So gamma islands are back, you’ve been busy there for 3 weeks already. With the expected small hotfixes out of the way we can say that we’re happy with how things went down, we hope you’re having a good time too.

This brings me to the main announcement of this blog. As outlined in the previous status report, once we’re looking at a stable gamma system, we’re ending our Early Access phase on Steam.

Originally the EA phase was meant to be quite short, basically to make sure that our new servers work as they should and our integration with Steam is flawless. But because of the removal/revamp of gamma islands the game has lost a large chunk of its content, we decided to extend EA until it’s finished. Of course we could still wait until we’re done with the mission system revamp, and with new PvE content, and the new engine, and and and… but that would be a vicious cycle and we’d be stuck in there forever. With the new changes of the Steam UI it has also become even less desirable to stay in Early Access for longer than absolutely necessary, simply from a visibility standpoint.

So with that said, we’re officially launching on Steam this Friday, the 17th of October. And as it is the case with all newly launching games, Perpetuum will be -10% off for a week.

Of course this won’t really change much from a development perspective, we’re continuing on the road we have laid out and keep improving the game.

New mineral system

We’re also planning a small patch for this Thursday (version 3.5.2), with a few bug fixes, and something that we wanted to do for a while now. This is a reworked mineral spawning system, which won’t mean too much difference in gameplay at first, but it makes our lives easier and it’s also more optimal for the server and the database.

To get a bit more technical, mineral fields so far have been generated and stored in raw bitmaps, and “fields” as a concept did not actually exist. Minerals in ground tiles had no connection to each other, and we couldn’t tell whether two tiles belonged to the same mineral field or not. This made it practically impossible to create rules and mechanics that would affect a whole mineral field.

With the new system, fields are node-based and are stored hierarchically in the database, which makes it very easy to let a whole field despawn without any residue after a certain time for example.

The system is very different compared to the current one, which will result in all the mineral fields being reset, so please be aware of this.

From a balancing standpoint we’ll also take this opportunity and make the faction-specific mineral difference even more significant, going from a 1:1.5 ratio of non-faction:faction minerals on an island to a 1:2 ratio.

Intrusion and gamma changes

Two relatively small but very significant changes will happen here, based on forum feedback and our observations, which will be deployed in the patch after the next one (3.5.3).

The change related to gamma islands is that we’ll be lifting the limit of 3 terminals per island. We have anticipated this change and mentioned before gammas were opened that we’re playing it safe but this might happen, but now we’re sure it has to go. The remaining terminal-to-terminal range limit and the red no-build areas should be enough to provide a soft limit for the number of terminals on an island.

The change to intrusions will bring an end to the automatic stability increase of beta outposts, and will require the owner corporation to complete their own SAP events as well. This will be the only way to increase the stability of outposts; if an event happens without any interaction then the stability will remain unchanged. Attacking corporations completing SAP events will of course still reduce stability, like they do now. As a result of this change, intrusion events should be more fast-paced and straightforward as defenders won’t have to stand around for two hours waiting for someone to come, but it will also require more effort to keep an outpost stable.

Robot balancing

We’re preparing a larger balancing patch that affects pretty much every robot in the game. The general aim is to boost light and assault class robots, and to stimulate or rather make room for a larger variance in weapon and module choices for all robots.

Listing all the changes specifically would be too much for this blog, but here are the main points:

  • Light and assault bots get additional head and/or leg slots.
  • They also get a slight CPU and reactor boost...
  • ...and a 25% mass increase, so equipped modules don’t affect their speed that much.
  • The current faction-specific weapon damage bonus of all combat robots will be changed to a combination of a larger general weapon damage bonus plus a smaller faction-specific weapon damage bonus. This means that your robot will be less “crippled” when using weapons other than its faction-specific ones.
  • Weapon-specific bonuses of assaults and mechs will be size-independent, so assaults will receive bonuses for medium weapons, and mechs for light weapons too.
  • All robots will receive an extra bonus that is either connected to their intended role or their faction.
  • We’d like to emphasize the scout role of light combats, so they receive a detection bonus.
  • Combat assaults receive an optimal range bonus in order to take on longer-ranged mechs more easily.
  • Light EWs get a small bonus to their faction-specific weapon cycle times to increase their combat capabilities a bit.
  • Combat mechs should be as agile as possible on the battlefield, so they receive a bonus to demobilizer resistance.
  • EW mechs’ main role is to disrupt from the distance, this means an EW module optimal range bonus for them.
  • Combat heavy mechs, being the slow fortresses they are, receive a small survivability boost with the help of armor resistance bonuses.
  • Industrial light robots get an accumulator capacity bonus giving them more working stability or even survivability, depending on their loadout.
  • Industrial mechs will be pushed more towards a combat support role with remote support module and sensor strength bonuses, while still retaining their primary mining and harvesting bonuses.
  • We’re also making indy heavy mechs a bit more sturdy with a bonus to their armor amount.
  • It’s not all that bright of course, so don’t be surprised if there will be also nerfs to some robots’ specific bonuses.

Mk2 robots have special bonuses and those will stay as they are, but basically Mk2s (and other special variants like prototypes) will get the same treatment as their normal counterparts.

These can still change as we will still go through all of these modifications again in the coming week. It will also hit the public test server first since we’re of course curious about your feedback too, so we don’t have an exact schedule for this other than “soon”.

Closing

Although this report is mainly about the impending and shortly upcoming changes, don’t forget that the larger updates outlined in the September and May status reports are still in effect. So the next blog post should tell you more about the incoming second stage of our mission system revamp. Or maybe another one inbetween about the teleport and highway network revamp?

It’s been a while since we announced Intrusion 2.0 back in July, but we have used these months to fine-tune the original concept and turn it into reality. Today I’m happy to announce that the new system will be deployed in our anniversary patch, on the 1st of December.

If you’re unfamiliar with the concept of Intrusion 2.0, we recommended you read the previous blog about it, but I’ll try to cover all the important details here as well. The basic premise hasn’t changed; we still want it to be a system that reflects the main powerblocs on an island via outpost ownership, while making both owning an outpost and doing intrusions more worthwhile, and of course to get rid of the fixed event times and registrations. Some of the details have changed though, and we think for the better. Let’s have a look!

The basic mechanics

One of the most notable changes will be the lack of an event calendar, because the whole system will be pretty random for defenders and attackers alike. Taking part in an intrusion event will be a matter of being at the right place at the right time.

The events will still happen around Service Access Points (SAPs), with the same old SAP types. One notable difference compared to the SAPs you know now, is that they will be easier to complete, even with a relatively small squad. But the main difference in the new system is that only one SAP will open up at a time for an outpost, and you won’t know exactly which of the three SAPs it will be beforehand.

If you’re an attacker, and you see an open SAP, you simply start completing it. The system will immediately add your corporation to the list of attackers. If you can complete the SAP objective before it closes, you win the intrusion.

If you’re on the defender’s side, your only goal is to keep the attackers from completing the SAP until it closes again. Simple as that - you won’t even have to touch it. The maximum time limit until a SAP is open has been reduced to 1 hour; that’s the time you have to stick out.

An important sidenote: should the defenders start completing a SAP, technically they will also become “attackers”, and if they win the intrusion they will decrease the stability of their own outpost!

Intrusion times

SAPs will open up at random times at every outpost in 8-16 hour intervals. This means that when one intrusion finishes, the next SAP at the same outpost can open anywhere between 8 and 16 hours. This also means that the minimum time where you can be sure no SAP will open at the same outpost is 8 hours. This rule works independently for all outposts, so it is quite possible that there will be more than one intrusion happening in parallel.

There is no way of knowing which of the three SAPs will open, but there is still a way to know at what time it happens.

Captain, we have spies in our backyard!

You’ll be able to scan for intrusion times in the same manner you scan for artifacts. Your trained ninjas will have to get relatively close to the target outpost and use a new geoscanning ammo specifically designed to find out when then next SAP will open. The scan result will tell you the time, with some random inaccuracy depending on your geoscanning extensions, and the remaining time until the SAP opening. Naturally, outpost owners will only have to step out and do a scan to know the time of the next event, but they will also have to be on the lookout for spies trying to scan for it.

Outpost stability

As mentioned above, now there is only one SAP to complete or defend at a time, and you win that intrusion. Winning an intrusion does not mean that you become the owner of the outpost, though.

Since the new system is much more random than before, there has to be ample buffer space, to prevent you needing to stand guard around your SAPs 24/7. We know you have a real life too... most of you, anyway.

This is where outpost stability comes in.

Outpost stability is a number between 0 and 100, which represents how much a corporation “owns” that outpost. Intrusion events will dynamically modify this number up and down. When someone completes an intrusion, stability will go down. When the owners (and/or their allies) can keep anyone from completing an intrusion, stability will automatically go up. Remember that the defenders won’t even have to touch the SAP, so there is no restriction or rule who can be a defender - it’s all in the sandbox.

Different types of SAPs have different stability values, here’s how it looks like:

  • Passive hacking: 10 points
  • Active hacking: 15 points
  • Destruction: 15 points
  • Specimen processing: 20 points

These are the same when attacking or defending, so for example when you complete a Destruction SAP, outpost stability will go down by 15 points, and if you successfully defend a Passive hacking SAP, stability will increase by 10 points.

To make another example on the big picture, if you own an outpost with 100 stability, you have to lose about 7-8 intrusions in a row (7*15=105, depends on SAP types of course) to lose that outpost. This means around 3-5 days of minimum buffer time, depending on how much the gods of randomness favor you (ie. the 8-16 hour intervals).

Intrusion event log

Gaining ownership of an outpost

Every now and then an intrusion event will bring down outpost stability to 0. At this point the outpost will go into a contested state, where no one owns it. The next intrusion event will be decisive regarding ownership: whoever completes it will be the new owner of the outpost, starting with a stability of 5. Of course this can just as well be the old owner, in which case they manage to regain ownership again. No “claiming” an outpost for millions of NIC, no protection tokens; from then on the owner’s task is to keep the SAPs alive.

SAP loot

Typical loot from a high-stability outpost's SAP

To make it all a little more interesting, and to give you all more incentives to do intrusions, all SAPs will drop a loot container. They will do this regardless if you complete the intrusion, or if there is a timeout (a successful defense.) The catch is that they won’t be assigned to anyone, so if you want it, you’ll probably want to make sure that the area is clear from enemies when the time comes. Of course during tighter intrusion events it’s also possible that the losing team ninja-loots it and gets away with it.

The higher the outpost’s stability value, the more loot they will contain and the more chance they will have for higher level items. Loot also depends on the type of SAP and the outpost’s faction, and can contain decoders, CPU cortexes, lots of minerals, distress beacons or ammunition. (A little hint: a SAP loot of an outpost with 100% stability will always contain officer beacons!)

The benefits of owning an outpost

So far, pretty much the only notable benefit corporations had by owning an outpost was the fee paybacks from facilities. While this enabled them to use the high-level outpost facilities practically for free, there was no option which could help them shape their outpost to their liking, or generally look at it as their home.

Now, the fee paybacks will still be around, but the new system has much more in store for the potential outpost-keepers.

Outpost Access Control

Outpost controls

One of the main benefits of owning an outpost is the long-awaited option to close them down from unwanted enemies, aptly called Outpost Access Control. The feature simply consists of an on/off switch and a relations slider, which determines the minimum relation at which you let in other Agents. The slider is exactly the same like the one you use for setting your relations to anyone, so for example if you set access control to “Good”, it will only allow entry for members of a corporation for which you have set at least “Good” relation or higher. Access control will become available if your outpost reaches at least a stability of 50.

Auras

Auras are basically outpost-level NEXUS modules. They provide small but notable bonuses to the members of the owner corporation, and they do this on the whole island where the outpost is located. The more stability the outpost has, the more Auras will become available for you to activate, but only one at a time. Effects include bonuses to mining or harvesting amount, geoscanning accuracy, armor repair, accumulator recharge and detection&masking. At stability 100, complex auras become available which combine some of these bonuses.

There is one piece of bad news for those who plan world domination though: an Agent can only be affected by one Aura effect at a time. So if you plan to own more than one outpost on an island, you’ll have to make decisions when selecting your active Auras. To avoid switching them back and forth too quickly, changing Auras will also have a 24-hour cooldown.

Facility upgrades

Outpost facility upgrading

So far outpost facilities had fixed levels and there wasn’t much strategy involved, except for trying to get the outpost with the better facilities that suited your needs.

Now owners will be able to shape their outpost’s industrial profile, by upgrading facilities from level to level, even up to level 4!

Facility upgrading is also tied to outpost stability levels: at first, all facilities are only level 1. As the outpost gains stability, every 10 points you’ll be able to spend a facility upgrade. So if you manage to get it to 100, you’ll be able to upgrade altogether 10 facility levels, in any combination. This means for example that at stability 100 you can have two level 4 facilities and the remaining four on level 2 (2*3 points, plus 4*1 points). Or you can have five on level 3 (5*2 points), and one remains at level 1.

Naturally if the outpost’s stability gets lower, you will lose your upgraded levels, starting from the last one you upgraded (or simply deducted from the unspent upgrades, if you have any). Productions in progress will not be affected by this, only new processes will start with the reduced efficiencies.

This system brings in a whole new level of strategy: is refining more important for your corporation than anything else? You can upgrade to a level 4 refinery already at stability 30. Or are you sure that you’ll be able to bring it up much more than that and spread the levels evenly to help every aspect of your production? Or do you own two not-so-stable outposts on one island, so you upgrade reverse engineering here and the factory there, and transport the goods between them? All up to you; we’re really curious how you will use this system.

There is a catch to outpost modification, too: only upgrading is possible, there is no direct option for downgrading. You can take the risk of reducing the stability of your own outpost to free up that one upgrade point you need... as we said, it’s up to you.

Outpost owners on the map and the new context menu for outposts

Make your mark and let others know

We also wanted to make intrusions much more the center of attention, since they are currently the pinnacle of intercorporation warfare, shaping the political map of Nia day-by-day. Even if you are not into PvP, you probably want to know what’s going on around you.

In this regard, intrusion news was quite hidden so far; you couldn’t even poke your buddy to check the news and brag him about your latest win!

To this end we’re adding a new tab into the News window (right beside the list of “Most dangerous Agents”), which will list all the past intrusion events, complete with the owners, the winners, and outpost stability changes.

The world map will also have the option to show outpost owners, with their corporation logos neatly hovering above their outpost icon.

Outpost information with facility listing and custom public description

We also implemented the same information windows for terminals and outposts that robots and modules have too. These will also show the current owner and stability levels (the latter in a nice graph as well), and the facility levels at that specific outpost. This will also work for alpha outposts, so you won’t have to ask around about which one has the level 2 refinery anymore.

Lastly, owners of an outpost will be able to write a public description of their property, and this will also be visible for everyone who brings up the outpost’s information window. You can use it to advertise your facilities, taunt your enemies, advocate world peace, or whatever you like (well, within reason of course)!

In conclusion

Currently owned outposts will start from stability 5 (this also changed since the previous devblog) when the patch goes live on the 1st of December, but we’ll delay the start of the first intrusion events to Monday (5th), after the anniversary weekend, so you won’t have to worry about them while you’re taking part in the festivities.

*Phew* that’s all of it I think. There is no tl;dr version for this I’m afraid, but trust me, it’s a pretty straightforward system once you get the hang of it. I tried to cover everything, but I’m sure many of you will have questions, which we’ll be happy to answer in the comments below or on the forums!

The week of 25th of July is almost over and you still can’t close your outposts. Hey you devs, what’s up with that?

Well, a change of plans. After the previous devblog about being able to block other corporations from entering your own outposts, there have been discussions about it both on our forums and ingame. The initial reactions were welcoming, but quite a few concerns emerged soon.

We have conducted our own internal discussions about this matter as well, and came to the decision that we’d bring forward an Intrusion revamp planned for later, rather than build upon a broken mechanic and create more issues. So outpost closing will still happen, but in a hopefully much more sensible Intrusion system.

While the other promised feature, the “elite” NPC spawns is pretty much finished, it still needs some testing & tweaking, so this will be delayed to next week. Though there will be a patch tomorrow (07.29.), it will contain fixes for the new storyline assignments and some other minor changes.

So, let’s continue with the important part of this devblog, the Intrusion system.

What’s wrong with the current system?

The random nature of the times neither benefits defender, nor attacker - one’s ability to hold an outpost is largely luck, combined with the number of players one can bring to bear in a specific time zone. This encourages superalliances, and overconcentration of players (a.k.a. blobs) in order to ensure the safety of these locations. While we have no problem with people banding together as they see fit, we don’t want that banding together to be the “one correct option” - and the current system encourages this.

Furthermore, the intrusion system is in no way a reflection of who actually controls a location. It is instead a reflection of who can bring the most power to bear at a random time, once a week. This is problematic because a) it discourages exploration and utilization of betas in general, b) it does not reflect the “truth” of who is in a particular area, and c) by encouraging superalliances, we’re essentially excluding small parties from taking and using remote locations successfully - cutting off part of the playerbase.

So after much consideration, we bring you the new Outpost Capture system, coming “soon.”

Ownership-Through-Occupation

The simplest way to understand the new mechanic, when you boil it down to an essence, is this:

“If you reside in an area and control that area, you will eventually come to control the outpost. If you raid-and-retreat from an area, it will become very hard to hold the outpost.”

Here’s the mechanics of the system:

Every outpost, as you know, has 3 SAPs. This will not change. What changes is that instead of an Outpost having all 3 SAPs becoming accessible once a week, two SAPs will become accessible every 24 hours. Exactly when and which SAP becomes available is completely random and unknown - just that you can count on two sometime during every 24 hour period. Every Outpost operates independently - the SAPs at Brightstone are on a completely different timer than the SAPs at South Isietsu, and so on. The effect of capturing a SAP would be changed as well.

When a SAP is captured, this lowers or raises the Outpost’s stability level, depending on whether the SAP was captured by the Outpost’s current owner or some other party.

Stability, in effect, is a measure of the Outpost owner’s ability to maintain control over the areas around the Outpost. Captures by the owner indicate the area is in hand and therefore stable - captures by outside parties indicate the area is troubled, and therefore unstable. If the owner of the Outpost captures the SAP, they have demonstrated control and dominance over the area - the stability value of the outpost grows. If another party captures the SAP, they have demonstrated that the owners of the outpost are NOT in full control of the area: the stability value of the Outpost decreases. After the SAP capture is complete or 2 hours pass, the SAP disappears and reverts to its neutral, passive state. The stability level of an outpost changes by roughly 6.66% per SAP capture.

Capturing an Outpost - When Destabilization Occurs

In order to fully destabilize an Outpost - take it from 100% to 0% - you need to capture 15 SAPs in a row. (Essentially, one full week plus one more SAP.) This shows absolute domination and control of a location.

Because we recognize it is possible for someone to capture an Outpost through blind luck - they had one person wander by at 3am when the two parties battling for the Outpost were asleep, and the critical SAP just appeared - we have also incorporated a “Snowball Effect.”

The first and second time in a row that you capture a SAP, you get credit for one capture. The third time, you get credit for two captures. The fourth, three captures, and so on. Essentially allowing for a 1+1+2+3+4+5 situation - three days with absolutely no response from the defender and 100% domination by the attacker leads to a capture on the start of the fourth day. You would be able to dock again much sooner than that, obviously. Note that a “no capture” SAP (nobody captures it and it expires in 2 hours) resets the Snowball Effect. Among other reasons, this was instituted so that if someone is utterly unable to hold a location - they got very lucky with the initial capture, for example - the dominant party in the area can flex a little muscle and take the outpost down again right away.

When An Outpost is Captured the stability of the Outpost instantly reverts to 50% in the hands of the new owner: they have the ability to lock the Outpost, but only barely. The new owners of the Outpost, though, can demonstrate financial might along with their military acumen by bidding NIC in order to prove their commitment to the area. Doing so will immediately raise the starting value of the Outpost Stability. This can only be done immediately after the Outpost is captured. No one is impressed with you throwing cash around after you’re supposed to be in control!

The probable values for “demonstrating financial might” are as follows:

  • Pay 100m NIC: Outpost starts at 60% stability.
  • 250m NIC: 70% stability.
  • 450m NIC: 80% stability
  • 700m NIC: 90% stability.
  • 1 billion NIC: You start with absolute 100% stability on the outpost. (You go with your bad NIC-holding self.)

The outpost stability level is also a measure of the benefits you receive. Outpost ownership is no longer going to be an absolute: the greater the stability of the outpost, the more benefit the owner receives. The values below are subject to tweaking, but here’s a general idea of what we’re thinking:

  • 0% stability - The Outpost has been destabilized and is open for capture. The next SAP capture could change ownership of the Outpost.
  • 25% stability - No benefits other than getting paid when other groups use the outpost; you’re barely holding on to control.
  • 50% stability - Minimum threshold for outpost locking controls (to block other corporations from entering), moderate relation bonuses for industrial facilities. Minor price reductions.
  • 75% stability - Reduced prices for service in the outpost, high relation bonuses for industrial facilities, Outpost locking controls.
  • 90% Stability - Owners receive high discounts for services and enjoy maximum relation benefits, may also lock the Outpost.
  • 100% Stability - Owners not charged for any service and enjoy maximum relation benefits; may also lock the Outpost docking mechanism.

A few questions that people might have

Q. Won’t my corp just lose SAPs when they come up in the middle of the night and none of us are on?

  • A: Absolutely. If you don’t have a presence on the island 24/7, there exists the possibility that your stability level will - over the long term - tend to hover right around the percentage of the time you’re on the island. If you’ve got a presence the 80% of the time, you’ll probably hold right around 80% stability if someone starts challenging you for it. If no one challenges you, the SAPs you miss will despawn in 2 hours, and eventually you’ll raise the stability to 100%. If you lose one overnight, no big deal: your presence on the island will allow you to push it back to 100% soon enough.

Q. What if more than one party is pounding on my outpost at a time? How does that work?

  • A: You’ll have a hard road. It doesn’t matter which corp takes your SAPs - the Outpost Stability goes down all the same. To use a historical metaphor, it didn’t matter to a Roman citizen which nation was pillaging and sacking them before Rome fell - just that they were being pillaged and sacked.

Q. So when a Outpost reaches 0% stability and becomes open for capture, more than one party could show up and fight for it? What happens if the original owner captures it again?

  • A: Yes, we expect that the areas around an Outpost at 0% stability will become wild melees as multiple parties all move to be the one to capture an outpost. These could turn into pretty impressive endurance matches, since you can never be sure when the critical SAP will appear. (Imagine the King-of-the-Hill match if the next SAP to open was the Passive one!) If the original owner manages to capture the SAP, they also get the 50% value and the chance to pay to increase it, but if they’ve been ground down to 0% once, they’ll be ground down again. (Or not, if they can prove they deserve to keep it now.)

Q. What if my corp gets a string of bad luck with their SAPs, or has to go AFK for a day or two because of (insert reason here?)

  • A. Remember that the system is gradual: you’ll be able to tell if you’re in trouble, and if your entire corp disappears for a day or two, you’re still in control. It’s by the end of the third or fourth day (depending on how quickly and how hard you were under attack) you’ll have a problem. You can interrupt a Snowball Effect with one capture, and if you honestly can’t field enough force at your Outpost to prevent even one enemy capture, you probably shouldn’t hold it right now. When everyone’s back and ready to fight, you can always take it back the same way you took it to begin with.

Q. What happens when this system goes active?

  • A. All current owners will be given 50% stability at all of their Outposts, with no possibility of paying to increase the value. We’ll give you basic docking control - whether you can hang on to it after that is entirely up to you.

Q. Will we be able to tell the Outpost’s stability level?

  • A. Yes. We’re still working on where the information will be known, but it will be publicly available.

Q. Can a corp that has strong relations with mine capture a SAP for me?

  • A. We have no plans to allow this at the present time. If you’re leaning on another corp for safety, they’ll need to either defend the SAP until it disappears... or maybe they should be the ones owning the Outpost?

Q. Could a corporation just watch two other groups battle it out, and then swoop in for the last capture when it really matters?

  • A. Someone might be able to pull that off once, but they’ll just lose control right away themselves if they’re not exerting enough force to hold the place - and if they are, then they’re the rightful owners to begin with. It’s unlikely that a group could repeatedly “snipe” the last SAP for the capture when its time of arrival is unknown. If you’re trying to take an Outpost and you’re being repeatedly “sniped” by different parties, you may not have the force to hold on to it yourself!

In Summary (TL;DR)

  • Outpost Ownership will now naturally reflect who lives on an island.
  • Outpost Ownership is going to become organic, and not absolute, in a tug-of-war fashion.
  • This allows us to implement Outpost locking without creating the nightmare situation of “You wake up and can’t get to your stuff.” It will be very clear in advance when you’re in danger of losing control.
  • We feel this system encourages small groups to “take their shot” since few groups will have the ability to maintain multiple locations at the same time.
  • We feel this system will encourage PvP on the beta islands: it’s a very safe bet that somewhere on some island at some outpost at least one SAP is vulnerable at all times, and people will need to be on their islands in order to keep their outposts safe. More beta traffic offers more opportunities for raiding and for defending. More PvP for everyone!
  • We want the system to reward people who live on the betas, not just those that raid them.

Is This All?

No! We’re anticipating a great deal of improvement to your Beta experience. Possibilities on the horizon include Aura-type bonuses for Outpost ownership which also scale with your ability to demonstrate stability.

We’re very excited to implement this new system and see the dramatic and positive effects this will have on PvP. We’re committed to making living on the outer islands more interesting for everyone, and more rewarding as well. Demonstrate that you can hold an Outpost this way, and when other changes to improve Beta life come in the future, you’ll be glad you did!

We look forward to your feedback and opinions on this proposal. We’re excited to see how this changes your Perpetuum experience, and see how you feel about it!

Scuttle safe!