Many patch notes, forum wars, and misplaced croissants ago, Perpetuum’s time-based skill progression system was created with the premise that it should create equal opportunity for everyone to progress their characters, regardless of playtime.

Be that as it may, an often recurring fear that potential new players have is that they can never be competitive enough to take on old players who have gathered hundreds of thousands or even millions of Extension Points over the years.

Both us devs and a lot of our players try to convince these newcomers that they can quickly become as skilled as old Agents in a specific field, and that veterans only have the advantage of being more versatile, and of course this is true to some extent. But as the years passed by, this argument started to become more and more weak, up to the point where even we didn’t believe in it, as the differences started to become really apparent.

Thus, we recently made it a priority to provide a solution that would try to address these concerns. We have come up with an upgrade to the EP system that has two main components.

EP rewards

The idea to give players EP as a reward for ingame activities isn’t new, it’s been popping up on the forums for as long as I can remember. From a financial viewpoint, the idea wasn’t really feasible as long as the game was subscription-based, but since we dropped that, it slowly started to turn from “why not” into “this might be even good”.

Nowadays a lot of our players quickly log in and out of the game every few days with the only intention of getting their daily EP packs, probably in the hopes that they’ll be useful one day, when they have time to play, or it’s worth to play. Naturally, if a lot of players do this, the game becomes a ghost town of secret agents on standby, which is less than ideal for an MMO.

EP is probably still the most valued “currency” of Perpetuum, so ultimately it makes sense to incentivize it with the hopes of getting these standby players to actually play, and be rewarded with Extension Points by doing so.

Long story short, the activities that we currently intend to be part of the new EP reward system are:

  • Assignments: EP is given per objective, modified by the assignment level. Every assignment participant is rewarded equally, regardless of their contribution.
  • NPC kills: EP is given based on the rank of the destroyed NPC. Everyone on the aggro list of the NPC at the time of its destruction is rewarded equally.
  • Mining/harvesting: similar to how rare minerals work, mining and harvesting modules have a small chance of rewarding you EP with every actively working cycle. The chance is divided by the number of working modules, so it doesn’t matter how many you use.
  • Artifacts: finding an artifact rewards you with a fixed amount of EP straight up, regardless of level.
  • Production: factory, prototyping, and reverse engineering processes will reward you based on how long the process lasts without time bonuses.
  • Intrusions: everyone contributing to an intrusion event will receive a fixed amount of EP. Participants on the winning side receive multiple times more than the others.

Note that EP rewards will be doubled on Beta islands.

Of course we are open to ideas on what other mechanics we could use, but let me say up front that we gave some thoughts to including PvP, Gammas, or the market into the system in some way, but ultimately we decided against it because they would be too easy to exploit.

EP handicapping

While the EP reward system works equally for old and new players, the other mechanic that we’ll introduce is specifically aimed to favor newcomers.

EP handicapping is built upon the EP reward system, and as the name suggests, it will help those with low EP.

The way it works is that we designate an EP value that is deemed to be a “desired amount” that every player should have. To give you an idea, this will be probably somewhat less than the total EP that could have been accumulated since the launch of the game, and since this changes by the day, it will be a rolling amount.

Then, we compare this target EP amount to your account’s total accumulated EP. The less EP you have (ie. the further away you are from the target), the higher bonuses you will get for activities that reward you EP. This means that when you start the game, you’ll receive a lot of EP coming from rewards. But as time passes and you gather more and more EP, the amounts you get from killing NPCs or mining ore will slowly start to decrease towards a minimum amount.

EP handicapping

It’s important to note that the existing method of accumulating EP by either daily packs or EP boosters won’t change in any way, but those amounts will not be modified by the handicap mechanic.

TL;DR

  • You’ll get extra EP for certain ingame activities, on top of the daily packages.
  • The less EP you have on your account, the more EP you will receive from these activities.

All of this will be in our next patch, but we still have to work out some details, so it will hit the server probably around early June. Until then, feedback is welcome, as always.

The October status report brought a general preview about an incoming balance package that affects almost all robots in the game.

After some public testing, forum feedback, collecting tears, and more number juggling, we now present you the final details.

The main goals of this balancing package are:

  • Boost light and assault robots considerably.
  • More diverse robot bonuses, but they generally provide less value increase. This also lessens the gap between high-level veteran players and less fortunate newbies.
  • Push robots more towards their intended roles.

Colorful spreadsheets coming up.

We're also introducing 3 new extensions under the Robot control category:

  • Combat robot specialist - Required extension for all combat robots, and controls the combat role bonuses.
  • Industrial robot specialist - Required extension for all industrial robots, and controls the industrial role bonuses.
  • Hi-tech robot specialist - Required extension for all Mk2 robots, and controls the special Mk2 bonuses.

The combat and industrial robot specialist extensions are becoming starter extensions, thus every existing character will receive these two on level 1 during the patch.

Additional notes

  • The effect of the mass gain of light robots may not be clear for everyone: increased base mass for robots lessens the speed reduction effect of equipped modules.
  • We cleaned up some parameters of prototype robots, this means either slight increases or reductions. Compared to normal robots, light/assault prototypes now have +5 CPU/reactor and +10 sensor strength, while mechs/heavy mechs have +10 CPU/reactor/sensor strength.
  • Mk2 robots retain their special extra bonuses (so they still have one additional bonus compared to standard bots), but these are now controlled by a new extension.
  • The Baphomet loses its lone missile slot, as a consequence we'll remove all modules and ammo from this slot in all existing Baphomets and place them back into the same storage during the patch.
  • Although the Waspish gains a second small/medium mixed missile slot to bring it in line with the other two assaults, to make it look badass these have to be on its sides. So instead the top/back slot will lose the medium fitting and as such we'll also remove any equipped module from this slot during the patch.
  • Do note that assaults received a considerable reactor boost to make room for those medium modules.

The patch itself will be deployed to the live server today at 14:00 CET/server time. We'll be also performing some server and database maintenance, so the estimated downtime will be about 2 hours.

ps. This isn't the monthly report, that's still coming.

New week, new patch - seems like we’re on a roll. As promised a month ago, we’ll deploy the spark change and extension system upgrade patch this Friday (10-28). If you haven’t read the previous blog about the topic, I’d recommend checking it out, because I won’t repeat everything there, but rather focus on the new stuff.

Sparks 2.0

Asintec industrial spark

Have you ever wondered what the tiny nanobots we call “sparks” look like? Well, now you’ll know :)

In order to give sparks a gameplay role, we converted them into passive module-like items, which provide small permanent bonuses and are interchangeable. The first pack of available sparks is already quite sizeable, with different types in terms of level, faction, specialization and price, but we intend to introduce new ones in the future too.

To get hold of a spark, however, you need proper authorization to use them (basically “unlock” them). This authorization process can either mean a one-time NIC payment, or reaching a certain level of relation with a corporation. Later on we’ll also introduce new sparks unlockable for Energy Credits (when that system rolls out), or a combination of these.

Sparkling sparks

Once you’re authorized to use a spark, you have to install it, which costs varying amounts of money. Unlike authorization, which you only have to do once, changing between sparks always has an installation cost, even if you change back to one that you already had installed. There is also a 1-hour integration period, during which you can’t install another spark. Standard sparks which you choose during character creation are all authorized from the start, so you’ll only have to pay a small installation fee if you want to change to another standard type.

Extension downgrading

Again, pardon me if I won’t repeat all the details and reasons about attribute removal and the new calculation method of extensions. Please see the previous devblog for reference.

In short, extension downgrading will be the ability to downgrade extension levels (duh), and to get back the EP and NIC you have spent on them. This feature is mainly intended for new players, to give them a chance to correct their mistakes while they are learning the game, so downgrading will only be available for 30 days after you create your first character. Since this is a new feature, though, we’re also providing all veteran players a 30-day grace period. This grace period starts from the patch on Friday.

There are a few limitations to downgrading:

Extension downgrading
  • It’s not possible to downgrade below your initial extensions.
  • It’s not possible to downgrade an extension level which is a prerequisite for another extension that you have.
  • There is a global freeze limit, which means if you go over it, you won’t be able to downgrade anymore (this also applies to old characters). This limit has been set between level 6/7, so if you have something on level 6, you'll still be able to downgrade it, but not level 7 and up. There will be a popup warning if you’re about to cross the freeze limit with an upgrade.
  • There will be a rolling limit which will only allow you to downgrade a sum of 5 levels of any extension in the last 12 hours. (We call these downgrade tokens, and they are account-based, just like available EP.)

As you can see on the screenshot, the downgrade button will tell you how much EP/NIC you would get back if you decide to do it. The lower part of the window has also been extended with more info about your spent EP and on downgrading.

Last chance to do an account reset

As announced in the previous blog, we’re saying farewell to the account reset feature in this patch. If you have any reason to perform an account reset, you can still do so until Friday! You can do it without any repercussions, since all the EP penalty will be reimbursed during the patch, regardless how many resets you did so far. This is also your only chance to get rid of an unwanted extension that you upgraded beyond the above mentioned freeze level of 6.

Closing

As much as we would like to, we can’t promise that we’ll have a patch every week now. These patches are merely a culmination of our development work during the past few months, so these are special times :) Of course, we’re doing our best to finish some features that are still in the works as soon as possible. November will be a very exciting month. Two words: intrusion and anniversary.

For the brand new players around and those who are not quite familiar with the inner workings of character advancement in Perpetuum, attributes are what determine the extension point (EP) cost of extensions. The higher an attribute, the less are the costs of a connected extension, hence the less time is spent on achieving the next level.

The problem with attributes has always been that you have to make important choices at the very beginning of the game. However, at that point you usually don’t have the slightest idea what they will mean for the future, and you don’t even have any chance to make adjustments later on. Obviously this can be a very frustrating experience for our new players. The account reset system has been created to alleviate this frustration, but it has many drawbacks and it affects the persistence of the game in a negative way.

Farewell attributes

We’ve been internally debating the issue for a long time now and we have finally come to the conclusion that attributes are not necessary. They are pretty much an unneeded annoyance, and while they seem to make the game more complex and deeper, they do not contribute to it in an entertaining or useful way. We have realized that while we’re advocating that you can be anything within the game, we’re in fact penalizing it if you decide to do so.

So we’re removing attributes from the game. Those who fear that this will reduce the diversity of the characters should take a look at the number of extensions one can install: currently there are more than 160 different extensions in the game and their numbers will grow in the future. We’re confident that they alone are more than enough to create specialized characters, where no single one is like another. (Not to mention that currently the trend is to blindly specialize your attributes towards either of the three career types, mostly combat or industry - not much diversity if you ask me.)

The removal of attributes will mean that we’re simply omitting them from the formula that we use to calculate the EP cost of extensions, and the cost will simply depend on the level and complexity of them.

To compensate the loss of the attribute bonuses, we're reducing the base cost of extensions from the current 100 EP to 60 EP. (This is the cost of a complexity1 / level1 extension, and all extensions are built up from this base amount.) In the name of fair play, this change means that we have to recalculate the available EP of every account, since the cost of every extension will be different. A side effect of this is that everyone will end up with a varying amount of extra EP (woohoo!), and that maxing out all extensions will only require around 16 years instead of 20 (or something like that...). Just to add another interesting bit here, getting all current extensions to level 5 only requires 393 days, so you see the level 5 barrier is really notable!

If this is all too complex for you, it’s enough to know that after this change you’ll end up with the same extensions and a bunch of extra EP, and some of the extensions will be cheaper than before.

Changes to character creation

Since our current character creation process is mostly based on selecting your starting attributes, obviously removing those will make its mark here as well.

In the future, creating your character will simply decide your starting point, your initial extensions, and your first spark (more on this below). You will no longer have to suffer the drastic consequences of your choices, since all of these can be changed or improved during the game.

Due to the removal of attributes and the recent reorganization of Syndicate corporations, we’ll take out the step of selecting your starting corporation. Instead, it will be simply determined by the school of your choice. (Existing characters will be unaffected by this.)

Extension downgrading

The attribute system isn’t the only thing that makes the life of new players hard. The plethora of available extensions can be quite daunting as well, or trick you into spending all your starting EP on Convergent Electrostatics level 10, just because it sounds cool.

Our plan is to give new players an option to downgrade their extensions, and get back the spent EP and NIC. This option will only be available for 30 days after the first character has been created on the account, and with a few limitations, like not being able to downgrade below your initial extensions, heeding prerequisites and a freeze level for extensions which is yet to be determined. (The freeze level means if you upgrade to a certain level you won’t be able to downgrade anymore.) Lastly there will be a rolling limit which will only allow you to downgrade a sum of 5 levels of any extension in the last 10 hours.

We don’t want our veteran players feel they are left out of the party, so after the patch everyone will get a 30 day grace period, during which they also will be able to downgrade considering the limitations mentioned above.

Removal of the account reset

Together with these changes we will remove the account reset feature, as it won’t be necessary anymore for the purpose we originally intended it for. We have decided to return all EP gathered in penalty pools due to the resets, so everyone will start with a clean sheet regarding accumulated EP.

As mentioned earlier, the changes will not affect anyone negatively. However, you can of course still do an account reset until that patch, for whatever reasons you might have. We wouldn’t recommend it though, as you will still lose all the faction relations and knowledge you’ve gathered.

It’s full of sparks!

For those not familiar with the lore, a spark is basically the tiny nanobot that the Agents are using to infiltrate the “minds” of the native Nian robotic lifeforms and remote-control them. When you’re upgrading your extensions, you’re upgrading your spark’s abilities.

So far sparks have not had much of a role in the game, you simply chose one during character creation, it gave you some attribute points, and you’ve been stuck with it ever since.

Now that attributes are being scraped, we see an opportunity to give them a function they deserve: sparks will provide small permanent bonuses (pretty much like extensions), and they will be interchangeable.

The initial 9 sparks that are currently selectable when creating an Agent will become the standard basic types, but later on you will be able to unlock and buy more advanced models, for example by reaching a certain relation with the Syndicate corporations.

TL;DR

  • Attributes will be removed from the game, character diversity will purely depend on extensions
  • Character creation will only determine your starting traits, you will not be forced to chose a specific path
  • New players will be able to downgrade extensions for 30 days
  • Sparks will give small bonuses and will be interchangeable
  • Account reset will cease to exist
  • Surprise EP for everyone \o/

When?

If we could somehow separate the sparks from the rest of the system, we could deploy the rest of it already next week, but unfortunately it’s not possible. So while all this won’t be part of the next patch, we’re still anticipating it to be in the next after, probably within a month from now.

We’re of course quite curious what you think all of this, so you may now express your happiness or dismay here or on the forums as usual!