Monday, October 31, 2011

Perpetuum First Impressions Review

Lately I’ve been reviewing a lot of theme-park MMORPGs, so for my next review I wanted to choose a sandbox game as well as decided on Perpetuum. Also mainly because it’s coming up on its 1 year anniversary in almost exactly a month, thus I figured it was a good time for a review.



Perpetuum, which recently appears to have become the MMORPG of choice for disgruntled Eve Online players, such as Eve has a player driven economy, open PvP zones, businesses and a steep understanding curve. Even though overwhelming at first, Perpetuum has some very useful tutorials as well as the first dozen or so assignments, which can be likened to quests, continue the tutorials if we need them.



The game starts with the character creation screen, which has a ton of customizable options, then moves onto faction selection, class selection and talent specializations, all before beginning the game. It’s a lot to take in all upfront, especially whenever we re really certainly not certain just what type of player we want to become.

Whilst it will be confusing at first, in actuality it all boils down to three main categories. Tactics as well as mechatronics, that means what weapons we can use and how strong your mech can become. Industry and research, that correlates to mining materials as well as crafting items/parts.  Then we have politics and economics for those who want to start up their own corporations as well as specialize in things like relations, management as well as finance.



Because I’m definitely not a lot for crafting to wanting to run my own corporation, I selected mostly fight attributes as well as a bit of industry cause I understand I’ll have to do some crafting eventually. Even if we decide to make a pure combat to mining character, you ll still have a few points in the other two categories as well, to dabble in everything.

1 of Perpetuum best features is the method it handles experience points. We don’t get XP by completing assignments or killing things, XP is passive and everyone gains 1 XP/min whether your logged in to definitely not. Here’s the kicker, XP is shared by all alt characters, and so for those of we that like gaming the program by creating multiple pure characters, one for combat, crafting and politics, you re out of luck here. The game really forces you to create when character and stick with, but allows we to have 2 other alts, after that you ll should delete 1 to start an additional.



Getting to the actual game, Perpetuum starts off like no other MMO I’ve ever played. We begin in a facility staring at a terminal or perhaps desktop if we will. It’s not a graphical space or hangar, but instead it’s simply a computer screen that acts as a desktop where you can pull up information, storage, talk room, your mech as well as everything else you ll ever need in the game. Like a desktop all windows is moved around, resized, min to maximized, the entire UI is very cool.

When you ve chosen an assignment, you need to re-adjust your own Mech’s equipment, due to the fact once out in the field you can’t equip different item/weapons. So if we re planning on doing many mining, you ll have to equip your drills first. Since each Mech has multiple arms, you ll have to decide how many drills to use, the more you equip the faster as well as efficient the drilling is, but if you equip only drills you ll be left defenseless in an attack.

Fight works on a targeting program that is similar to tab targeting, however we really have to lock onto your own target to initiate an attack. First you ll want to be in range of the Mech we want to attack, then you ll have to choose it using your own mouse and when you do, we re targeting program will begin to lock on.



Currently my Mech takes about 12 seconds to lock on, however I can increase my target locking ability to speed this up. When locked, the device shows up in a Targets window where I’ll should designate it as a main target if I want to attack. While this attack is going on, I’m able to choose other hostile units and begin locking on to them also. This way I’ll be able to begin attacking the next target as soon as the Main 1 is destroyed. Although similar tab targeting, it’s definitely more involved here, but fits in well with the whole Mech theme.

Mining on the other hand is very different from what we would find in many MMO games today, infact I’ve never played a game with this type of mining system. Instead of finding a rock or perhaps tree and just clicking it, we actually have to find the resources yourself. While some are above ground as well as can be seen, others are under and we ll need to find them yourself by scanning the ground.

Each Mech is equipped with a GeoScanner that scans in two method. First, it’ll scan a large area as well as tell we the percentage of resources underground, for instance 5% would mean there’s definitely not a great deal whilst 25% would definitely mean there’s a good amount. If we get a good amount you ll basically have to guess exactly where the resources are as well as scan again, but this time only scanning a little portion of the larger area we just scanned.

This second scan will give you a more accurate reading and tell you exactly where the resources are by showing bars graphs underground, red for a good deal as well as green for barely any. As soon as you begin drilling it’s automatic as well as will continue for as extended as you have resources to do so. However there is a weigh limit, to t drill forever and eventually you ll have to return to a facility to unload your materials.

The scans we take are saved and is loaded onto the world map at any kind of time thus you can keep a record of where we drilled and which areas have the most resources.

Facilities, as far as I can tell, can hold an unlimited amount of items, however are not connected to each other. Thus if you leave some items in facility A as well as are at facility B, we re going to have to travel back to A to get them. While this can be annoying, it adds more realism to the game, but don’t worry, there are teleports through out the game, so you can travel around very quickly.

Like many sandbox MMORPG, Perpetuum is PvP centric, however does have 3 secure zones, that are the three inner islands in the above image. When you get a grip on the game you can travel outside to the PvP areas where it’s open PvP as well as the real fun starts. Perpetuum is also a single universe MMO, such as Eve Online, exactly where everyone plays in the same persistent world, that is usually a huge and in my book.

Since I began, I’ve only completed the four tutorials and the dozen or perhaps so tutorial assignments, thus I’ve only really scratched the surface with just what Perpetuum has to offer, but I have to say I’m very impressed thus far. The graphics are outstanding, the gameplay, whilst a bit complicated just feels thus refreshing after playing and so many rail MMORPGs lately. I’m actually excited for the first time in a lengthy time to get back into the game to see what else I can do.


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