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Noobs

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Sep 17, 2012 Drevent1 link
I have noticed that as soon as a new player shows up certain pilots rush in and repeatedly kill said noob
this may be fun for said pilots but hardly helps getting new players ingame
I suggest that anyone under 2 combat should be imune to enemy fire unless they fire first
Sep 17, 2012 tarenty link
-1. Space is not safe. In fact, I'd support a suggestion to remove friendly fire restrictions for capitals too. However, newbies need to be/are warned in the beginning that the universe is not rainbow unicorn land before they are set loose.
Sep 17, 2012 meridian link
Immunity to enemy fire is not really a good way to go.

Perhaps spawning tougher station guards in response to killing a player under combat 2 would help? Enough that a vet would have to devote all their attention to the guards or leave. I'd suggest sending a HAC to the sector, but I have a feeling that would only make players want to go after the newbies even more.
Sep 17, 2012 draugath link
Sep 17, 2012 Pizzasgood link
Do you think we're stupid? No you can't have an invincible combat-1 XC. Try harder. Next.
Sep 17, 2012 greenwall link
+1 for invincible XCs!
Sep 18, 2012 TheRedSpy link
I have noticed that as soon as a new player shows up certain pilots rush in and repeatedly kill said noob
this may be fun for said pilots but hardly helps getting new players ingame
I suggest that anyone under 2 combat should be imune to enemy fire unless they fire first


The premise of this suggestion is plain wrong. If you actually played as a pirate instead of just listening to the ridiculous carebear ranting of TGFT you would know that noobs rarely find themselves the repetitive victims of pirate attacks in Dau. Those that do have deliberately and stubbornly refused to do anything besides the exact same thing over and over and wonder why they don't receive a different result. Einstein calls those newbs insane, and Darwin says they shouldn't have sex.

It's only the ones that refuse to roleplay and hate the idea that people can kill them anywhere that actually complain about the maybe 5 minutes they spend running and hiding from a pirate. Most embrace the experience, learn from it and enjoy it.

The others are people who hate the idea of non-consensual PvP and as Incarnate has put it in the past "we do not want those people".

Games these days treat people like babies and provide no challenge at all. If you want to be babied into something go play Eve. If you want to experience a real challenge where your ability to come up with a creative solution and think on your feet will bring you every success; Come play Vendetta Online.
Sep 18, 2012 incarnate link
I wouldn't put things quite so emphatically. I don't remember ever saying "we do not want those people" in quite those words. But, "no-safe-place" is in this game's DNA and we aren't likely to change that.

Still, it has always been my intention to have a gradient of relative safety, going from "fairly" safe in nation capitols, out to "best of luck" in grayspace.

We will not do invincible ships. We did something like that once before, and it ends up being exploited by players. Training sectors are as far as real safety is going to extend.

That said, I would like a bit more fine-grained reputation system, with more ramifications for people who murder others in monitored space, and more patrols at borders and things. At the same time, this would create a value for more stealth-addons and the potential for smuggling and so on. It'll be a bit of a "mix", because I don't want to eliminate piracy at all, just give things a different blend. Newbies still won't be completely safe, but they'll probably be a little safer in capitols. This is on the to-do list, and I've discussed it on here before in greater detail.
Sep 18, 2012 TheRedSpy link
Incarnate you already have done invincible ships. I can bring my Trident into Dau capital, get some buddies (or alts) with KOS to shoot firecrackers and gem turrets at people trying to undock from the station, nobody can hurt my ship and all the strikeforce shots bounce harmlessly off my hull. I reported this bug last year. This is no longer the case because I am a serco, but it is still possible for UIT trident owners with POS.

Look, I don't mean to be completely dismissive, there are tons of improvements to be made in the faction penalty system, not to mention the AI which is the root of most issues with the system. But this is just mainstream MMO nonsense drivel that we are getting here. VO is unique because it does what is right, not what is popular, in that it challenges people to use their brains rather than just be spoonfed.
Sep 18, 2012 tarenty link
Heh, the most well known offender of the issue is calling complaints "nonsense drivel." :p
Sep 18, 2012 TheRedSpy link
Yeah well it is, none of the complainants have actually taken the time to do the job or even to play as a new person in Dau and see that it's actually quite easy to negotiate and/or escape or hide from patrollers. It adds to the experience to be interacting with players and pirates at an early point in the game and prepares them for venturing into the hostile universe. It's a complete non-issue that people are making into an issue because it suits their agenda.
Sep 18, 2012 tarenty link
It's easy to escape a pirate for someone that's already learned VO. How does it fit vets' "agenda" to complain about it?

I don't disagree with you, nor do I agree with you, but your arguments are crap.
Sep 18, 2012 TheRedSpy link
I'll support my arguments properly when those who suggest that it ruins the game for people support their arguments properly. They say it ruins, I say it enhances. At some point they're going to discover that people can kill them. I hardly think it matters when that occurs.

It suits the trader agenda to say this because it allows them to remove the roleplay from piracy and call it 'griefing' i.e. doing something removed from the context of a game that has some sort of higher level of immorality attached to it. This is the justification for saying it's wrong and that all these development changes should occur to stop it like invincible ships etc.. instead of responding properly with roleplay or escorts. It's laziness.

It's just not an issue in the wider context of the game, and until we see some real evidence of it I don't think it should be discussed further.
Sep 19, 2012 USMC link
of course you don't as you're one of the most driven people doing it, easy Pks are what I call it. I think it does drive newbs away from playing/paying for the game. You sir don't care because to you its fun!
I have started newbs at times to see and I can say if there are 10 uit in training after 1 day I never see 80% or more of them again. why pay for a game WHEN WHILE YOU ARE TRYING TO LEARN IT SOMEONE KEEPS KILLING YOU. just something to think about. I have been here about 2 yrs or more and not a real lot of new names around.

just my .02 worth and of course flame on
Sep 19, 2012 yodaofborg link
*Yawn*

Sep 19, 2012 Kierky link
The tutorial is the biggest problem here. Newbs are killed and they don't know why. The tutorial should take them through all aspects of the game, and it should not be optional. Most people skip it because it looks like a whole bunch of theory. And while the tutorial does explain the basics properly, it fails to actually involve the player. The tutorial tells a newb to try strafing up, and it should not progress until the newb does exactly that.
And to combat the question "i don't know what the training mission wants me to do", it should have instructions on the HUD, not the mission log.

The tutorial is the main reason why newbs are stupid.
Sep 19, 2012 Phaserlight link
I think the issue may be less that newbies are leaving because they get shot, and more that we the veteran players perceive a lack of new players that stay. There is no questionnaire asking "why did you not subscribe" at the end of the trial or what have you, therefore all we are really doing here is taking shots in the dark. I can only speak for myself, but getting pirated within my first week of play vastly enhanced the experience and left me wanting to get revenge. Rather than making me quit, it made me want to play more. Actually, it was only after being pirated that I felt it was necessary to post in the message board, asking other players for tips on how to escape pirates. This was in a galaxy with far fewer consequences/regulations than today. Thinking back on the whole experience it was partly what led me to become a member of the guild I was in for 8 years.

Another experience comes to mind, this one several months in, where I decided it would be fun to begin swarming everything in sight (again, no consequences in this galaxy long ago). It wasn't long before I stirred up an angry beehive of players that killed me over and over again; I was not even able to get away from the station long after I left off swarming. One player even went so far as to tell me "this is what happens when you attack people indiscriminately". I logged off that night angry and upset, a hard lesson learned. The community is a little bit like a bubble; self-organizing to an extent, and if you push on it, it pushes back on you.

This second scenario with the angry beehive I don't think would be possible today, even with a Trident. The factional penalties would be too much for most players, and a Trident can't cover enough ground quickly enough.

The point I'm trying to make is that each player is unique, and the reasons I decide to stay subscribed may not be the reasons you decide to subscribe. I think it's more likely due to the fact that there have not been any recent promotions or advertising campaigns that we aren't seeing the same volume of newbies that we did earlier this year. The devs are working with limited funds, and are probably waiting for a time when there is a lot of new content to justify a marketing push. In the meantime, there are new players that stay and become important members of the community, like Drevent. Just playing and participating can help the universe to feel more alive, and like Incarnate said there is nowhere other than the training sector that is really a complete safezone. I appreciate the game because one wrong move can spell disaster, and lessons come hard and quick. Luckily, there are plenty of second chances in the game, and things are heavily slanted in favor of the player who sticks to safer, "monitored" territory.

It may not always appear that new players are favored, but I am speaking from experience as I am still recovering from that one extra, careless shot on the afk player parked on the Helios side of the Pyronis wormhole on the Serco border I was going to teach a lesson to. Looks like I needed the lesson instead in that case :-).
Sep 19, 2012 Pizzasgood link
I agree with Kierky.

Also it's far more likely for a newb to not subscribe because he couldn't figure out how to dock his ship and start training mission two, than for him to not subscribe because somebody shot him in a shooting game. From what I can tell from chat, getting started on mission two is the biggest issue newbs have, followed by figuring out the Android interface. Nearly every instance of someone stating in chat that he was not going to subscribe was due to one of those two issues. Once you eliminate those reasons, the bulk of what's left are the "Waah, this should be free!" type complaints. The "Waah somebody shot me so I'm not playing" complaints are very rare.
Sep 19, 2012 Kierky link
The thing is, the "This game should be free" complaints are not going to get anywhere.
The devs need to eat, and to be honest 10USD/month is not much, at all.

"Somebody shot me so I'm not playing", they shouldn't be playing a game called "Vendetta" in the first place.
If we can get >90% of newbs who play the game, to actually know the basics, then we can deal with people being shot.

IMO, being shot is a good lesson. It definitely teaches you that nowhere is safe.
I was pirated by yoda when I started, just under 6 years ago, and that made me want to find him and kill him (of course in those days I couldn't).
And if you are shot and know how to play the game, it just makes you want to do what Phaser and I did.
Kill the sod ;)
Sep 19, 2012 TheRedSpy link
The devs make money from VO tech demos actually kierky, you can estimate the amount they make from subs fairly easily and it's insignificant by comparison.