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Hello {userid}, and welcome to the Vendetta Online newsletter. You chose to receive our occasional newsletters when you created the Vendetta Online account: "{userid}". If you don't want to receive our newsletters anymore, please simply click the unsubscribe link and we won't bother you again. Please do not flag this newsletter as junk, as you may also junk it for the many other people who actually want to receive it. Special Holiday PlayAs usual at this time of year, we're happy to welcome back previous premium subscribers between December 24th and January 1st, for a free period of subscription access (those who were last subscribed over 60 days ago). We've been doing this every year for many years, and it's always great to see who drops by to say "hi". Some of our veteran players have organized Game Events that will be happening over that period, including: List of Upcoming Events:
Recent DevelopmentsWe've been very quiet lately, due to the nature of our latest projects, but it's time to start to fill people in on what we're doing. Server Side Development is rarely a big crowd-pleaser, it tends to mean long periods of "few visible changes", but in this case it made for some really amazing dev-facing enhancements that are enabling a lot of great development of the next-generation game, and the way we can approach making it. For instance.. We've always had Analytics, but it became clear that we really needed to drastically increase the amount of information we were receiving from the game, to let us deliver (and manage) the experience we wanted, while tuning things like a newly evolving economy, and new features. Our new system is drastically expanded, and includes an incredible amount of insight into the performance and functionality of the game and server. There's a lot of engineering that goes into building something like this, particularly for our custom requirements, but things have been coming together very well. For example.. This graph helps us see the performance of the Top 8 "worst", or slowest-running sectors in the game, over any time period. You can see Sedina F4 was the slowest at the time.This graph, from the same time-period, shows us that Sedina F4 had a fair amount of Bot activity (NPCs).While this graph lets us see the amount of time that Sedina F4 was spending doing Collisions, a computationally-intensive process of server-side physics.Using information like that illustrated above, it's easy to imagine how these improved analytics help make us aware of problems, and track them down much more quickly. We've actually always had this data, for years, and some of it in graph-form; but it's now much more elegant and intuitive for us to access, use and expand upon. The above examples are just with three metrics, but we monitor upwards of 1600 unique metrics per-sector. We've already started to use it for things like.. Analyzing the Economy, in far greater depth, is helping us work towards more interesting trade-influence mechanisms. We've started tweaking a few trade routes here and there, but the real point is to add more dynamic factors that impact the economy, driven by players, with more uncertainty of the outcome. This is scary territory for any MMO developer, but having deeper insight into the game, in real-time, puts us in a better situation to handle things when they go awry, and therefore be more willing to risk unusual experiments. Similarly.. Adding a lot of NPCs is a goal for the near future. We're trying to make them more "interesting", as individuals and groups; more reactive, better at handling different situations. The NPC pirates have been a fascinating experiment, but really just a simple test-bed. We're looking to change and add NPCs everywhere, throughout the game, with different kinds of new drops, new content, and new grouping behaviours to add challenges for solo and grouped players. This will likely be an early "step" of the long-promised Universe Redux. Speaking of which.. Our iOS, Android and Amazon versions all saw major engine updates this past year (Amazon just now, on the 24th). This has all been for a specific purpose: we needed to raise the performance bar on mobile, to be able to handle the added scenery (and NPCs, and other content) that will come with the updated galaxy. Similarly.. We've migrated the Game Server to a new location, with a lot of potential for added server-scale. We've also done some major performance enhancements, intended to support a far greater player count, and frankly, NPC count as well (NPCs require more server resources than players, as the server has to simulate their physics and behaviour). We've been testing sectors with thousands of NPCs battling in relatively dense areas. There's still work to be done, but we're excited about how things are going, and where we're headed. Lastly.. The Mac version has been updated to work around all that became broken with OS X 10.15 Catalina. This took quite a bit of effort, actually. Please let us know if you run into any new problems. Plans for the FutureObservers of past newsletters will note that we haven't shipped the Major Expansion in late-2019 that was planned, and this was delayed intentionally. We've had some great opporunities and situations develop over this past Fall, and we've juggled-around our plans to help the game better take advantage of them. These will be announced in due course. In the meantime, it's been best that we stay quiet and focus very intently on our goals relating to the upcoming expansion, an associated major marketing push, and a substantial increase in the scale of the game. We have a number of different goals for 2020, but we'll touch on some of the priorities:
We will seek player feedback on much of the above, as early as we reasonably can. It is likely that the next newsletter (hopefully in January?) will link to several new Suggestions threads about some of the above content, particularly things like Guild System enhancements and the new Menu Interface. Update HistoryHere's a recap of other updates, since the last Newsletter. As usual, this doesn't really represent "everything we've been doing", but it shows some of the player-visible changes that have been made:
Download the GameYou can install the game client for Android, iPhone and iPad, Samsung GearVR and Oculus Go, Google Daydream VR, as well as find the game on the Mac Store. Or, you can directly download the game installation for Windows, Mac, and Linux. Keep in TouchStay up to date with the latest in VO news via our many outlets - Facebook:https://www.facebook.com/vendettaonline Twitter: https://twitter.com/VendettaOnline Discord: https://discord.gg/vendetta RSS/Atom of VO News: https://www.vendetta-online.com/h/news.html VO YouTube Channel: https://www.youtube.com/user/Vendetta0nline This message has been sent to the address of record for username: {userid} To unsubscribe for this address, simply click Unsubscribe, or copy the url below and paste it into a web browser: {unsubscribe} If you have received emails for each of several accounts, but wish to receive only one in the future, simply use the unsubscribe URLs from each of the newsletters other than your "main" player account. You may also unsubscribe by logging into https://www.vendetta-online.com with the username of {userid}. If you do not remember your password, use the "Forgot Password" button on the Login page. Once logged in, select "Account Information" on the left-hand side, and uncheck the box for the Event/Update Email List. More information is also available on the Vendetta Online Privacy Policy. ©Copyright 2019 Guild Software Inc, all rights reserved. Guild Software, Inc. 10437 Innovation Drive, Suite 465, Wauwatosa WI 53226. |