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.
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.
Comments for this post
1 Chemist
2 Leary
3 Leary
4 Nako
5 DEV Zoom
6 Annihilator
I was hoping to boe able to use the other two agent slots on my account for twinks,
please stop sharing EP between agents on same account starting with this system.
7 Line
8 DeathPaw
1. The EP handicapping may be too severe. Can't tell without numbers on the graph. If a new player ground for 2 hrs per day, started with 300,000 EP, and boosted his account, how long would it take him to get to 2,000,000 EP; under the present and proposed systems?
2. BOT programs and macros have NOT been a problem so far, but that will change now! Being able mine limitless epriton is one thing, nut unlimited EP farming???
9 Baglodush Kemory
10 Feldog
11 DEV Zoom
Baglodush Kemory: there is always one specific corporation that wins, regardless whether they had help from others or not.
12 JetNexus
Too bad there's no refund for boosters...
13 Rynikwiz
14 Rynikwiz
15 shockedfrog
Also, though I've never bought a booster myself, players who have used them will basically have had what they purchased changed drastically. They were previously buying EP which they could not otherwise have obtained - now what they've bought is just a time saving convenience, which is something they may not have wanted to purchase. As such, this change - which is supposed to encourage new and existing players and create a better game environment for everyone - is being introduced in a way that screws a number of existing players. That's not a good way to encourage them to play and promote the game, is it? Consider offering some kind of compensation to players who have bought a substantial amount of boosted time - perhaps giving them some free keys for the game, which they could use to invite new players (or make additional accounts, though I'd prefer to see that discouraged), would help turn a bad situation into some good promotion.
16 Baglodush Kemory
17 DEV Zoom
18 Blocker
19 shockedfrog
20 Inda
21 Kallen Dracco
Strategy Player: You can log in on our website via Steam Connect (the big green "log in with Steam" button") and you should be able to comment then.
1) No cap.
2) The EP rewards are aimed at everyone. The EP handicap mechanic however is aimed at new players and its effect will boost EP rewards everywhere, there is no need to have it higher on Alphas. And as a matter of fact if they were higher on Alphas, all the veterans would be grinding there, which is quite the opposite of what we want.
3) If that's their idea of great gameplay then let them do that. EP is confined to individual accounts so it's not like they will mess up the economy or something. But the mineral market will surely get a healthy boost :)
Strategy Player 9 hours ago
I read the blog Zoom but since I am a steam player could not comment there, sigh so sad.
Anyways couple of quick questions comes to mind.
1) Will there be a daily cap to the EP people can earn doing activites?
2) Since this is aimed at newer players should the reward be higher on Alpha islands instead??
I get the risk reward thing but most new players avoid the beta islands like the plague especially starting out.
3) What about the AFK miners, the players that park their scarabs on a liquiditz field for 12 hours a day? Will they still get EP for doing that??
I think that earning EP for doing stuff in game is great, almost like every other MMO out there.
My only concern is with the handicap mechanic.
22 Smokeyii
Overall seems like a descent idea if you can iron out all the details, but I really agree with Rynikwiz that there would be plenty of better ideas with which to spend your time on, like NEW BOTS AND MODULES and RANDOM PVE EVENTS like so many have explained to you so many times.
Once this is out I think I'll make a new pvp toon and EP him up with nothing but alpha island mining :D
23 Smokeyii
24 Kallen Dracco
Sorry post was too long had to make 2.
To me this is a huge turn off and a point of frustration for most players. It is too long to wait to improve your agent in any MMO.
The irony is if I even want to try and improve further, to advance my character into the heavy mechs, the Scarab and Gropho for my race it will take about 90 more days of EP if I do nothing else but train in either of those.
I have to point out my current level of frustration here.
Been here for 6 months, every single patch or fix has helped the PVP crowd only.
The recent hot fix where you guys nerfed the NIC rewards for running missions chased away half of the PVE crowd that was still playing the game. If you do not do PVP you are already missing half the content.
Strategy Player 9 hours ago Delete
I am in favor of this. Just finished reading both here and main game post to catch up.
I am still opposed to having double EP gain on the Beta and Gamma islands for the same actions. If you have ever read anything on this game here on Steam you know I have been here for 6 months and done everything I can to help out new players.
I still do not have that magic 300k EP number, just bought the basic game and no DLC or EP boosters. I think the total after I logged in today was 254K.
Here is the current problem, as I see it.
I have 0 skills available to me to train in for 1, 2, 3, 4 days logging in.
That is right, the next skill I need to train up one level for everything that I do is over 6000 EP. That is the amount I need for every skill that I use. So 5 days to raise anything and the wait will only get worse.
So even if I play non stop it will still take me almost a week to improve in anything.
I am the odd, rare guy who does everything with one agent.
Mine, Harvest, Ratt, Run Missions and Recycle, Refine, Repair and Manufacture all my own ammo and T2 gear.
25 Kallen Dracco
Sorry post was too long had to make 2.
To me this is a huge turn off and a point of frustration for most players. It is too long to wait to improve your agent in any MMO.
The irony is if I even want to try and improve further, to advance my character into the heavy mechs, the Scarab and Gropho for my race it will take about 90 more days of EP if I do nothing else but train in either of those.
I have to point out my current level of frustration here.
Been here for 6 months, every single patch or fix has helped the PVP crowd only.
The recent hot fix where you guys nerfed the NIC rewards for running missions chased away half of the PVE crowd that was still playing the game. If you do not do PVP you are already missing half the content.
26 Kallen Dracco
Sorry, again post too long so need 2.
I do not blame the developers for the actions of a few players.
However, I do blame the developers because they have known about this from reading the main page forums for months and months and done nothing to fix it.
So right now there is 100% risk and 0% reward to go try to go to a Beta or a Gamma.
So yes, I do miss out on 50% of the content.
I like the idea that we get EP from playing the game, like every other MMO out there except for you know EVE.
I do not like this handicap idea, seems wrong to me.
The whole point is to get a brand new person to go to the Beta islands where they are ganked and griefed 10 feet out of the teleports gates??
Strategy Player Just now
Lestat, here is my sore spot.
Sorry i did not explain it better, my fault.
We have what 30 islands, 9 of them Alpha no PVP.
The rest, 21 are Beta and Gamma PVP.
The problem is to get from an Alpha to a beta you need to teleport there.
There are only 2 gates per faction to go from PVE to PVP.
These gates are always camped, by as little as 3 or 4 "Veterans" PVPers who idea of a fun game is to kill someone in an unarmed sequer trying to grab an artificat or a termis trying to get the epitron.
27 Goffer
But please ensure, that the numbers are not in a way, that renders time progress meaningless
28 Gekko
Everyone is approximately equal.
If you tired of the game - no need to login in or get a booster for EP, just forget about it. If there will be something new and and cool in game such as engine overhaul, dungeons and 100+ ppl working on it in the next 5 years, you'll catch up with vets in a few months when you have time. Just like in other normal grinding MMOs, except for the "weird EVE".
29 Sardnehk
Regards !
30 FireAxis
Happy I wasn't holding my breath. It is now late June, and still no patch to release this. What is the holdup? Can't complain too much about it as the game is free to play, but everyone has given money and time in this game. Either it needs implemented or an update needs to be posted about the release.
31 Gekko
32 Chemist
33 Tsukinosuke
34 Mroq
It lets activity increase progression rate.
Activity is good.
It gives bonuses to newcomers.
Newcomers are good.
A proper parabolic incrimental bonus EP system can easily be adjusted and more importantly - controlled.
This gives opportinity for events!
Events are good.
Time barriers lifted.
Barriers are bad.
I am definitelly coming back for this. More people should get aware of this.
35 RUJOKER
36 Gunner