Forums » Suggestions
So for simplicity's sake, I'm gonna call thr default storage slot every character has in a station as Slot A. What I'm proposing is that there should also be a Slot B, which requires rent payment, but which can be shared using keys.
So for example, if there's two players, 1 and 2. So Player 1 creates a Slot B in Dau L10, by paying rent, let's say 20000c + 25 crystal (if any). They then give a user key to Player 2. So Player 2 can now access any items stored within this Slot 2, and store their own items in there as well. Both Player 1 and Player 2 have complete access to all items within this slot only.
Then if Player 1 wants to open another Slot C, to share with Player 3, they can do so, but each additional slot in the same station causes a steep rise in cost, let's say 5x credits and 2x crystals.
The purpose of this suggestion is to create a facility using which players working on a large project (such as a capship) can co-operate better. This solves the problem of time coordination, allowing two or more people working on one project to specialise in particular parts. Player 1 can get SSS to Latos I8, Player 2 can haul the rest of the stuff and manufacture FCP, Player 3 can haul the FCP to wherever, and so on, without having to go through the tedious process of finding a time which is convenient to transfer and then transferring the goods.
So for example, if there's two players, 1 and 2. So Player 1 creates a Slot B in Dau L10, by paying rent, let's say 20000c + 25 crystal (if any). They then give a user key to Player 2. So Player 2 can now access any items stored within this Slot 2, and store their own items in there as well. Both Player 1 and Player 2 have complete access to all items within this slot only.
Then if Player 1 wants to open another Slot C, to share with Player 3, they can do so, but each additional slot in the same station causes a steep rise in cost, let's say 5x credits and 2x crystals.
The purpose of this suggestion is to create a facility using which players working on a large project (such as a capship) can co-operate better. This solves the problem of time coordination, allowing two or more people working on one project to specialise in particular parts. Player 1 can get SSS to Latos I8, Player 2 can haul the rest of the stuff and manufacture FCP, Player 3 can haul the FCP to wherever, and so on, without having to go through the tedious process of finding a time which is convenient to transfer and then transferring the goods.
+1
This for guilds would also be a really neat idea.
This for guilds would also be a really neat idea.
So you are trying to make VO safer and less dangerous? I don't see how that improves VO. I could see supporting this when there are guild stations.
Nope. As discussed many times already (and as WAF suggest) this removes risk and opportunity that is a fundamental aspect of VO gameplay.
This is nothing other than an attempt to make getting a capship cheaper by making it cost less money and time.
This is nothing other than an attempt to make getting a capship cheaper by making it cost less money and time.
-1
If there's going to be some shared cargo space, it should be at risk for anybody to loot.
If there's going to be some shared cargo space, it should be at risk for anybody to loot.
I like SkinWalker's idea of being able to loot shared cargo space. We should expand on that idea. Would it be some kind of thing based on a meta game in VO?
Shared guild inventories and proper trading systems have been a part of many MMOs, some that are a lot more dangerous than VO.
The danger is still there, you would still need to get the cargo to the station. You could still lose it in transit. The only part you'd get some safety is while exchanging it, which is pretty archaic currently.
The "risk and opportunity" lost is in a really niche situation, and the QoL changes the suggestion brings definitely improve the game.
The danger is still there, you would still need to get the cargo to the station. You could still lose it in transit. The only part you'd get some safety is while exchanging it, which is pretty archaic currently.
The "risk and opportunity" lost is in a really niche situation, and the QoL changes the suggestion brings definitely improve the game.
Shared guild inventories and proper trading systems have been a part of many MMOs
Cool. But why does VO need to follow what others do? Many other MMO's discourage (or outright ban) non consensual pvp, but in VO is the norm. What other MMOs do should not be a guide of what VO should do.
Currently, there is a level of unease built into VO. Two players might be transferring items from one xc to another, and they don't know if they are about to be attacked by a pirate who is watching them from beyond radar range. That is what makes VO interesting. Wherever you go, danger lurks. If this transfer of good is happening in grey space, the levels of danger should be increasing almost exponentially. Pilots should be making an effort to move with purpose. Or else.
some that are a lot more dangerous than VO.
Name them?
A station transfer thing like this, removes that unease. Which is a core feel of VO. Don't gut the heart of VO for so called QoL issues.
I don't have a problem with lootable inventories, but that project would take a much longer time than this one. So I'm suggesting this for now, with possible looting mechanisms if the Devs find the time.
We all float I don't see how this suggestion really reduces the danger much. I've transferred a lot and never have I had a pirate swoop down for the kill. In contrast, I've encountered and paid/been killed by pirates a lot at wormholes in transit. It doesn't make sense for pirates to camp for example I8, when manuers and other traders alike are sure to pass through H2.
We all float I don't see how this suggestion really reduces the danger much. I've transferred a lot and never have I had a pirate swoop down for the kill. In contrast, I've encountered and paid/been killed by pirates a lot at wormholes in transit. It doesn't make sense for pirates to camp for example I8, when manuers and other traders alike are sure to pass through H2.
Conquerable stations aren't the only stations where transfers take place.
Cool. But why does VO need to follow what others do? Many other MMO's discourage (or outright ban) non consensual pvp, but in VO is the norm. What other MMOs do should not be a guide of what VO should do.
Going against what other games do doesn't produce a unique game. Should VO abandon guilds or manufacturing because other games have that feature? This isn't a very specific feature being copied from a game in the same genre as VO, it's a general QoL feature that multiplayer games with trading support. It doesn't add something unique to the game. Unless of course if you feel like dropping goods 200cu at a time adds something of real value to the game, then I retract whatever I said above.
Name them?
Eve online? A game that is far more dangerous than VO, and which encourages non-consensual PvP. I am not sure if there are shared spaces, but there are markets that allow you to trade safely. You can also execute direct trades with someone.
I, like Sid, have rarely had someone disrupt a trade. Most people have the sense to not exchange high-value goods in commonly visited sectors. I don't have any data to back me, and I doubt there could be a metric to track it, but far more goods have probably been stolen while in-transit, or through scams, than have been stolen by a third party during an ongoing trade.
Edit: I am in favour of lootable inventories, but it seems unlikely seeing the response Incs thread received.
Going against what other games do doesn't produce a unique game. Should VO abandon guilds or manufacturing because other games have that feature? This isn't a very specific feature being copied from a game in the same genre as VO, it's a general QoL feature that multiplayer games with trading support. It doesn't add something unique to the game. Unless of course if you feel like dropping goods 200cu at a time adds something of real value to the game, then I retract whatever I said above.
Name them?
Eve online? A game that is far more dangerous than VO, and which encourages non-consensual PvP. I am not sure if there are shared spaces, but there are markets that allow you to trade safely. You can also execute direct trades with someone.
I, like Sid, have rarely had someone disrupt a trade. Most people have the sense to not exchange high-value goods in commonly visited sectors. I don't have any data to back me, and I doubt there could be a metric to track it, but far more goods have probably been stolen while in-transit, or through scams, than have been stolen by a third party during an ongoing trade.
Edit: I am in favour of lootable inventories, but it seems unlikely seeing the response Incs thread received.
Greenwall this applies to non conqs as well. It makes a lot more sense for pirates to camp wormholes, where they can fire and kill, instead of stations sectors, where they either can't fire or get swarmed by sf as soon as their first shots hit.
. Unless of course if you feel like dropping goods 200cu at a time adds something of real value to the game, then I retract whatever I said above.
I do . It gives those items a chance to be stolen and/or lost. That chance means that people should have friends around to defend them and the cargo, which means that people are more likely to work in groups which is good in a multi player game.
If you really want a way to transfer cargo with a bit more safety, go to Latos and sell the cargo to the station and your manu partner can buy it back from the station. Even then, a third party has the ability to intercept the items. This is Vendetta Online after all.
I've hearing some chatter on non VO run communication platforms, that freeumium users are trying to get ways to get weapons transferred to them without using XC's. (so they don't have to spend crystal). This sounds like one the ideas to make this happen. There needs to be a risk to that cargo. If this suggestion goes forward, i hope that machinery sometimes breaks down and cargo is lost.
Side note: At cap ship stations, larger transfers can be made at 600-800cu at a time. You are not limited to only 200cu at a time.
I do . It gives those items a chance to be stolen and/or lost. That chance means that people should have friends around to defend them and the cargo, which means that people are more likely to work in groups which is good in a multi player game.
If you really want a way to transfer cargo with a bit more safety, go to Latos and sell the cargo to the station and your manu partner can buy it back from the station. Even then, a third party has the ability to intercept the items. This is Vendetta Online after all.
I've hearing some chatter on non VO run communication platforms, that freeumium users are trying to get ways to get weapons transferred to them without using XC's. (so they don't have to spend crystal). This sounds like one the ideas to make this happen. There needs to be a risk to that cargo. If this suggestion goes forward, i hope that machinery sometimes breaks down and cargo is lost.
Side note: At cap ship stations, larger transfers can be made at 600-800cu at a time. You are not limited to only 200cu at a time.
I do . It gives those items a chance to be stolen and/or lost. That chance means that people should have friends around to defend them and the cargo, which means that people are more likely to work in groups which is good in a multi player game.
I don't really disagree, but IMO it's not a very common activity to steal cargo during trades, as compared to losing it while hauling. The loss of gameplay here seems minor compared to the advantages. There could certainly be a tradeoff to this, lootable inventory was one.
I've hearing some chatter on non VO run communication platforms, that freeumium users are trying to get ways to get weapons transferred to them without using XC's. (so they don't have to spend crystal). This sounds like one the ideas to make this happen. There needs to be a risk to that cargo. If this suggestion goes forward, i hope that machinery sometimes breaks down and cargo is lost.
I am not aware of what this is, but it can be solved kind of by having crystal charges apply during equip, not while buying(I think this exists with another addon, grav mine?). Regardless of how you get the weapons, you'd have to pay at some point if you want to use them.
Anyway it feels like a separate discussion, my understanding of the original idea was to extend it to shared guild inventories and an informal way to trade securely, and I have been commenting based on that.
I don't really disagree, but IMO it's not a very common activity to steal cargo during trades, as compared to losing it while hauling. The loss of gameplay here seems minor compared to the advantages. There could certainly be a tradeoff to this, lootable inventory was one.
I've hearing some chatter on non VO run communication platforms, that freeumium users are trying to get ways to get weapons transferred to them without using XC's. (so they don't have to spend crystal). This sounds like one the ideas to make this happen. There needs to be a risk to that cargo. If this suggestion goes forward, i hope that machinery sometimes breaks down and cargo is lost.
I am not aware of what this is, but it can be solved kind of by having crystal charges apply during equip, not while buying(I think this exists with another addon, grav mine?). Regardless of how you get the weapons, you'd have to pay at some point if you want to use them.
Anyway it feels like a separate discussion, my understanding of the original idea was to extend it to shared guild inventories and an informal way to trade securely, and I have been commenting based on that.
Thats what the idea is for. I've never had my cargo stolen or despawn during transfer. So any gameplay loss is minor, if at all.
Also, the purpose is not to make transfers safer. The purpose is to get rid of that time-coordination problem. And there's a cost to getting rid of that inconvenience. It's not free.
And newbs can transfer items and save crystal using the existing system as well. I don't see how that comes into the picture here.
Also, the purpose is not to make transfers safer. The purpose is to get rid of that time-coordination problem. And there's a cost to getting rid of that inconvenience. It's not free.
And newbs can transfer items and save crystal using the existing system as well. I don't see how that comes into the picture here.
This has been suggested a few times throughout the years, and the answer is always no, due to the reasons We All Float mentioned. Just because it never happens to you doesn't mean it' never happens. I've scooped a lot of fcp, sss, weapons, an iba, etc. from players trying to trade between each other / across their alts.
It's not as prevalent now because not as many people are building and not as many people are pirating, but being able to safely exchange items with no risk at all seems to go against the vision of the game.
It's not as prevalent now because not as many people are building and not as many people are pirating, but being able to safely exchange items with no risk at all seems to go against the vision of the game.
This provides much more than a safe way to exchange items. And "it has happened before" isn't really valid compared to "what actually happens now". Frankly, I don't think someone would be willing to pay >25k credits + crystals just for "safe" transferring. If you want the credit cost can be increased, to make it too expensive as a means of "safe" transfer.
Side, i don't think you realize how many credits people have in this game. Some people generate 5-10 million credits an hour. And they trade for 4 hour stretches. 20-40 million credits a day. 25k is literally nothing in this game. Especially when people are moving in their 200cu ships, stuff that is worth millions. You'd have to jack the price up to 20 million to make the price start to hurt.
I've resisted making a reply to this post because I knew immediately that this would go to the heart of VO game play but here goes:
I have always agreed that it needs to be easier to exchange inventory between players and that it isn't really practical role play that 2 pilots in the same station would have to drop their cargo out in space to be picked up by someone else.
I also have a couple pirate characters that love to catch other players in the act of an exchange to extort them or take the cargo.. this activity is part of the PvP risks of VO and is also critically important to the uniqueness of the game.
I don't think we are at a complete impasse between these two important elements of the game though. Might I offer for discussion that this could be implemented but make it location restrictive. For instance make it only possible at a conq station or a single station in grey? This way the risk of moving the items is still there, piracy still has a place to interfere with trade, and there becomes a way to do large trades without spending hours of in/out station transfers. It also reduces the possibility of players not keeping their agreement on expensive trades since this might entail something of a trade screen, garaunteeing you receive the agreed payment for the agreed cargo.
I have always agreed that it needs to be easier to exchange inventory between players and that it isn't really practical role play that 2 pilots in the same station would have to drop their cargo out in space to be picked up by someone else.
I also have a couple pirate characters that love to catch other players in the act of an exchange to extort them or take the cargo.. this activity is part of the PvP risks of VO and is also critically important to the uniqueness of the game.
I don't think we are at a complete impasse between these two important elements of the game though. Might I offer for discussion that this could be implemented but make it location restrictive. For instance make it only possible at a conq station or a single station in grey? This way the risk of moving the items is still there, piracy still has a place to interfere with trade, and there becomes a way to do large trades without spending hours of in/out station transfers. It also reduces the possibility of players not keeping their agreement on expensive trades since this might entail something of a trade screen, garaunteeing you receive the agreed payment for the agreed cargo.
Only being able to execute this in conquerable stations and nation space capital stations is fair, I doubt people can pop someone and steal stuff in either of those sectors.