Forums » Suggestions
There are ample opportunities for player to player trade now. However, the current system of dumping and collecting widgets makes VO not fun.
-1 to prioritize this.
+a lot, current p2p system is as useful as tits on a bull.
+1
+1....im not say to be first priority but yes ...need the players trade to get some priority ...also have post some for this :
http://www.vendetta-online.com/x/msgboard/3/28732
http://www.vendetta-online.com/x/msgboard/3/28357
Also if the game get more traders .....traders feed the pirates ...:)
Cheers....
http://www.vendetta-online.com/x/msgboard/3/28732
http://www.vendetta-online.com/x/msgboard/3/28357
Also if the game get more traders .....traders feed the pirates ...:)
Cheers....
+1 to the OP
Also if the game get more traders .....traders feed the pirates ...:)
Not really. They all fly Tridents around these days and none of the pirates are that motivated. If anything, the best time you've got a chance to steal cargo is during the ad-hoc exchange of items outside the station that the OP is suggesting needs to be removed.
Pirateproof VO!
Not really. They all fly Tridents around these days and none of the pirates are that motivated. If anything, the best time you've got a chance to steal cargo is during the ad-hoc exchange of items outside the station that the OP is suggesting needs to be removed.
Pirateproof VO!
"Pirateproof VO!"
I have to disagree.
1) I see more trade ships, particularly XC's traveling through UIT and Grey spaces than I recall having seen before the introduction of Tridents. In fact, you arrived just in time to see my XC blown up by BLAK last night- thanks again for the help there btw :)
2) With Tridents, you actually get more of the risk associated with drop exchanges since there is no direct way to move cargo from a station to a trident. As I witnessed the other day when a pirate took out a Trident owner's XC as he was transferring manufactured items between the I8 station and his Trident.
3) Lazy people do not get any sympathy from me.
4) It seems quite clear that the nationalist groups are in some sort of contest to destroy each others Tridents. When the pirate community comes together, they are a force to be taken seriously. It's just a shame, imo, that so many of them turn the conflict personal. Regardless, a determined group could bring building to a near halt.
5) Traders are a myth. I've said this before Tridents were introduced and I'll still say it today. Prior to the introduction of Tridents, the vast majority, and I'd hazard above 90% of trade activity was nothing more than leveling up or improving standing at the various factions. Today we have something much closer in that of the many Trident builders that are active. Unlike their predecessors, these players are actually carrying something of value, something rare in their trade ships much of the time. Before, who gave a crap if they lost an XC load of plasteel or ion cores. If I lose an EHA on my way to m7, you are going to hear me crying without needing the voicechat glitch.
6) In a bit of conflict with what I said in #2, player exchanges are generally safe. They are just tedious when transferring large quantities of items. Typically players only drop one item at a time so that if an attack should occur, the loss is minimized. Also, the players generally have a modest amount of time to respond when an attacker appears. So in personal practice, I consider these trades mostly safe anyway.
I have to disagree.
1) I see more trade ships, particularly XC's traveling through UIT and Grey spaces than I recall having seen before the introduction of Tridents. In fact, you arrived just in time to see my XC blown up by BLAK last night- thanks again for the help there btw :)
2) With Tridents, you actually get more of the risk associated with drop exchanges since there is no direct way to move cargo from a station to a trident. As I witnessed the other day when a pirate took out a Trident owner's XC as he was transferring manufactured items between the I8 station and his Trident.
3) Lazy people do not get any sympathy from me.
4) It seems quite clear that the nationalist groups are in some sort of contest to destroy each others Tridents. When the pirate community comes together, they are a force to be taken seriously. It's just a shame, imo, that so many of them turn the conflict personal. Regardless, a determined group could bring building to a near halt.
5) Traders are a myth. I've said this before Tridents were introduced and I'll still say it today. Prior to the introduction of Tridents, the vast majority, and I'd hazard above 90% of trade activity was nothing more than leveling up or improving standing at the various factions. Today we have something much closer in that of the many Trident builders that are active. Unlike their predecessors, these players are actually carrying something of value, something rare in their trade ships much of the time. Before, who gave a crap if they lost an XC load of plasteel or ion cores. If I lose an EHA on my way to m7, you are going to hear me crying without needing the voicechat glitch.
6) In a bit of conflict with what I said in #2, player exchanges are generally safe. They are just tedious when transferring large quantities of items. Typically players only drop one item at a time so that if an attack should occur, the loss is minimized. Also, the players generally have a modest amount of time to respond when an attacker appears. So in personal practice, I consider these trades mostly safe anyway.
Trading is already too easy
I'm going to use my imagination here and say that VO trade is thriving so that I can respond with...
It's supposed to be easy. Traders should be able to make 6 to 8 routes out of 10 without a loss of credit or cargo. Otherwise, trading would be hard- which means not fun- which means the cost vs reward ratio tilts negative and people stop trading.
Hell, I haven't had my build seriously threatened or had to pay a pirate since Savet became inactive. If you think it's too easy then get out there and do something about it. I'm in a f'ing XC almost every day traversing Grey and UIT spaces along with a number of other builders.
I mean, omfg "Trading is already too easy". We only have a buffed greyhound that has the best acceleration in game, but those nasty traders won't stop using it, so we can't play pirate. It's just not fair! IWANNAPIRATEEXCLUSIVEFACTIONATCORVUS!!!!!!!!!!!!
It's supposed to be easy. Traders should be able to make 6 to 8 routes out of 10 without a loss of credit or cargo. Otherwise, trading would be hard- which means not fun- which means the cost vs reward ratio tilts negative and people stop trading.
Hell, I haven't had my build seriously threatened or had to pay a pirate since Savet became inactive. If you think it's too easy then get out there and do something about it. I'm in a f'ing XC almost every day traversing Grey and UIT spaces along with a number of other builders.
I mean, omfg "Trading is already too easy". We only have a buffed greyhound that has the best acceleration in game, but those nasty traders won't stop using it, so we can't play pirate. It's just not fair! IWANNAPIRATEEXCLUSIVEFACTIONATCORVUS!!!!!!!!!!!!
IWANNAPIRATEEXCLUSIVEFACTIONATCORVUS!
hmmm not really
But i would go fer 8 hours time out mines.
Stealth neutron mkII deployable static turrets would be nice too
(stealth until they start firin', stealth = not showin' on the radar until ye'r in weapon shootin' range).
I've never check if it is the case or not, but roids should occult mines, so basically we could mine asteroid fields.
Also move some worm holes inside asteroid fields so we can hide lethal stuff in it and ye'r forced to go near. The asteroid field should be enough dense to prevent a capship to turbo in, hitting roid damages the hull despite the shield., Wh is at an extremity to the roid field. if ye jump from the other side of the wh ye exit on the opposite of the roid field. if ye jump from a system sector ye have to go through the roid field or take a 10mn detour to go around it.
Also hiring some NPC pirate wingmen would be nice too :p
Shield sucker mines should be nice also (no damage just shield drain when ye have a large amount of 'em surrounding the vessel).
hmmm not really
But i would go fer 8 hours time out mines.
Stealth neutron mkII deployable static turrets would be nice too
(stealth until they start firin', stealth = not showin' on the radar until ye'r in weapon shootin' range).
I've never check if it is the case or not, but roids should occult mines, so basically we could mine asteroid fields.
Also move some worm holes inside asteroid fields so we can hide lethal stuff in it and ye'r forced to go near. The asteroid field should be enough dense to prevent a capship to turbo in, hitting roid damages the hull despite the shield., Wh is at an extremity to the roid field. if ye jump from the other side of the wh ye exit on the opposite of the roid field. if ye jump from a system sector ye have to go through the roid field or take a 10mn detour to go around it.
Also hiring some NPC pirate wingmen would be nice too :p
Shield sucker mines should be nice also (no damage just shield drain when ye have a large amount of 'em surrounding the vessel).
I can support all of that. What I'd really like to see though is a way for a player or group to literally control access through at least one side of a wormhole. Perhaps with a key system similar to that used for the conq stations.
Hell, I haven't had my build seriously threatened or had to pay a pirate since Savet became inactive.
Having a build seriously threatened is on the tip of the impossible scale in this game. And I'm sorry I dont accept payments from TGFT.
Besides who says anything in this game is 'supposed 'to be easy aside from the tutorial missions? A lot of people find challenging things more fun than dull, easy, cheesy, repetitive activities.
Having a build seriously threatened is on the tip of the impossible scale in this game. And I'm sorry I dont accept payments from TGFT.
Besides who says anything in this game is 'supposed 'to be easy aside from the tutorial missions? A lot of people find challenging things more fun than dull, easy, cheesy, repetitive activities.
Shield sucker mines should be nice also (no damage just shield drain when ye have a large amount of 'em surrounding the vessel).
Honestly, I just wish they'd fix Lightning Mines so they actually damaged shields...
Honestly, I just wish they'd fix Lightning Mines so they actually damaged shields...
" A lot of people find challenging things more fun than dull, easy, cheesy, repetitive activities."
And ideally this will be reflected in the risk taken for trade profits when the redevelopment of trade has been completed. The current problems with trade are a seprate topic and imo irrelavent to the OP. I don't think you'll find very many players that will argue that Trade isn't broken. In it's current state, one could assert that pretty much everything becomes dull, easy, cheesy and repetitive.
The OP opens up real in game opportunity for players to do work (mining, farming, hauling or building) and put those products up for sale at a price the market is willing to pay. We do that now, but it is tedious and players have to be in the same place at the same time. The risk associated with moving those goods is still being taken. The player making the purchase is paying the premium of the risk that the seller took. As a result, this provides things for players to do beyond the usual grind.
I'm fine with you not taking payment. There is no rule that says you must, but don't try and tell me that it's impossible to put builders efforts in jeapordy when there isn't even a token effort being made.
And ideally this will be reflected in the risk taken for trade profits when the redevelopment of trade has been completed. The current problems with trade are a seprate topic and imo irrelavent to the OP. I don't think you'll find very many players that will argue that Trade isn't broken. In it's current state, one could assert that pretty much everything becomes dull, easy, cheesy and repetitive.
The OP opens up real in game opportunity for players to do work (mining, farming, hauling or building) and put those products up for sale at a price the market is willing to pay. We do that now, but it is tedious and players have to be in the same place at the same time. The risk associated with moving those goods is still being taken. The player making the purchase is paying the premium of the risk that the seller took. As a result, this provides things for players to do beyond the usual grind.
I'm fine with you not taking payment. There is no rule that says you must, but don't try and tell me that it's impossible to put builders efforts in jeapordy when there isn't even a token effort being made.
If this thread is only about not having to dump cargo in space to exchange it, then count me out. Otherwise...
While I am not in favor of any perfectly secure transfer system, I do think that VO needs far more extensive player to player trade options.
I do not wish any player to player trade to result in any kind of automatic transportation of goods. Goods should only be transported by ship, with all the risks normally associated with transport.
player presence
My primary concern is player presence, in the sense of players having a presence, beyond their time online. I am pro dynamic persistence, such that player can create things in game, that will remain ingame after the player logs, that may effect other players. I see a station moderated player market as an example of using dynamic persistent to extend player presence.
Player driven economics
A station moderated player driven market could be a major cornerstone of a player driven economic system. As it stands, there is some player driven economics, but it is limited by who is online at the same time.
Increased player interaction
If players can interact without being online at the same time, then there is opportunity to increase the number of player interactions. I think it is important that when a player list something as being for sale, they have the option to list who is selling it, and the buyer have the option to tell the seller who bought it. The goal here being to increase player interaction, and also increase name recognition. Players should come to recognize each other, and this could allow player interaction and name recognition between players that are active, even if they are rarely online at the same time.
Ultimately, player to player trade should not be left to exist in a vacuum. I would like to see many other forms of player driven dynamic persistence, player driven economics, extended player presence, and increased player interaction and name recognition. But this would be a great start, and perhaps the most important cornerstone of such a set of systems.
see also:
Station consignment
While I am not in favor of any perfectly secure transfer system, I do think that VO needs far more extensive player to player trade options.
I do not wish any player to player trade to result in any kind of automatic transportation of goods. Goods should only be transported by ship, with all the risks normally associated with transport.
player presence
My primary concern is player presence, in the sense of players having a presence, beyond their time online. I am pro dynamic persistence, such that player can create things in game, that will remain ingame after the player logs, that may effect other players. I see a station moderated player market as an example of using dynamic persistent to extend player presence.
Player driven economics
A station moderated player driven market could be a major cornerstone of a player driven economic system. As it stands, there is some player driven economics, but it is limited by who is online at the same time.
Increased player interaction
If players can interact without being online at the same time, then there is opportunity to increase the number of player interactions. I think it is important that when a player list something as being for sale, they have the option to list who is selling it, and the buyer have the option to tell the seller who bought it. The goal here being to increase player interaction, and also increase name recognition. Players should come to recognize each other, and this could allow player interaction and name recognition between players that are active, even if they are rarely online at the same time.
Ultimately, player to player trade should not be left to exist in a vacuum. I would like to see many other forms of player driven dynamic persistence, player driven economics, extended player presence, and increased player interaction and name recognition. But this would be a great start, and perhaps the most important cornerstone of such a set of systems.
see also:
Station consignment
Oh my dear Captain Elmo the reason there is no token of effort being made is because the entirety of VO are on their alts making tridents with other tridents. So yes it is near impossible to block a builders efforts because everyone but one or two players are building. And I think what the OP wanted was some way to transfer goods via station access instead of having to drop and trade which takes out the little bit of danger and excitement that is left in trading.
The main problem I see is there needs to be a more direct, innocuous way to get people's attention that might be interested in trading. WoW does this with an Auction House, Eve does this with its player driven market. Both ways have some downfalls. What the best answer is, I don't know.
+1 to securely transferring goods, at stations only.
I can a few good reasons for this.
Volume: If you wish to transfer thousands of cu, it is a real pain to dump it all in space.
Bots: Player operated bots could be used as merchants, if there was a way for the bots to receive and transfer goods without leaving the station.
I can a few good reasons for this.
Volume: If you wish to transfer thousands of cu, it is a real pain to dump it all in space.
Bots: Player operated bots could be used as merchants, if there was a way for the bots to receive and transfer goods without leaving the station.
Just a side note: This should only apply to widgets being sold, and should not be applied to players getting help moving their own freight between stations via Tridents or other large transport ships.
And absolutely, there should be no magicly moved product from one station to another. This is only transfering ownership of goods within the same station. Otherwise the complaints about risk removal are valid.
And absolutely, there should be no magicly moved product from one station to another. This is only transfering ownership of goods within the same station. Otherwise the complaints about risk removal are valid.