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First Impressions

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Nov 05, 2012 Alloh link
E ai, Kabuloso, brasuca ou latino? Bemvindo.

- end-game content designed to be played by groups, of all sizes

Somehow I cannot understand, VO is a multiplayer game that avoids player gathering... And is made by a company named Guild that seem to hate guilds...

VO could improve a lot with Guild-focused content, as building capships became. But Guilds can't own stations, not capshps, so, one player have to own it and everybody pretends it belongs to Guild...

For me, most interesting in VO is diversity, or layers, of gameplay. Games where everybody is doing exactly the same one thing quickly becomes boring. So, create ALTs and try various lifestyles, that's why we can have that many alts.
(Some ppl here take it so seriously that they even subs 2 accounts, so they can pretend to be 2 different players logged in at once.)
Nov 05, 2012 USMC link
Phaserlight This should go well...

yep just what I was thinking Phaserlight lol
Nov 05, 2012 TheRedSpy link
Somehow I cannot understand, VO is a multiplayer game that avoids player gathering... And is made by a company named Guild that seem to hate guilds...

VO could improve a lot with Guild-focused content, as building capships became. But Guilds can't own stations, not capshps, so, one player have to own it and everybody pretends it belongs to Guild...


I lol'ed at the first part and nodded at the second.
Nov 05, 2012 Kabuloso link
@TheRedSpy

Maybe we could try again?
TerranAmbassador listed 10 diferent PvP generators. I think some of them could be adapted for newbies in free trial.

@Alloh

Eae! Sou brasileiro. Tá em que canto do universo? Tem mais brasileiros por aqui?

About not having focus on Guilds, well... Maybe this game suffers from the same disease of almost all other MMOs around. It can't handle too many players in the same place, shooting each other. Because of crashes and Lag... Then, they design the game and content to prevent the need of Guilds or group work.
Nov 05, 2012 Phaserlight link
It can't handle too many players in the same place, shooting each other. Because of crashes and Lag... Then, they design the game and content to prevent the need of Guilds or group work.

I think you have the wrong idea. Vendetta's network code is very stable compared to most other games; it is designed to handle large numbers of players in the same area when necessary. Any perceived lag is usually due to internet latency rather than server load. The game is not designed to draw players away from each other, if anything it is designed to bring them closer together whenever possible.

Group Play

Most of the time, Vendetta's players are spread out across the galaxy. However, at certain times such as the Nation War, large numbers of players congregate together in the same area. I have almost never seen lag during these times. It is very consistent, week after week.

I agree there is not a lot of hand-holding early on in game, but some people seem to prefer the sort of free-form, strike-off-in-your-own-direction types of opportunities this affords. The longer you play, the more you will realize that there are players around you and that there are things to do all the time.

I think that things are moving in the direction of having more guides to bring players together, mission-based and otherwise. However, it is a process and there is a bit of leveling new players are expected to go through first. Personally, I think the devs have done an excellent job of providing opportunities for players to get together and accomplish larger objectives while keeping a wide-open playing field for new players to carve out their own path.

Guilds

I was a member of a guild for a long time: the Vipers. However, I appreciate that the devs have chosen not to introduce guild-exclusive content. In my experience, this actually allows guilds to operate in an open-ended manner. Alliances form more easily, and battle lines become drawn along daily guild operations. The focus becomes more about what goes on in between guilds, with a hidden layer of internal guild structure beneath.

For those players that prefer to live their lives in Vendetta solo, without any guild attachment, no guild-exclusive content strikes me as a very wise design principle. As a solo player I can choose to help out a guild if our objectives fall into line, or I can be just as successful on my own.

I will say the universe tends to be a far lonelier place without the constant guild chatter in the background. On the other hand, opportunities are varied, and other aspects of the game come to light as a solo player. Each way has its benefits.

I also think that not tying objectives or assets specifically to guilds is a better way to move toward very large goals. Guilds can choose to work together toward these goals, and probably will have an easier time doing so. However, I think the implication is that several smaller groups of players working together should be able to accomplish the same thing as a large group from a single guild.

As I see it, this places decision-making on a higher level than guild-affiliation, which is as it should be.
Nov 05, 2012 ryan reign link
"I agree there is not a lot of hand-holding early on in game"

Yeah... that all takes place a little further in.
Nov 05, 2012 Kabuloso link
If Guilds have real objectives, and increasing their numbers means a lot on reaching that objective, you would solve most of this lack of hand-holding.
Guilds would be fighting to hand-hold the newbies, they would learn the basics real faster, and also would feel part of something bigger. It's excelent to grab new players, and to keep veterans.

I came from another game, where the Guilds have absolutelly no objectives. Anything could be done by a group of players that grab togheter at that moment, no need for a better organization. And thats why I left it much before I tryed every possible type of gameplay.

Hope you don't folow the same path as BSGO, about Guilds.
Nov 06, 2012 Pizzasgood link
The trick is to have sufficiently big objectives. Smaller group objectives can be easily done by a loose group of players (e.g. fighting a leviathan or capturing a station). Larger long-term goals involving many people would start to become a lot more trouble to manage without the organizational benefits that guilds provide. We don't really have anything on that magnitude yet, other than perhaps capital ship construction - which is still in its infancy.

But even if something practically requires a guild to accomplish, it absolutely should not literally require a guild. Sufficiently insane/awesome people who want to try to accomplish it without a guild should be allowed to do so.
Nov 06, 2012 Kabuloso link
OK, I'll let to think about this Guild stuff later on. Just focus in the game, and reporting some feedback, be it positive or negative.
Nov 06, 2012 Alloh link
Sufficiently insane/awesome people who want to try to accomplish it without a guild should be allowed to do so.
Again, Guild EXCLUSIVE content is NOT the same as Guild ALSO can own stuff...

And we have almost everything in place to use PCC for creating Events, that really need much love and automation in VO... the most fun part for me. But that "Universal Mission" update broken everything.