Forums » General

Did you enjoy the "Unusual Bot Behaviour" Event?

12»
Nov 07, 2010 incarnate link
I'd like to get some feedback from people who participated in the Event on Saturday.

1) How did you enjoy it? Any feedback on bits we could improve or parts you liked?

2) If you've done other classic events, like the Deneb Run or Nation War, how would you compare it to this one, in terms of fun?

3) Would you like to see more events like this?
Nov 07, 2010 ryan reign link
I wasn't able to attend but... I'll give the feedback a shot anyways!

1. Greatest thing that ever happened, EVER!
2. This blows all prior events out of the water!
3. Seriously... I very much would like to see this again in the future as I missed it :-(
Nov 07, 2010 Obsidian link
I enjoyed it. I know I did because there was a point during the event when I was sitting there yelling excited at the screen “they figured out that it's a code! They figured out it's a code!” And then as I saw bits of the code being decrypted I was jumping up and down going “they're working as a team. Yay!”

Seriously, I know that planning events is time consuming and that for this event I requested special props (the messages, the “buildings”, the ability to spawn hive queens, etc.) that required the developers to put in overtime. I’ll have to discuss the timing with Guild but I’d like to see the next installment of my story arc in 2-3 weeks. However I understand that if I want props I will have to be easy-going and repeat the guild mantra "ohm, ohm, soon (TM), ohm, ohm, soon (TM)". Maybe I can run some prop-less events like a mining event or convoy run in the bye-weeks. Nevertheless the new registration system offers a lot of promise. It will help streamline the reward process and it gives me a tally of the participant actions so I can determine the 1st, 2nd and 3rd place. I’d like to see that system expanded to include ores mined or number of items collected from a hive bot drop during the duration of the event.

I’m not a power player and I’m not very good at hack and slash. Heck I was killed by an artemis collector during one of my event practice sessions! So when I design events I have three major goals. My primary objective is providing an activity that is fun and shows the real point of VO. The secondary objective is to get players to work together, because in my opinion, playing against and with other humans is much more fun than the AI. The tertiary objective is to award XP and credits for participation. I feel we should level almost subconsciously; that we are constantly earning XP in small amounts until one day you look at your stats and say “wow when did I get level 8 heavy weapons?” I have stopped actively leveling and I still level, albeit slower than other players, and I enjoy myself. I was able to petition the devs for the power to grant some XP but was warned about giving out “large amounts”. I have a rubric I use to determine how much XP a player is awarded in each skill for each event. I know the amounts of XP and credits I pay are not massive, but they are tokens of my appreciation for participation and may lessen the sting of lost or damaged ships.

When I ran events in the past the common complaint was being pirated is not fun [edited for language]. However many other participants appear to relish the player-pirate interference because it requires cunning and coordination to successfully thwart the pirate. NPCs just aren’t the same. I guess that I’m just so awesome that party crashers (poopers?) are going to be part of the event.

I would like to have a station or dockable ship in the event mustering sector to help avoid player kills during that critical registration timeblock. I spawned a Corvus Trident for players to dock in in Edras B-11 to allow for repairs, reload, and to provide shelter from player pirates. I think it provided enough cover that no one was prevented from registering. Also I read a few cries of "Lag" on the channel but I didn't perceive any lag on may side. I might have a different system or I might not be as sensitive to that issue. I appreciated having players in groups- that allowed them to see each other for finding things and repairs and also provided a secure chat channel.

I tried to spawn hive bots of different difficutly levels to appeal to a wide range of player skills. I don't know if that worked to help scale the event. I also had waves of bots programed to replenish the destroyed ones. I noticed how skilled some players are at taking down a hive queen demolishing her within 4 minutes. So an event I thought might take 90-120 minutes finished in 55 mins. I'm okay with short, fast and furious fun but some players wanted more playtime. I guess that means they will have to come back for the next intallment.

I also know that I had to depend on many trusted and valued players to lead the groups and give me quick feedback on the pacing and progress of the participants. Thank you for your leadership. Special shout out to TGFT members!
Nov 07, 2010 Douglas link
As for the "different difficutly levels" of the enemies: Great idea, gave me a chance to shoot down (or rather: shoot at) the easier ones, even with my newb-ship.

A temporary station in the starting sector is definitely a good idea, but I'd suggest just starting in a sector that always has a station :)

Something that was a little bit annoying: The important messages (e.g. the code) were often lost in a flood of other messages in the chat. But I guess fixing this would require a second chat-window for the event-related msgs, and thus quit some development-work, right?

Thanks again to you for doing the event, and thanks to all other players for playing (and sorry again Ninjr for thinking you shot at me :) )
Nov 07, 2010 davejohn link
For a first try out I thought it went very well. The auto registration and payout was tested and can be debugged.

The combat proved to be fast and furious, with the number and difficulty being enough to be a challenge without being overwhelming. The new structures and sectors looked good.

I liked the puzzle element, well done to the players who cracked the code.

Seeing 35 players in sector showed what vo can do when pushed, I experienced some lag on the last sector, but not unplayable lag.

So , many thanks for organising the event, well flown all who joined in. I look forward to seeing it develop.

Finally, a reminder to the devs. The vast majority of players want to see VO develop and flourish. We understand that not all testing can be done away from the main server. If you need bigger groups of players to stretch the mechanisms and test capabilities then just turn up in game and ask. I know that most of the players will be very happy to grab a ship, try stuff and report back.
Nov 07, 2010 tarenty link
This event blows Nation War and Deneb Run to pieces. 1-2 of these a month would be very good for Vendetta, continuing this story line and perhaps others. I've never seen so many players online, except at an equally awesome event (Dark Convoy), and these events might convince some players to stick around longer or reappear.

The pirate element was even enjoyable, something I usually am opposed to.

I'm itching with anticipation of the next chapter already.
Nov 07, 2010 Jmvcilus link
I'm itching with anticipation of the next chapter already.

...I don't think that's anticipation and you should prolly have that checked out...

1.As for the event, it was awesome. The ONLY problem that I saw was the lag issue that occurred occasionally. If it's not possible to optimize things for these events when player counts are so high it might be a good idea to spread the groups out and send them to separate areas so that there isn't a swarm of people entering sectors at the same time with other stuff etc. etc...

2. I agree with Nahin on this one. Totally blows em out of the water. Games like CTF and NW are all good fun...but a guide/dev run event with a story line that unfolds before your eyes and some twists and interesting new things(structures this time..who knows whats next...), just generally feel more awesome and seem to have had a higher turnout.

3. Yes
Nov 07, 2010 Alloh link
Sorry going OT, but replying to Obsidian and Incarnate/Guild:

First, I love events, and and punising myself for missing this one. I imagined to have logged in 10min early, was 50 late. Damn summer time.

Second, Events should be integrated with mission system. Almost all of these events can be easily coded using basic PCC editor. Not structures, but messaging, spawning queens/NPCs, grouping players by objective/faction and most tools for event coding is already there.

Just have to make one mission for the "HOST", and another one for each faction, and auto-group who takes same mission. Notice some can even be entirely automated (=no host required to happen).

Quick example, NW (=Last Team Standing) is coded with one mission for each team, that appears Xmin before event starts, and vanishes when event starts. They can be spread, one in each nation, but all 4 can be offered in Sedina Stations, since NW usually is in Sedina.

The only missing spot is how to make someone a Host. Maybe manually add a flag to an account, maybe change PCC mission editor to have an option for "Mission Type: history|Event" and when event add a "Host: _" field (and location/timeframe).

3. Please, more. Varied: hunting, botting, battles, mining, trading, everything! Even an alien invasion that never more appears again!
Nov 07, 2010 space999999 link
1. Most fun I've ever had playing Vendetta, no question. I found that it got a little repetitive. It was an interesting twist with the pirates coming in, but maybe a little more variety in what we were doing would be nice.

2. Far more interesting and....*shudders*...... We actually had to think about it.

3. Is this even a question? Based on the feedback you've received I do hope there will be many more events like this one, because it will bring back the retired/dormant vets.
Nov 07, 2010 Pizzasgood link
That was very fun. It was my first proper non-NW event - I was subbed when the Dark Convoy deal happened, but was on vacation with a laptop that couldn't handle VO so I missed it.

It felt a little bit short to me, but I think the real problem was that it seemed to end suddenly. I didn't realize we were in the final fight until it was over and the "thanks for coming" messages were being sent.

But yeah, it was great fun. And I managed to not kill any of my temporary allies. Sitting in that sector waiting to start was difficult. :P

Edit: Oh, and thanks for the code. VO is lacking in puzzle elements.
Nov 07, 2010 Dr. Lecter link
1) Make Obs leave the flack jacket at home :D

Oh, Ray can keep using the Superbus -- he needs it and can't fly worth a warm shit anyway ;)
Nov 08, 2010 raybondo link
Dr. Lecter: True dat.
Nov 08, 2010 vIsitor link
Anyone take any screenshots of the event?
Nov 08, 2010 Pizzasgood link
I didn't think to take any during the event, unfortunately, but I did go back afterward and take some shots of the scaffolding the bots were building.
http://vendetta-online.com/x/msgboard/7/24043#299174
Nov 08, 2010 Pizzasgood link
I had an idea regarding improvements. The "enemy" team during this event consisted of bots. It would be more challenging if there were some humans helping them out. In future events, I think it would be nice if we pirates and outlaws had an option to register with the bots to help them out. After all, toward the end they had the assistance of NPCs. I don't know who they were, but I'm guessing they were of the shady variety, making it not unreasonable that they might enlist our help.

The way we did this round, if I had opted to stay true to my pirate roots and opposed the "good" guys, I would not have been considered an official part of the event - no token and no opportunity to participate in the kill count contest. Not that I particularly care, but some might. Beyond that, the way the rules were written made the event seem a tad discriminatory toward pirates, which isn't very fun for us (granted I realized it probably would not be an issue).

It would be more fun to have a way for pirates to be fully included without having to pretend we've magically become good guys. At the least, we could be allowed to register on the enemy side and (if possible) flagged as allies to the bots so that they don't automatically kill us. Perhaps we could be temporarily set to KOS toward all nations to help with the IFF. Then our kills could also be counted, and announced in a separate category, i.e. the top three good guys and top three bad guys would be announced. I'm not asking that a separate set of pirate trophies are given to us, though that would be neat, merely that we can see how we stacked up against eachother.

Even better would be if the event could include our own sets of goals, besides just "hold out as long as you can". Instead of the end result of the event being totally fixed in stone, there could be a possibility of the other side "winning". I realize that would make things more complicated, and may not fit into the story I assume you have already written, so maybe it would need to wait for a future story.

Anyways, those are my thoughts.

EDIT: Actually, DivisionByZero had this idea first, but didn't really say much on the subject. And then I forgot about it. So I'm not claiming this as purely my idea or anything.
Nov 08, 2010 Chaosis link
What would be fantastic would be if my schedule didn't keep taking me away from VO when these events are happening.
Nov 09, 2010 Alloh link
@Pizzasgood
Just like I proposed in the HOST figure, to have one mission for each opposing force. They can even be offeren in same station, but preferably in different factions.

This would allow IFF per group/mission for AI, as you say. And more than one role. Like, for Megamining event:
@Nations: We're hiring escorts for mining operation
@Tung/TPG: We´re hiring miners, top pay
@Corvus: We're hiring Mercs to disrupt that mining operation
*NPCs and Bots are spawned for every team involved: some guards, miners, "unrats" and hive are spawned during event.

Doesn't something like this justifies LOCKING the sector for only those who took mission?
Nov 09, 2010 Dr. Lecter link
Doesn't something like this justifies LOCKING the sector for only those who took mission?

No.
Nov 09, 2010 Pizzasgood link
I cannot think of a reason off the top of my head that would ever justify locking a sector (besides debugging something). Maybe if I thought about it longer I could come up with one, but I doubt it.
Nov 09, 2010 tarenty link
Something I must point out about your idea, Rin: Do NOT reveal story elements to the pirates. Don't reveal to them what the bots are doing, and only give the pirates information on a need-to-know basis. Pirates have "good-guy" alts and vice versa. It'd spoil the story if word got out about the plot of the bots. Other than that, I agree with a "bad-guy" role.