Forums » Suggestions
@greenwall
The pirate decides the worth of a cargo, or target. You have no data to support any claims about the economy. There is no such thing as "trolling/griefing" in VO, this is a combat game first and foremost. You yourself should know that after assisting in privatizing peace multiple times in VOID.
This is nothing more than carebears and ninnyism at it's finest, if players want to trade they should not demand the devs to fit the universe for their role, they should take it on themselves to defend their livelihood, and if unable to do as such, hire someone who can, that IS after all the capitalist model supposed "free trade advocates" now want to over-regulate my job and put me out of biz how ironic.
Incarnate already gave you an inch with mines in NFZ, now you lot want a mile. Grab a gun instead of a tissue.
The pirate decides the worth of a cargo, or target. You have no data to support any claims about the economy. There is no such thing as "trolling/griefing" in VO, this is a combat game first and foremost. You yourself should know that after assisting in privatizing peace multiple times in VOID.
This is nothing more than carebears and ninnyism at it's finest, if players want to trade they should not demand the devs to fit the universe for their role, they should take it on themselves to defend their livelihood, and if unable to do as such, hire someone who can, that IS after all the capitalist model supposed "free trade advocates" now want to over-regulate my job and put me out of biz how ironic.
Incarnate already gave you an inch with mines in NFZ, now you lot want a mile. Grab a gun instead of a tissue.
@blaqk
You have no data to support any claims about the economy.
Assuming you are trying to dismiss my claim that this would boost player driven trade, and it always being good for the game, yes I do have data. I have about 10 years of experience with this game and know that anytime player driven trade was hot, the game was hot. When capship manufacturing was at it's peak, people were making and selling parts and drops left and right, people were carting said parts and drops left and right (providing targets), people were taking stations left and right. Pirates were more reliably blockading popular WH's because of the likelihood of someone hauling something for someone, people were fighting off said pirates. ETC.
Later in game, vets who combat in gray get lazy and would much rather pay someone else to haul stuff to them rather than do it themselves. I would have easily and happily been willing to spend hundreds of millions of credits on X-1s in Latos if selling ships was made easier than it currently is, and people would be very happy to provide them.
Trade is a huge driver of the game when it's hopping.
The pirate decides the worth of a cargo, or target.
Sure, and most people have decided they won't bother with 4352cu of fine china, or orun cores, or water, or 80% of the crap people haul for capship building. I don't have a problem with the 2 pirates who will be sad about missing out... (those two being JJ and blaqk)
There is no such thing as "trolling/griefing" in VO
Despite Faille's broken record, she's wrong. Of course there is trolling and griefing. Just because it's allowed doesn't mean it doesn't exist / or is somehow good for gameplay.
You have no data to support any claims about the economy.
Assuming you are trying to dismiss my claim that this would boost player driven trade, and it always being good for the game, yes I do have data. I have about 10 years of experience with this game and know that anytime player driven trade was hot, the game was hot. When capship manufacturing was at it's peak, people were making and selling parts and drops left and right, people were carting said parts and drops left and right (providing targets), people were taking stations left and right. Pirates were more reliably blockading popular WH's because of the likelihood of someone hauling something for someone, people were fighting off said pirates. ETC.
Later in game, vets who combat in gray get lazy and would much rather pay someone else to haul stuff to them rather than do it themselves. I would have easily and happily been willing to spend hundreds of millions of credits on X-1s in Latos if selling ships was made easier than it currently is, and people would be very happy to provide them.
Trade is a huge driver of the game when it's hopping.
The pirate decides the worth of a cargo, or target.
Sure, and most people have decided they won't bother with 4352cu of fine china, or orun cores, or water, or 80% of the crap people haul for capship building. I don't have a problem with the 2 pirates who will be sad about missing out... (those two being JJ and blaqk)
There is no such thing as "trolling/griefing" in VO
Despite Faille's broken record, she's wrong. Of course there is trolling and griefing. Just because it's allowed doesn't mean it doesn't exist / or is somehow good for gameplay.
As someone that's purchased ridiculous amounts of items from others, and had to transfer it all manually, my first reaction was to support this. But then, I thought back to all those times. If someone else had found out about the trade and wanted to come along and stop it, I wouldn't necessarily consider that a troll. One could argue that to be a trade blockade.
One compromise that comes to mind is making the items that can be traded with this UI meet a maximum cu per unit requirement. For example, anything under 10cu per unit can be traded in station. Anything above that must be traded manually. Again this doesn't help those who'd like to block ANY trades from taking place, but it would still allow them to block or steal some of the bigger items.
Admittedly, I'm quite torn on this one.
One compromise that comes to mind is making the items that can be traded with this UI meet a maximum cu per unit requirement. For example, anything under 10cu per unit can be traded in station. Anything above that must be traded manually. Again this doesn't help those who'd like to block ANY trades from taking place, but it would still allow them to block or steal some of the bigger items.
Admittedly, I'm quite torn on this one.
If piracy during these exchanges was common place I wouldn't be making this suggestion.
Some people are very trusting or naive and thinks no one is going to scoop up their dropped capship parts, regardless who's nearby in sector. Yes, there are such people out there!
Not everyone is as situationally aware as you, aaround. Lack of attention/focus is also a factor.
Considering that I've acquired quite a few capship parts this way, they are responsible for about 20% of my income earned through piracy.
It's more common than you think.
Some people are very trusting or naive and thinks no one is going to scoop up their dropped capship parts, regardless who's nearby in sector. Yes, there are such people out there!
Not everyone is as situationally aware as you, aaround. Lack of attention/focus is also a factor.
Considering that I've acquired quite a few capship parts this way, they are responsible for about 20% of my income earned through piracy.
It's more common than you think.
Well yes, it's a blockade in a sense. But when your only purpose is to sit there and scoop up other people's worthless trinkets and ore because you enjoy making their life harder... that's just trolling. Have I done such a thing to my enemies? Sure, but I wouldn't care if it stopped being possible either.
This could always be limited to a conquerable station, the issue here is not the disruption of p2p trade by someone else but transferring huge volumes of cargo without going through the exhausting undocking, dropping, docking and repeat, and also the issue of being scammed. It might be a legit RP for some but these always lead to some bloody forum wars.
Limiting this to conquerable stations doesn't take away any game play from rats, since they wouldn't have access to these stations in the first place if they are hostile to the trading parties.
I'm not a trader/manufacturer, but currently, these roles are way more popular compared to piracy, favoring a declining RP would only make the majority of newer players quit sooner or later.
Limiting this to conquerable stations doesn't take away any game play from rats, since they wouldn't have access to these stations in the first place if they are hostile to the trading parties.
I'm not a trader/manufacturer, but currently, these roles are way more popular compared to piracy, favoring a declining RP would only make the majority of newer players quit sooner or later.
favoring a declining RP
piracy is declining!!! say whhhhaaaaat?
piracy is declining!!! say whhhhaaaaat?
Compared to most other roles and the situation in 2016-2017, I'd say yes.
Greenwall, I agree completely that this game is much more active when there is a legitimate player economy based around manufacturing secured by the privatization of universal peace(or close enough).
The problem is that's not what we have right now, and it's not because the rate of widget transfer it's because of several flaws in the current economic system being used in game.
If you want a massive player response, there are several very simple changes that need to take place before any more damage is done to one of the tools pilots use to have a civil interaction with each other.
- Remove all known static trade routes(I will re-report all the existing ones if I have to)
^ It's simple supply and demand, no one is manufacturing because capital ship pilots are addicted to the easy credits that are static trade routes, unfortunately this has resulted in a liquidation of a major part of the existing stock of capital ship parts and major hyperinflation to the credit.
- Reset all player and guild banks.
^ This is drastic, but you can't reverse the profit and put people into negative bank values, they will just declare bankruptcy(alts)
That's it! That way pilots can shift from an illegitimate and bi-polar economy to one of true prosperity by manufacturing, farming, mining, combat, and so on.
Right now nobody is building shit, and if there's nobody to pirate then there's no pirates to combat, and if there's no combat pilots then this game dies a slow and painful death.
The problem is that's not what we have right now, and it's not because the rate of widget transfer it's because of several flaws in the current economic system being used in game.
If you want a massive player response, there are several very simple changes that need to take place before any more damage is done to one of the tools pilots use to have a civil interaction with each other.
- Remove all known static trade routes(I will re-report all the existing ones if I have to)
^ It's simple supply and demand, no one is manufacturing because capital ship pilots are addicted to the easy credits that are static trade routes, unfortunately this has resulted in a liquidation of a major part of the existing stock of capital ship parts and major hyperinflation to the credit.
- Reset all player and guild banks.
^ This is drastic, but you can't reverse the profit and put people into negative bank values, they will just declare bankruptcy(alts)
That's it! That way pilots can shift from an illegitimate and bi-polar economy to one of true prosperity by manufacturing, farming, mining, combat, and so on.
Right now nobody is building shit, and if there's nobody to pirate then there's no pirates to combat, and if there's no combat pilots then this game dies a slow and painful death.
I don't think a massive impact is what this suggestion was looking to do. It was simply to cut away at the some of mundanity of VO, much like the travel through nation space suggestion thread was aimed at. Doing three hundred undock/dock maneuvers in a row to transfer basic, worthless goods is just stupid.
While resetting banks will never happen (and if it did a lot of vets would quit), it would be interesting to see how things change. My guess is it would be mostly newbs and TGFT running the place.
While resetting banks will never happen (and if it did a lot of vets would quit), it would be interesting to see how things change. My guess is it would be mostly newbs and TGFT running the place.
Well i have interrupted station trade quite a few time. Most of the time trader pays not to be interrupted.
Luxy, the fact you had never your trade interrupted, is because there are now seldom pirates hunting in gray and gray is vast.
You have to get in the station sector at the right time: Also some station jump in points are far from the station leaving plenty of time for the trader to dock.
And of course , most of them pirates now are just sitting in B8 asking for pews.
Ttrade occurs in NFZ, so in order to steal cargos, you need a team to do the pickup, once ye've killed the ships and got temp KOS in the process
The strategy here for single pirates is more to prevent pickup and let the cargo vanish if the owner wont pay.
so it is a solid -1 for me.
Luxy, the fact you had never your trade interrupted, is because there are now seldom pirates hunting in gray and gray is vast.
You have to get in the station sector at the right time: Also some station jump in points are far from the station leaving plenty of time for the trader to dock.
And of course , most of them pirates now are just sitting in B8 asking for pews.
Ttrade occurs in NFZ, so in order to steal cargos, you need a team to do the pickup, once ye've killed the ships and got temp KOS in the process
The strategy here for single pirates is more to prevent pickup and let the cargo vanish if the owner wont pay.
so it is a solid -1 for me.
I get where your coming from greenwall and I know it's all with the best intentions.
Which is why I tell everyone to go to B8 all damn day long.
Which is why I tell everyone to go to B8 all damn day long.
This is a quote from Incarnate on the subject of making the Golaith buyable with credits.
"1) We're on the verge of building a real player economy, by expanding and improving on the Latos N-2 model. We also have other plans for enhancing the ability of players to sell manufactured content. To me, it seems like Capital Ships (and their components) are a practically ideal set of items to be traded in a streamlined player economy,"
You CANNOT have a player economy when you cannot transfer large amounts of cargo. Dropping the widgets outside of the station breaks immersion, it makes p2p trade look entirely unsupported even in the presence of a dynamic economy and most importantly it doesn't even make sense within the context of the game world.
As for the point of "I want to be able to steal from players during exchanges" they still need to haul the bloody cargo. Hit 'em when they are going to station, the greyhound is stupidly fast with infinite turbo, I'm sure you can manage.
Give me any RP reason why our characters can't use a station and some forklifts.
"1) We're on the verge of building a real player economy, by expanding and improving on the Latos N-2 model. We also have other plans for enhancing the ability of players to sell manufactured content. To me, it seems like Capital Ships (and their components) are a practically ideal set of items to be traded in a streamlined player economy,"
You CANNOT have a player economy when you cannot transfer large amounts of cargo. Dropping the widgets outside of the station breaks immersion, it makes p2p trade look entirely unsupported even in the presence of a dynamic economy and most importantly it doesn't even make sense within the context of the game world.
As for the point of "I want to be able to steal from players during exchanges" they still need to haul the bloody cargo. Hit 'em when they are going to station, the greyhound is stupidly fast with infinite turbo, I'm sure you can manage.
Give me any RP reason why our characters can't use a station and some forklifts.
The people operating forklifts could be secretly thieves and steal the valuable cargo while it's being transferred between ships.
Is that RP enough for you?
Is that RP enough for you?
No, you can't be one of those thieves because you never completed your reach license.
THIS IS
"Vendetta Online - Space Combat MMO"
NOT
"Vendetta Online - Space Roleplay MMO"
OR
"Vendetta Online - Space Trading MMO"
"Vendetta Online - Space Combat MMO"
NOT
"Vendetta Online - Space Roleplay MMO"
OR
"Vendetta Online - Space Trading MMO"
Except it IS a space trading game and it IS a role playing game.
EVE online (unpopular comparison due to combat mechanic differences that should not really diminish a comparison of in-game economy )
Manufacturing UI:
EVE: A good one with its own dedicated UI that that allow you to queue items and mass produce.
VO: Relies on a mission board which means that you have to repeatably click through the mission multiple times to manufacture larger quantities of items.
Trade UI:
EVE: contract system that allows you to sell/give multiple items through creating contracts, so quick and easy. Public contracts leave the possibility of double crosses.
VO: Doesn't have one so you will just have to drop it outside of a station, this is time consuming and very rarely dangerous.
Manufactured items:
EVE: Everything can be manufactured standard issue ships included, since everything is manufactured the prices are dependent on how many ships are being manufactured.
VO: Only three non-standard ships can be be produced. Everything else by stations. All ships are cheap and common.
EVE online (unpopular comparison due to combat mechanic differences that should not really diminish a comparison of in-game economy )
Manufacturing UI:
EVE: A good one with its own dedicated UI that that allow you to queue items and mass produce.
VO: Relies on a mission board which means that you have to repeatably click through the mission multiple times to manufacture larger quantities of items.
Trade UI:
EVE: contract system that allows you to sell/give multiple items through creating contracts, so quick and easy. Public contracts leave the possibility of double crosses.
VO: Doesn't have one so you will just have to drop it outside of a station, this is time consuming and very rarely dangerous.
Manufactured items:
EVE: Everything can be manufactured standard issue ships included, since everything is manufactured the prices are dependent on how many ships are being manufactured.
VO: Only three non-standard ships can be be produced. Everything else by stations. All ships are cheap and common.
All ships are cheap and common.
To a degree this is a pretty good thing, given VO does focus on combat. all other perks of the game are merely supporting that this is the best combat you can get in a space combat mmo. Not that it negates the need for a trade system or seperated manufacturing tab, though...
To a degree this is a pretty good thing, given VO does focus on combat. all other perks of the game are merely supporting that this is the best combat you can get in a space combat mmo. Not that it negates the need for a trade system or seperated manufacturing tab, though...
still not letting this go.
+100