Forums » Suggestions

virgin player observations

Jun 26, 2005 ommy link
I am about to start playing and I thought I'd share a few observations of graphics before I start playing.

First, for the most part, the graphics look great. Especially the asteroid bump mapping and planetary atmosphere layer effects. Where I think graphically the game needs work is halo and particle effects. Some of the screen shots of these are really lacking. They could look alot better in animation so I'll wait to issue a verdict on them.

Secondly, the game screens don't have any "cockpit" feel.

Lastly, thank you thank you for having a linux version. I'm currently in Kosovo so I'm not sure how much fun I'll be able to have with my pings, but, I'll give it a shot. Thanks guys.

Robert
Jun 26, 2005 who? me? link
Yarr Robert!

look for me ingame, I can show you the way to greatness!
Jun 26, 2005 DekuDekuplex Ornitier link
Re: ommy

> Where I think graphically the game needs work is halo and particle effects. Some
> of the screen shots of these are really lacking. They could look alot better in
> animation so I'll wait to issue a verdict on them.


Agreed!

Speaking of halo effects, is there any way to achieve them on a first-generation PowerBook G4 using the NVIDIA GeForce4 440 Go GPU (which doesn't have programmable vertex shaders)? My GPU is fast and reliable, but it doesn't render the graphics in VO very beautifully. I already have the Background Detail set to Extremely High.

-- DekuDekuplex Ornitier
Jun 26, 2005 Moofed link
If you are talking about "rglow", then no. For OpenGL you need atleast a GeForce FX, or better than a Radeon 9200 to use the glow effect. Not sure about under DirectX, but you said you were using a Mac anyway.

I spent $160 on a 6600GT for no reason other than to use rglow. It was worth it.
Jun 26, 2005 Dank link
I would also like a more cockpit feel to the game

-tell all your friends to play Vendetta!
Jun 26, 2005 Phaserlight link
About the "cockpit" comment, If you read the backstory it would seem pilot's consciousness is somehow connected to the ship through some kind of neural link like in gundam wing or mechwarrior, so you are percieving the universe around you as the ship itself, and hence would not see a cockpit.

(yeah, I think that made sense)
Jun 27, 2005 ommy link
Well, thanks for not flaming me. First time I post on any board its almost expected anymore, especially if ya say anything critical. Anyway, thanks for the explaination of the neural link thing :P. As long as it has a solid game play, I'll enjoy it. I'm a past firebird Eliter and avid Descent player and although intuitive interfaces and glittering graphics are awesome, all is for naught if the game isn't playable. From what I've read though the developers actually liked/loved putting this together which is a rarity amoung programmers anymore. Usually when you care about something you do quite a bit better job. Look forward to seeing you guys online shortly.
Robert
Jun 27, 2005 johnhawl218 link
perhaps I missed it but what name will you be flying under?
Jun 27, 2005 Beolach link
If you really, really want that cockpit feel to your ships, you can do like CrippledPidgeon.

http://www.evula.org/virtualgoo/vendetta/hog_cockpit.jpg
Jun 27, 2005 ommy link
Okay, I finally got to play for about 4 hours. I think I have the hang of most of it although I'm sure there is a ton of game play I've missed. Big breath and here goes.

I think I will start with the combat system. I felt very much like I was always in a plasma gun fight in Descent. Very slow glowy projectiles with free range of movement. The AI however seems to be very inclined, from what limited enemies I've seen, to play very planar or isolate his movements to strafing left or right. Not a big deal and I again hate to make a judgement call on this given maybe I fought 10 different ships. The large thing I didn't understand was spawn and aggression. There seems to be a very consistant, almost static spawn rate of about 10-15 sec before another enemy finds you after you killed one. Another little problem I saw was when you zoomed in with I, the zoom was incredible, but VERY jerky and due to a too low number of possible directions a ship may face would jump over some enemies and there existed a spot I could not hit them. Very annoying. My biggest suggestion would be the addition of weapons which take no time to strike the target right from the beginning or at least give a larger variety of weapons.

A random thing I noticed. Most asteroids seemed the same size. Most space games I've played have done this and well...I'm tired of it. A great feature would be a random asteroid generator with asteroids over a certain size containing caverns and holes and the such. Just a thought.

Space stations could be perked up quite a bit. I know you guys aren't an army of coders, but I'd really like to see somebody sit down and give them some personality.

Really, its a great game, my hideous ping from Kosovo really kept me from being too ambitious but once I get stateside, hopefully that will improve.

My last comment is more a mmorpg observation. This game uses a combination working up and leveling along with a players skill. Its that requirement of skill that will save the game. Most games hit an apex where every player is so strong or has so much crap, they no longer find the game fun anymore whereas this game, so long as the burden of strength is to large degree placed on the skill of fighting, it will retain playability much longer. I have not seen how high the levels go, however I hope that the designers plan for a much much longer life cycle. Great job, now I gotta do the hard part, paying some money to ya :P See ya in game.

johnhawl218: my first players name is tyme