Forums » General
new to the game
Just starting out and was wondering what all is currently available to do in this game so I know what direction I want to go when I play, can we take over space stations? can we build any of our own stuff? can we craft anything? could some one give me a run down of the limits of this game or things they are working to implement? tried to find it on youtube but no luck. thanks!
Welcome!
Briefly,
The game has been running for 16 years and is a sandbox; semantically at least, the number of things you could potentially do is infinite. To answer your questions point by point on a practical level:
can we take over space stations?
Yes. Here is a video of a conflict which occurred between guilds over the control of a greyspace station in 2011. Struggles like this are ongoing: they involve politics, economics, and pilot skill.
can we build any of our own stuff? can we craft anything?
Yes, there are a wide variety of manufacturable items which hold value on the player-to-player market. Here is a not necessarily comprehensive list:
http://vo-wiki.com/wiki/Manufacturing
It's worth noting that bot drops and other scavenged items may also be traded between pilots.
could some one give me a run down of the limits of this game or things they are working to implement?
I'll leave that one for the devs to answer if they see fit. You may have some luck using the search function. In the meantime, there is plenty to keep a player occupied. I'd love to direct you to a retrospective I wrote in 2015 that might give you a window into the possibilities Vendetta presents.
Briefly,
The game has been running for 16 years and is a sandbox; semantically at least, the number of things you could potentially do is infinite. To answer your questions point by point on a practical level:
can we take over space stations?
Yes. Here is a video of a conflict which occurred between guilds over the control of a greyspace station in 2011. Struggles like this are ongoing: they involve politics, economics, and pilot skill.
can we build any of our own stuff? can we craft anything?
Yes, there are a wide variety of manufacturable items which hold value on the player-to-player market. Here is a not necessarily comprehensive list:
http://vo-wiki.com/wiki/Manufacturing
It's worth noting that bot drops and other scavenged items may also be traded between pilots.
could some one give me a run down of the limits of this game or things they are working to implement?
I'll leave that one for the devs to answer if they see fit. You may have some luck using the search function. In the meantime, there is plenty to keep a player occupied. I'd love to direct you to a retrospective I wrote in 2015 that might give you a window into the possibilities Vendetta presents.
We haven't posted a list of what we're working to implement in some time. There are a few reasons for this:
1) I hate being wrong about release dates, and over-promising. I've been criticized a lot for over-promising features (and timing) in the past, and then falling victim to the ramifications of a small studio that has to be reactive to different unexpected opportunities or challenges. Something very easy for a game developer to do, because development tends to go awry. So, these days I don't tend to announce things until I'm pretty damned sure they're going to happen on an expected timeframe.. which usually means they're almost done.
2) We actually have a lot in development, particularly this whole past year. Some of it is pretty major stuff. Changes that are really significant are kind of a "multiplier" on #1, and make me even more careful about what's being promised or announced. It also makes the development cycles even longer, and the periods of silence more lengthy, because it usually involves big technology work.
That being said, we are working towards a long-awaited "universe redux" that will re-work much of the existing galaxy, along with a lot of changes related to PvE, economics and manufacturing.
If you'd like to read some historical points of possible game futures, you can peruse the old RFC thread on Suggestions. There's a lot of stuff in there. Some of it has happened (in some way, rarely exactly the way originally envisioned), some is still planned, and other bits may no longer be a priority. But overall, it gives an insight into the thinking.
Eventually, we intend to have some kind of public system that shows our intended goals and relative progress. But this has specifically conflicted with a lot of recent cases where our development has to be "secret" because some big partner has an announcement, or whatever other confidential situation.
It's all time that goes into improving the game, sometimes in significant ways, but we have to be careful how we announce and release it to the public.
There will probably be a Newsletter in August that may touch on some future plans, although I'm not sure how much (a lot of it will be recap). We haven't done a newsletter since February, in part because of issues #1 and #2 above.
I hope that helps.
1) I hate being wrong about release dates, and over-promising. I've been criticized a lot for over-promising features (and timing) in the past, and then falling victim to the ramifications of a small studio that has to be reactive to different unexpected opportunities or challenges. Something very easy for a game developer to do, because development tends to go awry. So, these days I don't tend to announce things until I'm pretty damned sure they're going to happen on an expected timeframe.. which usually means they're almost done.
2) We actually have a lot in development, particularly this whole past year. Some of it is pretty major stuff. Changes that are really significant are kind of a "multiplier" on #1, and make me even more careful about what's being promised or announced. It also makes the development cycles even longer, and the periods of silence more lengthy, because it usually involves big technology work.
That being said, we are working towards a long-awaited "universe redux" that will re-work much of the existing galaxy, along with a lot of changes related to PvE, economics and manufacturing.
If you'd like to read some historical points of possible game futures, you can peruse the old RFC thread on Suggestions. There's a lot of stuff in there. Some of it has happened (in some way, rarely exactly the way originally envisioned), some is still planned, and other bits may no longer be a priority. But overall, it gives an insight into the thinking.
Eventually, we intend to have some kind of public system that shows our intended goals and relative progress. But this has specifically conflicted with a lot of recent cases where our development has to be "secret" because some big partner has an announcement, or whatever other confidential situation.
It's all time that goes into improving the game, sometimes in significant ways, but we have to be careful how we announce and release it to the public.
There will probably be a Newsletter in August that may touch on some future plans, although I'm not sure how much (a lot of it will be recap). We haven't done a newsletter since February, in part because of issues #1 and #2 above.
I hope that helps.
Wow I am glad I asked, I have to say I was hoping there was this much to the game. I wouldn't have known otherwise tho. but I am excited, thanks for the quick reply's I'm going to dive in! see you in game!
the thing that makes me really like the idea of this game more than eve is that you actually have to aim, really more immersive. A+
Dont forget to support the devs! Buy lite that 1$ aint alot but you get more for such a small price!