Forums » Suggestions
Total Revamp suggested
Sorry to say this; and I know some will be discourage with this suggestion after all the work and talks that went into this game so far.
Subject:
This game is stuck in a perpedual paradox of trying to attract new players and subscribers without the most important thing that would keep them addicted to playing it in mass numbers aka MORPG
( The addiction factor )
The only thing that will retain a LARGE ongoing player base is the (lure) for the next level (stuff)
All addicting games have this in common and because of the addiction factor they continue to (grind) and grind and grind for XP, credits or even other rewards.
Anyone playing games knows what grinding is and means to
Grind, Grind, Grind. Yes it sucks and they complain about it but they love it too.
They Grind for the next tank in WOT, they grind for the next plane in War Thunder, They grind for new stuff in fantasy games, they grind for XP and credits.
Grind Grind Grind all day and night and they love it. Addicted to the prospect of getting that next new toy.
The toy itself is not even that much different then the one they had in many cases but just different and a different game experience.
In the beginning some games have low requirements of xp and credit to get to the next level and that is the hook that gets you going.
When they get to levels that require a lot more XP, credits or whatever other features you get for grinding, some will become anxious to get to that next level.
They decide they want a boost in their efforts they break out the cash to increase XP and credits a little quicker. Not much quicker but just enough to justify paying the cash. Sometimes a lot of cash. They even have the ability to purchase novelty items that don't really help their game play much at all but are fun. Once they break out the cash for a slight increase in xp,credits etc, They are also more receptive to spending cash on stupid stuff like coke rations for the crew in WOT, or cupcakes LOL. It's really actually sort of crazy the things WILL actually spend money on just to try.
All this is because of the addiction factor that gets the ball rolling and also fills the void starting with FREE players and ending with can't get enough, need more, must spend more money on stuff.
Griding,grinding,grinding = addiction = people spending money
Take it or leave it but that is the suggestion AS-IS and AS-IS in the gaming communities today.
Question:
How many strictly subscription based games are there currently on the market ?
This answer should tell you all you need to know.
Sorry to say this; and I know some will be discourage with this suggestion after all the work and talks that went into this game so far.
Subject:
This game is stuck in a perpedual paradox of trying to attract new players and subscribers without the most important thing that would keep them addicted to playing it in mass numbers aka MORPG
( The addiction factor )
The only thing that will retain a LARGE ongoing player base is the (lure) for the next level (stuff)
All addicting games have this in common and because of the addiction factor they continue to (grind) and grind and grind for XP, credits or even other rewards.
Anyone playing games knows what grinding is and means to
Grind, Grind, Grind. Yes it sucks and they complain about it but they love it too.
They Grind for the next tank in WOT, they grind for the next plane in War Thunder, They grind for new stuff in fantasy games, they grind for XP and credits.
Grind Grind Grind all day and night and they love it. Addicted to the prospect of getting that next new toy.
The toy itself is not even that much different then the one they had in many cases but just different and a different game experience.
In the beginning some games have low requirements of xp and credit to get to the next level and that is the hook that gets you going.
When they get to levels that require a lot more XP, credits or whatever other features you get for grinding, some will become anxious to get to that next level.
They decide they want a boost in their efforts they break out the cash to increase XP and credits a little quicker. Not much quicker but just enough to justify paying the cash. Sometimes a lot of cash. They even have the ability to purchase novelty items that don't really help their game play much at all but are fun. Once they break out the cash for a slight increase in xp,credits etc, They are also more receptive to spending cash on stupid stuff like coke rations for the crew in WOT, or cupcakes LOL. It's really actually sort of crazy the things WILL actually spend money on just to try.
All this is because of the addiction factor that gets the ball rolling and also fills the void starting with FREE players and ending with can't get enough, need more, must spend more money on stuff.
Griding,grinding,grinding = addiction = people spending money
Take it or leave it but that is the suggestion AS-IS and AS-IS in the gaming communities today.
Question:
How many strictly subscription based games are there currently on the market ?
This answer should tell you all you need to know.
TL;DR: "Hey, hey guys, I know what's wrong with the game! It doesn't suck enough. Make it suck more, and people will flock in!"
-1
-1
Total Revamp suggested
Sorry to say this; and I know some will be discourage with this suggestion after all the work and talks that went into this game so far.
Subject:
This game is stuck in a perpedual paradox of trying to attract new players and subscribers without the most important thing that would keep them addicted to playing it in mass numbers aka MORPG
( The addiction factor )
The only thing that will retain a LARGE ongoing player base is the (lure) for the next level (stuff)
All addicting games have this in common and because of the addiction factor they continue to (fap) and fap and fap for XP, credits or even other rewards.
Anyone playing games knows what fapping is and means to
Fap, Fap, Fap. Yes it sucks and they complain about it but they love it too.
They Fap for the next tank in WOT, they fap for the next plane in War Thunder, They fap for new stuff in fantasy games, they fap for XP and credits.
Fap Fap Fap all day and night and they love it. Addicted to the prospect of getting that next new toy.
The toy itself is not even that much different then the one they had in many cases but just different and a different game experience.
In the beginning some games have low requirements of xp and credit to get to the next level and that is the hook that gets you going.
When they get to levels that require a lot more XP, credits or whatever other features you get for fapping, some will become anxious to get to that next level.
They decide they want a boost in their efforts they break out the cash to increase XP and credits a little quicker. Not much quicker but just enough to justify paying the cash. Sometimes a lot of cash. They even have the ability to purchase novelty items that don't really help their game play much at all but are fun. Once they break out the cash for a slight increase in xp,credits etc, They are also more receptive to spending cash on stupid stuff like coke rations for the crew in WOT, or cupcakes LOL. It's really actually sort of crazy the things WILL actually spend money on just to try.
All this is because of the addiction factor that gets the ball rolling and also fills the void starting with FREE players and ending with can't get enough, need more, must spend more money on stuff.
Fapping, fapping, fapping = addiction = people spending money
Take it or leave it but that is the suggestion AS-IS and AS-IS in the gaming communities today.
Question:
How many strictly subscription based games are there currently on the market ?
This answer should tell you all you need to know.
*********************************************
I think the dev's understand the place fapping has in games. One thing that Vendetta Online is NOT short on is fapping. People fap for badges, people fap for higher level items, people fap for standing, people fap prospecting, people fap fighting. People fap and fap and fap to build a trident, and then fap some more because in building a trident, you just can't fap enough.
And yeah, VO needs more content that will undoubtedly require fapping. But I disagree that fapping is the unrecognized savior of VO. VO, imnho, needs consequences. It needs more of the ability for players to make a lasting, even if short, impact in the game that affects other players. As it stands, it's great fun to get in there and have a big fight, but the winner is scored either by pk's or who can last the longest before everyone else logs off.
One of the great things about VO, is that once you've fapped your way to the better equipment, you've got what can best be described as a release in that, barring faction standing issues, you will almost always have access to those key items at a very cheap cost. This means that you can afford to lose many fapping contests, which encourages fapping.
Sorry to say this; and I know some will be discourage with this suggestion after all the work and talks that went into this game so far.
Subject:
This game is stuck in a perpedual paradox of trying to attract new players and subscribers without the most important thing that would keep them addicted to playing it in mass numbers aka MORPG
( The addiction factor )
The only thing that will retain a LARGE ongoing player base is the (lure) for the next level (stuff)
All addicting games have this in common and because of the addiction factor they continue to (fap) and fap and fap for XP, credits or even other rewards.
Anyone playing games knows what fapping is and means to
Fap, Fap, Fap. Yes it sucks and they complain about it but they love it too.
They Fap for the next tank in WOT, they fap for the next plane in War Thunder, They fap for new stuff in fantasy games, they fap for XP and credits.
Fap Fap Fap all day and night and they love it. Addicted to the prospect of getting that next new toy.
The toy itself is not even that much different then the one they had in many cases but just different and a different game experience.
In the beginning some games have low requirements of xp and credit to get to the next level and that is the hook that gets you going.
When they get to levels that require a lot more XP, credits or whatever other features you get for fapping, some will become anxious to get to that next level.
They decide they want a boost in their efforts they break out the cash to increase XP and credits a little quicker. Not much quicker but just enough to justify paying the cash. Sometimes a lot of cash. They even have the ability to purchase novelty items that don't really help their game play much at all but are fun. Once they break out the cash for a slight increase in xp,credits etc, They are also more receptive to spending cash on stupid stuff like coke rations for the crew in WOT, or cupcakes LOL. It's really actually sort of crazy the things WILL actually spend money on just to try.
All this is because of the addiction factor that gets the ball rolling and also fills the void starting with FREE players and ending with can't get enough, need more, must spend more money on stuff.
Fapping, fapping, fapping = addiction = people spending money
Take it or leave it but that is the suggestion AS-IS and AS-IS in the gaming communities today.
Question:
How many strictly subscription based games are there currently on the market ?
This answer should tell you all you need to know.
*********************************************
I think the dev's understand the place fapping has in games. One thing that Vendetta Online is NOT short on is fapping. People fap for badges, people fap for higher level items, people fap for standing, people fap prospecting, people fap fighting. People fap and fap and fap to build a trident, and then fap some more because in building a trident, you just can't fap enough.
And yeah, VO needs more content that will undoubtedly require fapping. But I disagree that fapping is the unrecognized savior of VO. VO, imnho, needs consequences. It needs more of the ability for players to make a lasting, even if short, impact in the game that affects other players. As it stands, it's great fun to get in there and have a big fight, but the winner is scored either by pk's or who can last the longest before everyone else logs off.
One of the great things about VO, is that once you've fapped your way to the better equipment, you've got what can best be described as a release in that, barring faction standing issues, you will almost always have access to those key items at a very cheap cost. This means that you can afford to lose many fapping contests, which encourages fapping.
Why did you feel the need to copy and paste his whole horrible ramble just to reply to it?
So what you are saying is... Take all the good stuff from the vets who put years of time into this game (making them undoubtfully quit by doing so) and THEN make it pay to win so some kid can log on with his daddy's iPad, spend some of his daddy's money and be the #1 Player of Vendetta Online?
-1, sorry.
I do understand that you're not satisfied with the low playerbase of VO, I'm not satisfied either. But it's not the right approach to make all the vets be sad by taking their stuff only to make it pay to win. We gotta look for another way here.
-1, sorry.
I do understand that you're not satisfied with the low playerbase of VO, I'm not satisfied either. But it's not the right approach to make all the vets be sad by taking their stuff only to make it pay to win. We gotta look for another way here.
It was the smart ass in me. I felt the need to fix the OP.
He does have a point in that there isn't really a 'next level' or 'expansion' of the game that offers new challenges to players. And in that sense, he is right. The focus on repetitive game play is overstated however.
Frankly I'm with the anti micro transaction group. I'd much rather pay a $10 subscription than $50 to $100 just to make the game playable. I am ok with cosmetic transactions, like custom paint jobs on ships, having the ships name printed on the hull.. not really sure if there is anything else that really fits this category since it's either a PDA screen or the view from the hud.
He does have a point in that there isn't really a 'next level' or 'expansion' of the game that offers new challenges to players. And in that sense, he is right. The focus on repetitive game play is overstated however.
Frankly I'm with the anti micro transaction group. I'd much rather pay a $10 subscription than $50 to $100 just to make the game playable. I am ok with cosmetic transactions, like custom paint jobs on ships, having the ships name printed on the hull.. not really sure if there is anything else that really fits this category since it's either a PDA screen or the view from the hud.
Am I the only one who is confused by Fluffy's use of the word "fap"? I was under the impression it referred to male masturbation.
Your impression is correct... Apparently, my attempt at humor failed. That or people take their masturbation way too seriously :p
I was amused. I was also amused that Kierky failed to see a distinction between the two versions of the OP -- which is the point of the joke, after all.
-200
If you and others want a "Pay to Win" type game where the more you spend, the better equipment and skills you obtain, the by all means GO TO ONE OF THOSE GAMES.
I have played some and found out quick that I can't out spend "daddy's credit card". I love this game because it is "SKILL BASED" where all have the same opportunities to win at whatever task they find that entertains them.
If you and others want a "Pay to Win" type game where the more you spend, the better equipment and skills you obtain, the by all means GO TO ONE OF THOSE GAMES.
I have played some and found out quick that I can't out spend "daddy's credit card". I love this game because it is "SKILL BASED" where all have the same opportunities to win at whatever task they find that entertains them.
heh
One thing anyone who's been around a while knows is that GS do not want to make the game worse just to make money. They'd rather wrap themselves in barbed wire and swim through vinegar.
Up until the microtransaction part, I was generally in agreement with the OP's take on things if not the right solution.
Basically, I read the first part of the OP's post as suggesting one of the reasons it's easy to lose interest in VO is the obsession with balance--which is in turn driven by an admirable but very limiting focus on purity of combat. VO is a game where a skilled pilot flying a very basic ship/weapons loadout can turn the most expensive, high-level combat ships in the game to scrap should those fancy toys be flown by a less talented pilot. And that's great, if the game is Quake.
But VO is a lot bigger and emptier than Quake, and it claims to be an RPG, not a FPS. A twitch RPG to be sure, but an RPG. And as the OP says, generally speaking those games allow for obsessive grinding to "enhance" one's character and toys--see, e.g., Diablo II and III. That in turn allows for player and equipment level to matter at least as much as twitch skill, and generally more. How much more...can depend.
I was horribly annoyed with what ESO turned out to be after loving Skyrim, largely because aside from the whole 'pause the game mid-combat to pick a potion/eat 5 million potatos/change armor/etc', I thought Skyrim had a fantastic balance between twitch skill and RPG elements, and had enough plot to still have some replay value years later. But as to the balance between grinding for rarz and paying homage to twitch skill, I thought Skyrim did a very good job. Sure, you can take on a giant at level 2 with a Long Bow, a bunch of iron arrows, and some skillful use of terrain...but you're much better off leveling yourself and your bowmaking/improving skills up and maybe crafting some enchanted armor/rings/amulets. Would that VO could get closer to that model.
However, the Devs have shown no signs of being interested in that approach. At all -- and Gods know we've yelled at them about it enough times. Maybe they're morally opposed, but it's probably more that they simply do not have the resources that would be necessary to make VO that interesting and they know it. It would be essentially impossible for them implement that kind of total overhaul of available items/ships and a way to craft enhancements at this point. Even the smallest/most obvious things take months. I'm past thinking that's because the Devs can't do things well, but I also can't ignore the fact that even if they're the most efficient, flexible, amazing handful of devs ever...everything still takes too long for the game's own good, and how awesome VO can be is likely quite limited by this.
Which brings us back to why, as much as I'd like to see VO be a MMO Skyrim In Space, I don't think the OP's focus on making grinding have real, tangible, gameplay rewards is the main way forward. It needs to be addressed more, because balance is boring outside the tiny confines of a FPS arena, but the main problem with VO is that outside the occasional really great dogfight...it's completely and utterly BORING. It looks a lot better than it did in 2005, there are some new things since almost 10 years ago, but there's almost no reason to do them.
I originally wound up in VO because someone compared it to EV:N, but online. I played VO religiously for quite a few years, and off and on for years after that, largely because it had the potential to be a twitch, MMO version of EV:N...which is to say, VO could have a really interesting plot, and places to explore, and such. But it didn't feel that way in 2005, and it still doesn't today. Whether the Devs could have found the time necessary to make VO interesting enough to play isn't something I'm qualified to opine on -- the realities of just staying afloat have got to have been daunting and probably still are. But again, the fact remains the game doesn't really hold players' interest...and the subscriber retention rate shows it.
tl;dr: no microtxns, yes more benefits for grinding, BIGGER yes for having a plot and stuff of interest to explore/uncover/discover.
Basically, I read the first part of the OP's post as suggesting one of the reasons it's easy to lose interest in VO is the obsession with balance--which is in turn driven by an admirable but very limiting focus on purity of combat. VO is a game where a skilled pilot flying a very basic ship/weapons loadout can turn the most expensive, high-level combat ships in the game to scrap should those fancy toys be flown by a less talented pilot. And that's great, if the game is Quake.
But VO is a lot bigger and emptier than Quake, and it claims to be an RPG, not a FPS. A twitch RPG to be sure, but an RPG. And as the OP says, generally speaking those games allow for obsessive grinding to "enhance" one's character and toys--see, e.g., Diablo II and III. That in turn allows for player and equipment level to matter at least as much as twitch skill, and generally more. How much more...can depend.
I was horribly annoyed with what ESO turned out to be after loving Skyrim, largely because aside from the whole 'pause the game mid-combat to pick a potion/eat 5 million potatos/change armor/etc', I thought Skyrim had a fantastic balance between twitch skill and RPG elements, and had enough plot to still have some replay value years later. But as to the balance between grinding for rarz and paying homage to twitch skill, I thought Skyrim did a very good job. Sure, you can take on a giant at level 2 with a Long Bow, a bunch of iron arrows, and some skillful use of terrain...but you're much better off leveling yourself and your bowmaking/improving skills up and maybe crafting some enchanted armor/rings/amulets. Would that VO could get closer to that model.
However, the Devs have shown no signs of being interested in that approach. At all -- and Gods know we've yelled at them about it enough times. Maybe they're morally opposed, but it's probably more that they simply do not have the resources that would be necessary to make VO that interesting and they know it. It would be essentially impossible for them implement that kind of total overhaul of available items/ships and a way to craft enhancements at this point. Even the smallest/most obvious things take months. I'm past thinking that's because the Devs can't do things well, but I also can't ignore the fact that even if they're the most efficient, flexible, amazing handful of devs ever...everything still takes too long for the game's own good, and how awesome VO can be is likely quite limited by this.
Which brings us back to why, as much as I'd like to see VO be a MMO Skyrim In Space, I don't think the OP's focus on making grinding have real, tangible, gameplay rewards is the main way forward. It needs to be addressed more, because balance is boring outside the tiny confines of a FPS arena, but the main problem with VO is that outside the occasional really great dogfight...it's completely and utterly BORING. It looks a lot better than it did in 2005, there are some new things since almost 10 years ago, but there's almost no reason to do them.
I originally wound up in VO because someone compared it to EV:N, but online. I played VO religiously for quite a few years, and off and on for years after that, largely because it had the potential to be a twitch, MMO version of EV:N...which is to say, VO could have a really interesting plot, and places to explore, and such. But it didn't feel that way in 2005, and it still doesn't today. Whether the Devs could have found the time necessary to make VO interesting enough to play isn't something I'm qualified to opine on -- the realities of just staying afloat have got to have been daunting and probably still are. But again, the fact remains the game doesn't really hold players' interest...and the subscriber retention rate shows it.
tl;dr: no microtxns, yes more benefits for grinding, BIGGER yes for having a plot and stuff of interest to explore/uncover/discover.
" isn't something I'm qualified to opine on"
lol, hasn't ever stopped u before... u on some new medication?
lol, hasn't ever stopped u before... u on some new medication?
I'd like VO to have the same stuff that got me addicted to EVE. Don't know exactly what it is, but for sure it's not the point-click playstyle.
It's the craft/trade/procure anything-style, example, mine/destroy this and manufacturer/refine it into that then sell/contract it on the market anywhere. Only the crafting/manufacturing is functioning at the moment and it's still a beta test. There's little to manufacture beyond trident parts, turret addons, a couple high-powered weapons, and 1 PvP focused ship. The allure of EVE is being able to forge/buy/steal your way through the game's universe with no definitive developer created end in sight, only player determination. Some will say the difference between EVE and VO is ship control schemes, and they wont be wrong in that regard between the two but the other difference is fleshed out and deployed player driven mechanics beyond pew-pewing each other to death and EVE has that aspect in spades.
Lecter's commentary is pretty accurate. I'm going to try to skim over the dev-facing issues, I think by this point everyone knows our output is highly constrained by limited finances and on-going stability challenges.. even if things are better than they were in 2009, they've still been tough for us, and much of the work that keeps us afloat, also takes us away from the game. That all makes long-term planning very difficult, or being able to actually execute on a plan that takes, say, a year.
But speaking to the game itself, my assessment is that we have a lot of "content" and "stuff" that's "neat", and not a coherent assembly, utilization or presentation of what gameplay we actually have (without even really "adding" much new stuff). There's a lot of "awesome" in the game, well beyond what the player base makes use of (or is even aware-of), much of which is really not utilized at all and just needs a bit of time and planning to coherently "enable" from a design standpoint. I know that doesn't cite specific examples, or sound like a design in and of itself, but I am.. very confident in this assessment.
This doesn't specifically mean that we need more "grind" to give value to progression.. nor does content availability have to be limited to "equipment", which has problematic balance issues in a twitch-game as Lecter mentioned. The pieces are there to do what I want, which I think will resolve a lot of the issues, but I need at least a contiguous six-months of uninterrupted time to do so, without looking down the barrel of a financial shotgun at the end of that period (yay, game is better! now we go under..). Realistically, that means a year of total time, and we have not had a year of finances on-hand.. ever.
So, anyway, that's still the goal, to try and balance the cash to burn-rate ratio at a level where we can do the linear gameplay work that we both want and need to do. Want, because it's genuinely the work we prefer, and need because it's necessary to make this title more realized and coherent before launching on a demanding platform like Steam. We are capable of a great deal more visible progress than you've recently seen; yes, development can and will take longer than expected and things can and will go awry, but our capabilities on a linear path are far greater than is demonstrated by the ADHD zig-zagging survival-course we've had to follow.
To this end, we have some financial stuff going on that I think (hope?) could make this "contiguous linear development" possible soon, and with my un-divided attention, which is really what's needed. As long as I'm running around trying to keep us afloat with bizdev, and not actively re-designing the game every day, we're going to have a hell of a time getting there.
So, anyway, in my opinion things are potentially looking up. Apply grains of salt as desired.
But speaking to the game itself, my assessment is that we have a lot of "content" and "stuff" that's "neat", and not a coherent assembly, utilization or presentation of what gameplay we actually have (without even really "adding" much new stuff). There's a lot of "awesome" in the game, well beyond what the player base makes use of (or is even aware-of), much of which is really not utilized at all and just needs a bit of time and planning to coherently "enable" from a design standpoint. I know that doesn't cite specific examples, or sound like a design in and of itself, but I am.. very confident in this assessment.
This doesn't specifically mean that we need more "grind" to give value to progression.. nor does content availability have to be limited to "equipment", which has problematic balance issues in a twitch-game as Lecter mentioned. The pieces are there to do what I want, which I think will resolve a lot of the issues, but I need at least a contiguous six-months of uninterrupted time to do so, without looking down the barrel of a financial shotgun at the end of that period (yay, game is better! now we go under..). Realistically, that means a year of total time, and we have not had a year of finances on-hand.. ever.
So, anyway, that's still the goal, to try and balance the cash to burn-rate ratio at a level where we can do the linear gameplay work that we both want and need to do. Want, because it's genuinely the work we prefer, and need because it's necessary to make this title more realized and coherent before launching on a demanding platform like Steam. We are capable of a great deal more visible progress than you've recently seen; yes, development can and will take longer than expected and things can and will go awry, but our capabilities on a linear path are far greater than is demonstrated by the ADHD zig-zagging survival-course we've had to follow.
To this end, we have some financial stuff going on that I think (hope?) could make this "contiguous linear development" possible soon, and with my un-divided attention, which is really what's needed. As long as I'm running around trying to keep us afloat with bizdev, and not actively re-designing the game every day, we're going to have a hell of a time getting there.
So, anyway, in my opinion things are potentially looking up. Apply grains of salt as desired.
Here are some items that stand out to me as some of the "awesome" that is under-utilized or non-realized:
1. Deneb: Deneb is awesome...but it's in the most inconvenient place possible. To take part in Deneb, you have to dedicate a large (relatively) amount of time to travel, both to and from Deneb. Place Deneb between Pyronis and AA.
2. Player ship trade: Fix the issue with engines. Make ship trade possible. The ninja-update that locked players out of ships they worked hard to be able to buy left a vacuum. Fix it.
3. Craftable batteries. It's kind of...goofy that the best battery in the game is only available for purchase as a result of a mentor system. At the very least, make UCs craftable.
4. Make bots harder. Currently, there is no enemy in-game that cannot be taken solo with skill and effort. You lose people because they get bored. There is no end-game content to challenge them. If you cannot make new end-game content, buff the current content to make group play more appealing.
Just my $0.02.
1. Deneb: Deneb is awesome...but it's in the most inconvenient place possible. To take part in Deneb, you have to dedicate a large (relatively) amount of time to travel, both to and from Deneb. Place Deneb between Pyronis and AA.
2. Player ship trade: Fix the issue with engines. Make ship trade possible. The ninja-update that locked players out of ships they worked hard to be able to buy left a vacuum. Fix it.
3. Craftable batteries. It's kind of...goofy that the best battery in the game is only available for purchase as a result of a mentor system. At the very least, make UCs craftable.
4. Make bots harder. Currently, there is no enemy in-game that cannot be taken solo with skill and effort. You lose people because they get bored. There is no end-game content to challenge them. If you cannot make new end-game content, buff the current content to make group play more appealing.
Just my $0.02.
Savet got it right. Atleast 50% anyway...
1: Deneb is on the nowhere-end of Universe. Who wants to travel thousand systems before being allowed to bomb bots in player-empty sectors?
2: Yes! He couldn't be more right on this one. Ever since that dumb standing update was done UIT were thrown off the Combat paths.
But let us take a look on that current standing system: The first thing that raises in ones mind is "Why can't an Itani/Serco be Pillar of Society with UIT anymore? I thought they were a group of loose trading/mining/whatever corps... wouldn't it be much more senseful if anyone could be POS with them?"
YES! Haha that's right. Considering the story line, there is nothing that would stop any Itani/Serco to make great deals in Service of the UIT and be loved by them. UIT after all LIVE from Serco/Itani business... This limited-to-600 points is just a lame excuse so the UIT have their exclusive ship too. That ship is useless in PvP by the way.
At another note... Serco and Itani are at War yup... But if an Itani/Serco individual is not partaking in Military activities and just flies about universe trading/mining/botting and mostly fighting other players only in Grey space then why can they not work for a good Reputation with the other side?
So much for this... Now back to the situation of the UIT: By the changing of how the standings work UIT now are imcapabable of competing in PvP seriously. Or atleast they feel like it... All they have is the Raptor which is not to be taken seriously... It's flare bait and hitting it with energy is fairly easy too. While some of the whiners who also caused this new standing system by doing their whining (Which is still unbelievable to me...) will now say "but pvp is a skill thing blablabla". Yes PvP IS a skill thing. But even a veteran can't do much if some average Serco pilot flies about with his SCP shooting gats and throwing flares. They just have so much of an advantage.
Now what can we do about this? We could either bring in another modified standing system that's compromising and allows everyone to achieve everything but with a fair bit of work OR we just implement ship trading already.
To Savet's points 3 and 4: UCs are only a minor problem... Not as much as the need of ship trading. Botting could be harder for sure but the reason why no one does it in groups is not because it's too easy but because there is just not a large playerbase but that's another chapter.
1: Deneb is on the nowhere-end of Universe. Who wants to travel thousand systems before being allowed to bomb bots in player-empty sectors?
2: Yes! He couldn't be more right on this one. Ever since that dumb standing update was done UIT were thrown off the Combat paths.
But let us take a look on that current standing system: The first thing that raises in ones mind is "Why can't an Itani/Serco be Pillar of Society with UIT anymore? I thought they were a group of loose trading/mining/whatever corps... wouldn't it be much more senseful if anyone could be POS with them?"
YES! Haha that's right. Considering the story line, there is nothing that would stop any Itani/Serco to make great deals in Service of the UIT and be loved by them. UIT after all LIVE from Serco/Itani business... This limited-to-600 points is just a lame excuse so the UIT have their exclusive ship too. That ship is useless in PvP by the way.
At another note... Serco and Itani are at War yup... But if an Itani/Serco individual is not partaking in Military activities and just flies about universe trading/mining/botting and mostly fighting other players only in Grey space then why can they not work for a good Reputation with the other side?
So much for this... Now back to the situation of the UIT: By the changing of how the standings work UIT now are imcapabable of competing in PvP seriously. Or atleast they feel like it... All they have is the Raptor which is not to be taken seriously... It's flare bait and hitting it with energy is fairly easy too. While some of the whiners who also caused this new standing system by doing their whining (Which is still unbelievable to me...) will now say "but pvp is a skill thing blablabla". Yes PvP IS a skill thing. But even a veteran can't do much if some average Serco pilot flies about with his SCP shooting gats and throwing flares. They just have so much of an advantage.
Now what can we do about this? We could either bring in another modified standing system that's compromising and allows everyone to achieve everything but with a fair bit of work OR we just implement ship trading already.
To Savet's points 3 and 4: UCs are only a minor problem... Not as much as the need of ship trading. Botting could be harder for sure but the reason why no one does it in groups is not because it's too easy but because there is just not a large playerbase but that's another chapter.