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Tell the lite subs people they can earn the heavy moths if they mine enough, which will in turn increase the supply of moths for pirates to shot, thus increasing the supply of pirates for the rest of us to shoot. Everyone wins.
I suggest making the XC available to lite subs as an IAP item so that there are more targets in the game, to promote the cycle of death...
I suggest making the XC available to lite subs as an IAP item so that there are more targets in the game, to promote the cycle of death...
That's what we've been doing for a few weeks now.
Well, we are working on it as fast as we can. Ray in particular has been burning the midnight oil on this project. But, it has a lot of edge cases and transitions and tweaks here and there, all of which require an inordinate amount of testing, which then show up other problems that need solutions, etc.
I suggest making the XC available to lite subs as an IAP item so that there are more targets in the game, to promote the cycle of death...
We're actively working to build a system that will make it easier for us to unlock content for the F2P tiered people. Basically, we've been retrofitting the entire game for a true F2P business model, which is complicated as you might imagine (again, none of this will impact subs, or even be visible to them).
Well, we are working on it as fast as we can. Ray in particular has been burning the midnight oil on this project. But, it has a lot of edge cases and transitions and tweaks here and there, all of which require an inordinate amount of testing, which then show up other problems that need solutions, etc.
I suggest making the XC available to lite subs as an IAP item so that there are more targets in the game, to promote the cycle of death...
We're actively working to build a system that will make it easier for us to unlock content for the F2P tiered people. Basically, we've been retrofitting the entire game for a true F2P business model, which is complicated as you might imagine (again, none of this will impact subs, or even be visible to them).
I think the fact that none of all this time and work will impact subs (or even be visible to them) is part of the angst. You guys have to do what you have to do, but I imagine I'm not the only one who's finally given up and said 'eh, I'll keep an eye on things and see what happens in a year or two...maybe I'll resub then.' It's too bad the KS failed, that would have been something to see.
As long as there is basic communication from developers to players and vice versa with well communicated goals within the near future like this you guys can be developing ports for a wristwatch. Keep up the good work, my subscription and I'm sure many others' is a show of support for your work and its potential. And, any little content update or an announcement goes a looong way for satiating the demands of us petulant players.
I'm personally against this F2P thing, but almost all developers are forced to do it nowadays, and that is sad....
The subscription model filters out all the mature people (the ones with the credit cards ( ͡° ͜ʖ ͡°) ). F2P is going to bring in a lot of 12 year olds for sure.
But hey
The subscription model filters out all the mature people (the ones with the credit cards ( ͡° ͜ʖ ͡°) ). F2P is going to bring in a lot of 12 year olds for sure.
But hey
Do you want a game with 12 60 year-olds or 60 12 year-olds?
All else being equal, the 12 60-year-olds. Quality over quantity. Not that money is a sure way of determining quality, but it does filter much of the riffraff.
Unfortunately, "all else" is not equal.
Unfortunately, "all else" is not equal.
Ok.. let's make VO a 12 person online game and a yearly sub will cost $10,000. That should filter out the rif raff!
There should be a quantity attached to item purchases, so loss of the item has a real monetary value. Suddenly, warranties protecting a real cost item with in-game currency just became a whole lot more valuable.
the game needs more players (real players not alt subs) at any real cost. f2p, lower subscriptions, updates in how to access better ships/weapons. Any way.
We need more players any way possible. I dont care if they're 12 or 60 or heaven forbid, maybe even actually female ... The current playerbase acts like a bunch of trolls anyway. Nobody really gets into a game persona or cares about the game fiction. More players is a direct fix. If we can drown out the significance of any one or few players... then the game wont be so swayed and in a sense ruined by the actions of a few ... as they are now.
Hell, for a 12 year old player to get as annoying and negatively behaving as many of the long term players are to gameplay, they would have have had to be less than 6 years old when they started playing. So the balance is infinitely better for more 12 year old players than 60.
ps. You're not a pirate if you extort users for money. Pirates steal goods because the goods are worth stealing. People who extort people for money are called racketeers. I've yet to see any actual pirates in this game, because almost nothing is ever worth stealing. You basically have two ships that would ever be worth targeting as a pirate, XC's and Tridents. So if you're going around asking anything else for money or you'll shoot them. Grow up. You're part of the problem with the game. Not the solution. Would easily trade a thousand 12 year olds for 1 of you.
We need more players any way possible. I dont care if they're 12 or 60 or heaven forbid, maybe even actually female ... The current playerbase acts like a bunch of trolls anyway. Nobody really gets into a game persona or cares about the game fiction. More players is a direct fix. If we can drown out the significance of any one or few players... then the game wont be so swayed and in a sense ruined by the actions of a few ... as they are now.
Hell, for a 12 year old player to get as annoying and negatively behaving as many of the long term players are to gameplay, they would have have had to be less than 6 years old when they started playing. So the balance is infinitely better for more 12 year old players than 60.
ps. You're not a pirate if you extort users for money. Pirates steal goods because the goods are worth stealing. People who extort people for money are called racketeers. I've yet to see any actual pirates in this game, because almost nothing is ever worth stealing. You basically have two ships that would ever be worth targeting as a pirate, XC's and Tridents. So if you're going around asking anything else for money or you'll shoot them. Grow up. You're part of the problem with the game. Not the solution. Would easily trade a thousand 12 year olds for 1 of you.
http://en.wikipedia.org/wiki/Piracy
"Piracy is typically an act of robbery or criminal violence at sea. The term can include acts committed on land, in the air, or in other major bodies of water or on a shore." (and by extension in space)
"Piracy is typically an act of robbery or criminal violence at sea. The term can include acts committed on land, in the air, or in other major bodies of water or on a shore." (and by extension in space)
http://dictionary.reference.com/browse/racketeering
Piracy is not racketeering. Racketeering is all that actually occurs when you tell someone to pay you for "protection" along with the pointless griefing of newbies who dont have anything worth stealing. And that's all the people who actually pay these pathetic players. Nobody with any kind of experience would pay someone to not get killed. Nothing in the game is that unreplacable with minimal effort except manufactured goods and those people probably wouldn't pay you either.
Dont pretend like there exists actual pirates in the game, the game mechanics and playerbase dont support it. You're either griefing or just looking for anything more exciting than hours of tedious manufacturing so you pvp anything. The reason why this problem is so prevalent is because there aren't enough players to make activities like piracy viable. More players automatically solves a number of problems without any changes to the game ...but they also make changes to the game actually possible as well.
Could make manufacturing goods == premium subscription as it exitsts today.
Everything else would be light subscription ...and make that cost some minimal amount to maintain profitability, per year. Like 10 bucks. No level caps. Just no ability to make things or start your own guild. And use any means possible to stop asshole users from making a number of alt accounts that they use to abuse the game.
Additionally we could make Guilds be a paid subscirption. Where not only would a guild need a certain number of players to get recognized but also cost an additional amount of money per year. This would tie into the future feature of guild owned bases. So every guild would pay the same due or tax for the ability and option to build a base and maintain a base.
On top of that, we could use missions to increment combat (combat, large, and small) levels. Using a small test group, figure out what difficulty and number of waves of NPCs players fail at 70% of the time and make that the test in which you must pass in order to gain a level. This level will shrink as the levels increase. So that by the time we reach the top level of in-game items require, this top tier would only be accessible by the 5% of users able to pass some final combat mission test. No more farming easy kills or spending hours and hours and hours building up points. Skill aspects of the game should be measured by skill. This will definitely help new user buy-in.
In-game reports should reflect in-game activities. Guild are recognized by the game so there should be reports in the game regarding gulid alliances or breaking of ialliances by shooting at guilds you're not supposed to ...etc. In game NPC corporations should be able to post bounties on players or even guilds who have wronged them. Corps should have items indicative to them where the price of those items outside of their controlled statinons have a price that is refdlected by this exclusivity. Ie, I should be able to purchase something only Serco military control ...way out in grey space.. But the distance between me and the nearest station that actually supplies that good, should dictate the price along with my respect to the given corp.
Piracy is not racketeering. Racketeering is all that actually occurs when you tell someone to pay you for "protection" along with the pointless griefing of newbies who dont have anything worth stealing. And that's all the people who actually pay these pathetic players. Nobody with any kind of experience would pay someone to not get killed. Nothing in the game is that unreplacable with minimal effort except manufactured goods and those people probably wouldn't pay you either.
Dont pretend like there exists actual pirates in the game, the game mechanics and playerbase dont support it. You're either griefing or just looking for anything more exciting than hours of tedious manufacturing so you pvp anything. The reason why this problem is so prevalent is because there aren't enough players to make activities like piracy viable. More players automatically solves a number of problems without any changes to the game ...but they also make changes to the game actually possible as well.
Could make manufacturing goods == premium subscription as it exitsts today.
Everything else would be light subscription ...and make that cost some minimal amount to maintain profitability, per year. Like 10 bucks. No level caps. Just no ability to make things or start your own guild. And use any means possible to stop asshole users from making a number of alt accounts that they use to abuse the game.
Additionally we could make Guilds be a paid subscirption. Where not only would a guild need a certain number of players to get recognized but also cost an additional amount of money per year. This would tie into the future feature of guild owned bases. So every guild would pay the same due or tax for the ability and option to build a base and maintain a base.
On top of that, we could use missions to increment combat (combat, large, and small) levels. Using a small test group, figure out what difficulty and number of waves of NPCs players fail at 70% of the time and make that the test in which you must pass in order to gain a level. This level will shrink as the levels increase. So that by the time we reach the top level of in-game items require, this top tier would only be accessible by the 5% of users able to pass some final combat mission test. No more farming easy kills or spending hours and hours and hours building up points. Skill aspects of the game should be measured by skill. This will definitely help new user buy-in.
In-game reports should reflect in-game activities. Guild are recognized by the game so there should be reports in the game regarding gulid alliances or breaking of ialliances by shooting at guilds you're not supposed to ...etc. In game NPC corporations should be able to post bounties on players or even guilds who have wronged them. Corps should have items indicative to them where the price of those items outside of their controlled statinons have a price that is refdlected by this exclusivity. Ie, I should be able to purchase something only Serco military control ...way out in grey space.. But the distance between me and the nearest station that actually supplies that good, should dictate the price along with my respect to the given corp.
Piracy is not racketeering
It appears that now more than ever, we need what I've said we've needed for a decade: smarter noobs.
It appears that now more than ever, we need what I've said we've needed for a decade: smarter noobs.
The law of averages, if we get more noobs, some of them will have to be smart.
That post was insane. No words to describe its unguided rants about this game. Getting back on track, the updates sound awesome. Sounds like more freedom on lite subs. Only thing I see holding back lite subs from being a huge hit is their inability to pilot a ship with a good cargo size. Drop the required trade license on the moth in Corvus from 5 to 4 and put an IAP on it and problem solved. XC would be too much, but the regular Behemoth doesnt give any suoer advantage but it does make you feel more efficient and would definitely keep more people playing.
Well, I think after this, steam release is top priority. Type s and p can wait.
If you read my post, you will notice I never mentioned piracy or protection racketeering. I mentioned an awesome product and a way to make it more awesome. Now that you have been corrected, stay on topic and remember: Fly safe. Fly warrantied.
Greenwall: Thus why I said "unfortunately, all else is not equal". ;)
"ps. You're not a pirate if you extort users for money."
Wrong, cellulosemode. Here is THE definitive definition of a pirate. Wikipedia and your pedantry are irrelevant.
Furthermore, even if racketeering were not an aspect of piracy, whether one engages in non-pirate activities has no bearing on whether one is a pirate. A dancer doesn't have to spend her every waking moment dancing to retain the distinction of being a dancer. I once hosted Nation War for a year, funded nearly entirely from profits made by killing convoys and selling the loot -- it added up about half a billion credits in stolen merchandise. You wanna say I'm not a pirate? Well, ye can suck me barnacled cock, lubber.
"Nobody with any kind of experience would pay someone to not get killed."
False. Plenty of experienced people have paid me to not die. Many chose not to, but that does not make those who do any less real or less experienced. It only means that those who opted out of paying valued their time even less than the paltry toll. Sad, really. (This does not apply to those who wanted to fight in the first place, of course. I almost never paid as a newb, because I was usually looking for a fight. I wanted to become a pirate hunter, and needed to learn to fight in order to do that.)
"Nothing in the game is that unreplacable with minimal effort except manufactured goods and those people probably wouldn't pay you either."
Actually, yes they will. I've had people pay me for safe passage in advance when they were manufacturing. I've had them pay after I caught them hauling. I've also had them pay double for the privilege of being allowed to retrieve their loot after I killed them for not paying in the first place. No amount of arm waving on your part changes the facts. All of this applies to people hauling large amounts of weapons as well, not just manufacturing. A one million credit load is, obviously, more valuable than my normal toll, even before you factor in the time it would take to start over -- heavy ships fly slow, so the time cost is even higher than for the fighters I more commonly extort.
Also, remember that flat out refusing to pay pirates is not an RP thing to do at all, other than in specific cases where the character just happens to have that much pride up his bum. Like I said, when I played a pirate-hunter, I'd fight instead of pay (other than maybe twice, when I got caught hauling stuff). Same goes for the nationalist character I played for a while. My trader character, on the other hand, usually paid.
And all this tripe about us being griefers? Have you forgotten which game you're talking about? It doesn't even matter whether the things we do are classified as piracy, racketeering, or just plain wanton murder. This is Vendetta Online. That kind of stuff is what we are supposed to do -- we are playing villainous characters. Get over it.
"ps. You're not a pirate if you extort users for money."
Wrong, cellulosemode. Here is THE definitive definition of a pirate. Wikipedia and your pedantry are irrelevant.
Furthermore, even if racketeering were not an aspect of piracy, whether one engages in non-pirate activities has no bearing on whether one is a pirate. A dancer doesn't have to spend her every waking moment dancing to retain the distinction of being a dancer. I once hosted Nation War for a year, funded nearly entirely from profits made by killing convoys and selling the loot -- it added up about half a billion credits in stolen merchandise. You wanna say I'm not a pirate? Well, ye can suck me barnacled cock, lubber.
"Nobody with any kind of experience would pay someone to not get killed."
False. Plenty of experienced people have paid me to not die. Many chose not to, but that does not make those who do any less real or less experienced. It only means that those who opted out of paying valued their time even less than the paltry toll. Sad, really. (This does not apply to those who wanted to fight in the first place, of course. I almost never paid as a newb, because I was usually looking for a fight. I wanted to become a pirate hunter, and needed to learn to fight in order to do that.)
"Nothing in the game is that unreplacable with minimal effort except manufactured goods and those people probably wouldn't pay you either."
Actually, yes they will. I've had people pay me for safe passage in advance when they were manufacturing. I've had them pay after I caught them hauling. I've also had them pay double for the privilege of being allowed to retrieve their loot after I killed them for not paying in the first place. No amount of arm waving on your part changes the facts. All of this applies to people hauling large amounts of weapons as well, not just manufacturing. A one million credit load is, obviously, more valuable than my normal toll, even before you factor in the time it would take to start over -- heavy ships fly slow, so the time cost is even higher than for the fighters I more commonly extort.
Also, remember that flat out refusing to pay pirates is not an RP thing to do at all, other than in specific cases where the character just happens to have that much pride up his bum. Like I said, when I played a pirate-hunter, I'd fight instead of pay (other than maybe twice, when I got caught hauling stuff). Same goes for the nationalist character I played for a while. My trader character, on the other hand, usually paid.
And all this tripe about us being griefers? Have you forgotten which game you're talking about? It doesn't even matter whether the things we do are classified as piracy, racketeering, or just plain wanton murder. This is Vendetta Online. That kind of stuff is what we are supposed to do -- we are playing villainous characters. Get over it.
Yarr, 'twas a fine screed, Rin...but 'twould have been easier to just point said lubber to Hello Kitty Island Adventure.