Forums » Suggestions
Steam release
Can we get a steam release. With the steam deck being a thing you could boost your player numbers by releasing for the steam deck and steam in general.
Another thing I would like to see is the option to pay with steam wallet funds.
Another thing I would like to see is the option to pay with steam wallet funds.
The game is Greenlit on Steam, so it will eventually get a release there, but only when the devs deem the game polished enough. You only get to release once and it is good to make a good impression to steam's sometimes finicky users.
Inc discusses some of the issues with a Steam release here: https://www.vendetta-online.com/x/msgboard/1/34949?page=2#405616
(ignore the low quality replies in that thread. Just look for red names which indicate Devs.)
(ignore the low quality replies in that thread. Just look for red names which indicate Devs.)
I am still interested in Steam, but do not have a timeline.
FYI: Launching on Steam itself is not necessary to support the Steam Deck.
FYI: Launching on Steam itself is not necessary to support the Steam Deck.
Another thing to add to this is
At what point do consider vendetta to be "a big hit in activity" in active players?
3) That isn't really a meaningful question for me? I'm interested more in growth trajectories, player retention, new user acquisition, game operational and administrative overhead, etc. There's a whole matrix of those challenges, and they fluctuate based on the size of the userbase. Being "too successful" can also be terrifying, even destructive, for a persistent-world game (a million new people showing up in a day, for instance). A number of MMO companies have been put out of business by being inundated by too many new-players too quickly. So, being "a big hit" is not always a good thing, unless one climbs towards it fairly slowly and predictably. Plus, managing population issues like toxicity, and handling that problem at scale, relative to different new cohorts of players, can also be a big concern.
We're working towards a period of substantial growth of the userbase. But there isn't a fixed number I can point to and say "X is Success!", because X will change based on the overhead and type of game activity going on. Populations will always fluctuate based on marketing campaigns and other activity; right now I care more about making the game more accessible to new players, adding more content, and fixing a lot of existing problems.
https://www.vendetta-online.com/x/msgboard/1/37943#425757
At what point do consider vendetta to be "a big hit in activity" in active players?
3) That isn't really a meaningful question for me? I'm interested more in growth trajectories, player retention, new user acquisition, game operational and administrative overhead, etc. There's a whole matrix of those challenges, and they fluctuate based on the size of the userbase. Being "too successful" can also be terrifying, even destructive, for a persistent-world game (a million new people showing up in a day, for instance). A number of MMO companies have been put out of business by being inundated by too many new-players too quickly. So, being "a big hit" is not always a good thing, unless one climbs towards it fairly slowly and predictably. Plus, managing population issues like toxicity, and handling that problem at scale, relative to different new cohorts of players, can also be a big concern.
We're working towards a period of substantial growth of the userbase. But there isn't a fixed number I can point to and say "X is Success!", because X will change based on the overhead and type of game activity going on. Populations will always fluctuate based on marketing campaigns and other activity; right now I care more about making the game more accessible to new players, adding more content, and fixing a lot of existing problems.
https://www.vendetta-online.com/x/msgboard/1/37943#425757
is that a challenge demnicat?
He's simply quoting a previous statement to add more information for the OP, kenny. Please stop being aggressive in the suggestions forums; as per rule #1 of this subforum, please stay on topic and work with the suggestion itself, not bringing your RP elements here and trying to derail things.
It works quite well on deck already, you can install it with the linux binaries if you wanna go through that pesky linux library hell (but is the supported way to go) or just proton the windows version (not supported way), either works
Theres a lutris script as well that also installs some of the mdi plugins with the game
Theres a lutris script as well that also installs some of the mdi plugins with the game
what i want in particular is full steam intergration including being able to use steam wallet to buy stuff for vo.
things like tridents and goli's and stuff to build them are not for sale yet in any store along with fancier weapons. You work up your levels and build things to get those items. There are player hosted stores in some locations in game at stations that you can buy things with your earned in game credits when they choose to be online.
the kind of stuff I want to see purchased is subscriptions to the game to make it easier to purchase subscriptions and the skins both found on the website
ocenau, I'm glad to hear that. That's something that could be provided in the future. But, if you purchase on VO website you log into your account through steam and occulus if you play in vo vr.