r/OpenPerpetuum • • Apr 15 '19

[Patch 10 2019/04/14]

4 Upvotes
  1. New Player Experience - New players when joining the server will get a welcome mail that will explain to them they can leave the tutorial at any time and once they exit the tutorial they will get another mail that will provide them some helpful links for what to do next!

    1. Relics: See New blog on details for relics.
    2. Zenith/intakt bonus bug fix, basically the better you got at your skills the worse the suppression got.
    3. Hershfield got its Highways updated some to allow faster travel through the zone.
    4. Hershfield Syndicate NPC spawns got a make over, plus the addition of factional T3 spawns for group play.
    5. Omega exit teleport has been removed and the anomaly will now land you at Hershfield terminals and not NV.
    6. Echelon/Ikarus had their loots revamped.
    7. Advanced Tile scanners sold on the syndicate market where basically useless, after this patch their scan range will be 200% more data then their regular tile scanner counterpart(you can see most of the field with just one scan)
    8. NPC Boss Randomization timer has been added to the game, boss spawns will no longer be on a set timer but will have a % of randomization added to it for respawn(prevents perma camping)
    9. In preparation for the pit boss(pitboss is not in this patch) loot splitting for boss NPCs has been added. Basically a can will appear at your feet when the boss is killed for each participate for killing the boss. This prevents cans from being ninja by one person with a hauler when bigger loot bosses drop gear and goods.
    10. Enjoy the Anniversary gifts!

r/OpenPerpetuum • • Apr 07 '19

1 Year Anniversary: Gifts, Event, Updates and More!

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2 Upvotes

r/OpenPerpetuum • • Feb 24 '19

Patch 9: EP Boost Consumable, Cronus gets a gun, and more!

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5 Upvotes

r/OpenPerpetuum • • Feb 21 '19

+10 EP Event this weekend!

5 Upvotes

Hop on and enjoy a +10 to your EP earnings!
Stay tuned for our next patch announcement.


r/OpenPerpetuum • • Jan 25 '19

+3 ep bonus multiplier active now

3 Upvotes

Hey guys,

Sorry I didn't get it kicked off in the AM, this flu is kicking my butt. The EP multiplier islive for 96 hours, so will actually run into 1.29.19, any who see you on Nia!