Forums » General

Vendetta Online 1.7.50

12»
Nov 17, 2007 slime73 link
Changelog:

- Capships don't take collision damage now.
- Leviathan now has upgraded turret weapons.
- Improved the Corvus Widowmaker variant of the Neutron
Blaster.
- Added the Concussion Railgun unlockable through a mission
tree. [mission not available yet - RR]
- Added Centurion Superlight unlockable through a mission
tree. [mission not available yet - RR]
- Item pricing and availability at Verasi Crossroads and
Eo's Peace and a couple other stations have changed.
- when using buddy note ui, display an acknowledgement to
the chat log like the /buddy command does.
- Jump navpoints have animating arrows showing that you have
to go there to continue on your merry way.
- 3000 meter jump points have a navpoint that is not
required but should help in determining which way to go
for new players.
- Welcome tab was sometimes trying to update its small sell
list when the item wasn't fully present.
Nov 17, 2007 Shadoen link
cheapshot :P
Nov 17, 2007 Touriaus link
gimmeh mah ell port concrailz!!!!
Nov 17, 2007 mr bean link
OOOOHHHHH!!
NEW TOYS!
its like christmas!
Nov 18, 2007 Lord~spidey link
DAMNED WHY OH WHY DO I NOT HAVE MY LAPTOP

looks like a damn sweet update i missed
Nov 18, 2007 incarnate link
Sorry that the new items aren't available yet (the missions to get them are not yet posted).
Nov 18, 2007 Lord~spidey link
tha wiki will be in need of updatin
Nov 18, 2007 yodaofborg link
Oooh oooh, Vendetta-Online - Remedial edition! Heh, I guess the new markers will be ok for new players, but please give me the option to turn the damn things off, they look HUGE at 1024x768 (all my lappy screen can do) did you really intend them to look this big?



Maybe it looks better on a high res screen, i dunno...

...Oh, and are Srikeforces from various sub-factions supposed to follow you to space they don't own and attack you? Seems it would be easy for me to fill Azek J-1 with 1000's of Orion or TPG strikeforces...

[edit]

Yah, i can fill sectors with bots again, errm heh

Nov 18, 2007 Shaded link
OH NOES!

wha are these blinking arrows on my hud SSSHHHH away with you!!! *argh
Guys these are disturbing ! and what the heck is that new jumppoint thingy pointing me into asteroid fields... ssssh oof with it please !
please make them able to be turned off...
Nov 18, 2007 mr_spuck link
Looks like it's still possible to knock out the levi shields.
Could it be that bots hitting eachother still do collision damage? Cause this time I smashed a queen that was stuck between the legs into it with concs.

I also saw a queen blow up on the levi for no reason. Unless I miss something shooting at it..
Nov 18, 2007 EddyHolland link
Just my 2c worth
* Jump navpoints animating arrows : should only be displayed until you have mastered levels 1/2/1/2/- after which they should disappear and be an option enabled from your HUD : interface config dialog box. They are annoying clutter.
* 3000 meter jump points have a navpoint : idem. By the way providing this to graduated players is just taking away one of the skills of Deneb Run: you make it easier.
Nov 18, 2007 yodaofborg link
Not really foo, cos most the time the jump points are NOT the fastest way out of a sector, it shows you "closest path, that avoids roids" and it seems to ignore wide open empty spaces, which as you will prolly know, turboing away from EVERYTHING is obviously the fastest way ;) (and at least once, the jump point marker wanted me to fly into, and out of a bunch of roids, when I could infact, just turn round and fly 3000m)

[edit]

Heres a picture of a UiT Strikeforce attacking me at a TPG station, where I am Neutral...



If this was intended as a feature, I guess I wouldn't mind, but my guess is they are not supposed to do this!
Nov 18, 2007 PsyRa link
These jump points are a mixed blessing.

First the good. Now, when designing PCC missions where the pilot needs to lead a group of bots around, language can be added to make sure that when bots are following you, they jump very close to at the same time, as all bots seem to want to warp out at these points. Previously they would follow till you jumped out, then regardless of position, fly to this unknown location to jump.

The bad. All bots want to warp out at these points. This creates unnatural choke points in normal systems, and clearly identifies where pirates and the like can camp out, knowing that is where the bot convoys are headed. Smart pirates would have figured out these points without the indicator, but not every pirate is smart.
Nov 18, 2007 look... no hands link
i knew the approximate location of the one in h2 and I even kept a ship parked their on a trial account for referance. I never could get a big enough minefield setup, just never got around to leveling up enough trials to get 10 or so wraiths with lmine launchers. also these things gives me other ideas now....
Nov 18, 2007 incarnate link
These jump points are based on static points defined in the sectors (ages ago) for bots. We're probably going to re-optimize their positions.. perhaps by collecting data from users jumping out and sampling that, and other possibilities. But anyway, like it says, it's just an advisory thing for newbies.

The idea is, we're aiming to get a visual consistency to player navigation in the game. As always, things may need to be rescaled and there certainly need to be ways of optionally-disabling some of these features. But generally, we want people to know what a waypoint looks like, and head for it as their next.. destination. Additionally, we need to work on how we display this stuff on the radar. Currently, we use the "green cross" in Storms and on intra-system jumps, but then not on wormholes.. which is kind of inconsistent again. So, we're looking at better ways of doing that.

The other benefit, as previously pointed out, is that the bots actually have the same point plotted, so you'll stay with your NPC group or whatever.

So, anyway, it may be a little rough around the edges yet, but this is all a part of getting a framework that works better with NPC/PC combined missions, and is easier for newbies to understand. We're getting there :).
Nov 18, 2007 MSKanaka link
yoda: Try typing /set rHUDxscale <number> into the console. That should help make the HUD elements a little smaller. Just don't do it if you're running plugins that modify your HUD -- disable them first, then try it.
Nov 18, 2007 yodaofborg link
Mih, I could piss about all day trying to get the scale right, or I could ask for an option to turn them off ;)

[edit]

I in no way think this update is a bad idea for new players, and cos John has stated there will be an option to turn it off, I'm sweet ;) Got to think big picture people!
Nov 18, 2007 Dr. Lecter link
Och, I wish I had the time to come back for a few days and review the new Corvus Widowmakers ;)
Nov 18, 2007 Hedgehogs4Me link
Is it just me, or will the Concussion Rail Gun be an energy weapon that doesn't use any energy? Could a dev or someone clear that up?
And it might be a good idea to find a way to get the Centurion Superlight to get down there on the list with the other Centurions instead of up there with the the EC-88.
Speaking of the EC-88, will there be a mission any time soon to unlock it? I would totally get one.
And those arrows and jump point things... me no likey, but I guess it might come in handy for someone who doesn't fully know how it works.
Maybe you could make it so that only people who are on the trial account see them?
Nov 18, 2007 speeker02 link
I thought the 'jump points' were distracting at first...But then... couldn't they serve as the beginning for a intra-sector transportation system?

For example, Outside of the "main" station in System A-1 are a few jump points to other points of interest within that sector. Maybe groups or guilds could add jump points only visible to members, so there could be secret locations in sectors.

Our digital universe is really big now, but with a lot of empty space. Could jump points help us start to use more of that space?