Forums » Suggestions

Newbie friendly suggestions

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Sep 19, 2011 pirren link
1. Ask players what is their native language, before they create char and then automatically add them to the following channel, so they don't need to /join 101 for example.

At least totally new player will see updates on that channel..

Don't forget that operation "/join" can be very hard to the player that first time started client.

2. Make dynamic newslines (both horizontal and vertical, possible with autoscroll), like on Euronews or any other news channels, somewhere in Comm-tab on station or even in space with brief game news and useful info and tips for pilots.

I suggest there should be different podcasts on these lines with latest updates and info.

Example of station news channels:

1. For newbies. (what language channel to use, what to do, etc.)
2. For traders about some useful info (buy/sell).
3. For bounty hunters and pirates. (e.g. top bounties, CtC info, capship parts crafted)
4. Conquerable station news. Any stations under attack? Conquest info.
5. Latest threads from RP and suggestion forum. E.g. Subject and first 100 symbols from the message. Would be great if there'll be an option to post messages to the forum from VO client, from Bar for example..
Sep 20, 2011 Alloh link
+1 Good to see you are re-proposing some of my ideas... I support it, no matter for credits

Except (5) - for me, RL and game must be kept separated.

As I proposed in past, a simple WMH/html tab in game client would allow all those updates, and make things much easier to mantain on server side... We can improve a lot the immersion with more active news and info...
Sep 20, 2011 abortretryfail link
#5 would be a good idea if the RP forum were extended so that subscribers could post as a specific character making it a true Role-Playing forum.
Sep 20, 2011 pirren link
#5 would be a good idea if the RP forum were extended so that subscribers could post as a specific character making it a true Role-Playing forum.

oh, like this one too, +1
Sep 20, 2011 Alloh link
+1 to ARF's idea, it's great, as long as restricted only to Role-Playing forum.
Sep 20, 2011 davejohn link
Aye , decent suggestion. Perhaps an update of channel usage which can be accessed ingame would be an idea as part of a clarification of the whole comms thing ?

4 billion channels, fewer than a dozen in regular use.
Sep 20, 2011 Keller link
That explains my cable bill then. ;-)

Pirren, I'm working on it!

I realize this really should be the devs responsibility, but honestly if all we do is wait on them, what kind of people are we?

I had to make some tweaks the Casino architecture to allow for the possibility of something dedicated like a Bartender, but once we're done testing, it'll be in game. (which shouldn't be too long given how quickly Mulle likes beating up on it) The new Casino version will feature Blackjack in addition to Slots.

I'm spending some time building up the architecture and specs for a Bartender. Admittedly, he/she'll only be in Odia M14, which is where PhoenixVoice (the PA bot running the Casino there) is currently located. The Bartender is being designed to work with Bar chat only, hence the requirement of locality. Initially, it's not going to be very smart; just a simple "Would you like a drink?" and being able to supply basic game information. Eventually, I'll add trade and mining information to it. Be careful though, I'm coding it to remember if you've spoken to it unkindly and not paid it for services. It'll downgrade its personal view of your reputation and if you drop low enough...Who knows? (shrugs)

In time, I intend to flesh it out with a full text parser, so it can communicate basically and even gather rumor information. (still working on what the decision matrices would have to look like)

While only slightly better than vaporware, I still thought I'd let you guys know where I'm at on this.
Sep 20, 2011 Dr. Lecter link
I realize this really should be the devs responsibility, but honestly if all we do is wait on them, what kind of people are we?

Paying customers?
Sep 21, 2011 pirren link
Paying customers?

True.
Sep 21, 2011 Keller link
Yes, Lector. Paying customers.

However ... of a game which has so few developers they're stressed to do even simple things. I know a thing or 2 about playing games supported by so few people. If the customer base does nothing, the game dies - no matter how good it might be; it dies, unless those paying customers, who are supposed to be a community - not a bunch of self-serving, know-nothing talking heads, get involved.

We have a fairly simple choice: Ask ourselves what we can do to support this game so the RP content and player experience is improved, or we just let it die.

I've chosen the first. From your posts, it sounds like you've chosen the 2nd.
Sep 21, 2011 Dr. Lecter link
Beating a dying horse isn't a bad use of $6/month, so long as it amuses you and the horse eventually dies.
Sep 21, 2011 Armonia link
this is driving me nuts, keller = breazle??
Sep 21, 2011 pirren link
)))
Sep 21, 2011 Alloh link
Good move, Keller... one suggestion: Contraband/gray trade.

Make bot take orders/offers of trade items, like (someone offer X crates of Z) or (player wants N crates of Y). You have to pay more for posting ads and less for reading, like 500c for posting and 10c for reading...

Only that. Good tips for P2P trade!
Sep 21, 2011 TehRunner link
I'd love contraband to death, but it's no good if there is no law enforcement scanning inbound ships.

But a trade bot that serves as "classifieds" might be neat as well.
Sep 21, 2011 Keller link
Lemme get the blasted thing together first. Presently, I've outlined only a basic architecture for it. (fortunately the Bartender starts out with a similar structure to the Casino, so I at least had a decent starting point) But after that, the Bartender is little more than a lot of bits 'n pieces lying around on the floor. I've got a document I'm collecting requirements in. I'll make sure to add this additional stuff as definite long term features.

Next is to get the conversation modules assembled, so each player will be able to have a individual conversation with the Bartender. We can start adding functions after that.

P2P trade will be an interesting prospect, especially given we'd have to munge up a solution, as VO doesn't overtly support such things. As I get more of the idiot savant working, I'll definitely visit whether (or how) we can simulate P2P trade. It's something I wish were added too.

Lector, given I design software for a living (and spent the better part of the last 30+ years coding it too), including AI algorithms, I'm doing this as much for my own enjoyment as for VO. The trick (as always) is to design and make something work within the limitations of the environment (which sadly are legion).

Armonia, Keller is just Keller. (well...maybe with a couple of initials in front) I don't talk much on 100 nowadays, but I do log in.
Sep 21, 2011 Dr. Lecter link
I design software for a living (and spent the better part of the last 30+ years coding it too)

You poor bastard. I guess you just can't help yerself at this point.
Sep 21, 2011 look... no hands link
Doc, I dunno about building software, but those of us who like to build or engineer things, generally can't stop till we can't go anymore.
Sep 21, 2011 Keller link
Yeah, coding is kind of an addiction by this point. I draw great and perverse pleasure teaching computers to act 'intelligently'.

That's one reason I was very sad to hear that many of the auto pilot commands had been removed. Not because I was going to seek taking advantage (as I understand some did; wrecking it for others), but because of the possibilities such things would've represented. e.g. I could see building an auto-gunner bot which would've required using one of the player's alt slots, but would be "invited" to gun on one's ship. Even given the limitations on trading between players, I'd even entertained early on the notion of using bots for the actual transfers. (something I understand was once done before the commands were killed off) Alas, not to be.

One of the questions I have now is what information to code for answering questions. To be completely thorough, I'd code answers for even the dumb questions which some new players ask although they could easily get the answer if they'd just finish the training or read the history missions. Well...lots of mundane typing. I have a preference for snarky AIs, but don't want to get too sarcastic, as that would turn off new players.
Sep 22, 2011 pirren link
Keller, I think devs should hire you, because they fail to manage everything alone.