Forums » Suggestions
a few suggestions from a new player
When signing on today I was prompted by the game to post suggestions. I agreed and this is the suggestions forum, so here's a post. This is mostly about new player experience and the game UI. Sorry in advance if some of these are reposts, but I only had time this evening to read a few...
1) Separate license tests from missions:
A lot of newbies ask "how do I upgrade" and similar questions in in-game chat. By giving license tests their own button in the station UI (instead of being grouped with missions) most of them will probably figure it out right away, even if they don't listen to the tutorial or mission computer bot. Another way to resolve this: you might want to make license upgrades automatic (but maybe there are actual tests higher up in the game that I'm not aware of?). Yet another is to introduce a very obvious cue when the player is ready for an upgrade (unique sound, obvious visual change in the HUD and station UI, text displayed somewhere outside the message area, etc.)
2) Primary / Secondary / Tertiary fire nomenclature:
In a lot of games, the difference in primary and secondary fire is explained by "same weapon, different fire mode." From what I've seen so far it seems in Vendetta this means use different weapons or configurations. It took me a little while to figure this out. After seeing these terms in the config UI, I was looking for secondary fire modes in the weapon descriptions in-game. If I'm not the only one, you may want to change the way these are termed in documentation and in-game. Calling them something like "weapon groups" might be enough. Then again, maybe I've missed something or I'm just getting old and dotty.
3) Make the most of the trial period:
8 hours is enough and I wouldn't suggest you extend it, because changing it will hit you right in the wallet. Still, there's a few ways to maximize that period by giving the player a better sense of what this is all about...
- Document detailed ship, weapon, cargo info in a detailed way outside the game, at least for beginner and level-1 license stuff: One can spend a fair amount of that 8 hours examining specs while the clock ticks away. It's one of those things that can really influence the learning curve. If asked, I'd be happy to assist.
- Give initial missions more XP value: Make upgrading apparent right away. I know this might throw off balance against existing paid subscribers, but you could compromise by resetting accounts when a user goes from trial to paid and/or by nerfing the free stuff slightly.
- More detailed mission info: If you include the base value of missions with the descriptions, newbies will be able to make better choices. If you list and describe missions for which a new player isn't qualified, they may get another hook to keep playing.
4) MMORPG staples:
I'm just a trial user, but so far I'm not seeing some of the things that keep many RPGs and MMORPGs vibrant. By this I mean trading, crafting, unique/rare items, etc. Some implementations of this kind of thing are proven to be a lot of fun for many gamers. I know there are a lot of pros and cons (and differing opinons!) involved with introducing a player economy and/or power tools (not to mention the labour involved!), so obviously you'd want to consider making changes like this carefully.
In general, I'm having a lot of fun. Congratulations on a great game, and best of luck growing the community.
1) Separate license tests from missions:
A lot of newbies ask "how do I upgrade" and similar questions in in-game chat. By giving license tests their own button in the station UI (instead of being grouped with missions) most of them will probably figure it out right away, even if they don't listen to the tutorial or mission computer bot. Another way to resolve this: you might want to make license upgrades automatic (but maybe there are actual tests higher up in the game that I'm not aware of?). Yet another is to introduce a very obvious cue when the player is ready for an upgrade (unique sound, obvious visual change in the HUD and station UI, text displayed somewhere outside the message area, etc.)
2) Primary / Secondary / Tertiary fire nomenclature:
In a lot of games, the difference in primary and secondary fire is explained by "same weapon, different fire mode." From what I've seen so far it seems in Vendetta this means use different weapons or configurations. It took me a little while to figure this out. After seeing these terms in the config UI, I was looking for secondary fire modes in the weapon descriptions in-game. If I'm not the only one, you may want to change the way these are termed in documentation and in-game. Calling them something like "weapon groups" might be enough. Then again, maybe I've missed something or I'm just getting old and dotty.
3) Make the most of the trial period:
8 hours is enough and I wouldn't suggest you extend it, because changing it will hit you right in the wallet. Still, there's a few ways to maximize that period by giving the player a better sense of what this is all about...
- Document detailed ship, weapon, cargo info in a detailed way outside the game, at least for beginner and level-1 license stuff: One can spend a fair amount of that 8 hours examining specs while the clock ticks away. It's one of those things that can really influence the learning curve. If asked, I'd be happy to assist.
- Give initial missions more XP value: Make upgrading apparent right away. I know this might throw off balance against existing paid subscribers, but you could compromise by resetting accounts when a user goes from trial to paid and/or by nerfing the free stuff slightly.
- More detailed mission info: If you include the base value of missions with the descriptions, newbies will be able to make better choices. If you list and describe missions for which a new player isn't qualified, they may get another hook to keep playing.
4) MMORPG staples:
I'm just a trial user, but so far I'm not seeing some of the things that keep many RPGs and MMORPGs vibrant. By this I mean trading, crafting, unique/rare items, etc. Some implementations of this kind of thing are proven to be a lot of fun for many gamers. I know there are a lot of pros and cons (and differing opinons!) involved with introducing a player economy and/or power tools (not to mention the labour involved!), so obviously you'd want to consider making changes like this carefully.
In general, I'm having a lot of fun. Congratulations on a great game, and best of luck growing the community.
Wow, great ideas all around. I agree on all four points.
Great ideas yep. Only one small thing I'd note is that I think the XP is fine at beginner level just because it's seems to coincide fine with time to get the money they'll need to make for upgrading and licensing. With your manual idea saving ingame time, they'll have no problem getting 1-3 licenses in 8 hours.
Point number 1 needs to be implemented ASAP! If its not changed by the time I log in in 10 minutes, there will be words! :P
Currently -- a continuous torrent of new players asking how to get licenses, something needs to change.
Currently -- a continuous torrent of new players asking how to get licenses, something needs to change.
My post per the request from the game interface... 2 hours of intro play to go and I've yet to qualify for another ship... must be slow at this.
My main suggestion is to allow separate key bindings for 'arcade' and 'newtonian' modes of flight. Each are useful, but I can never remember what I've set in the heat of combat and end up toggling back and forth. I don't know what keys are free, but '+' and '-' would work for me. Also, an on-screen indicator of which mode you are in that you could glance at, rather than the text report only when you've already toggled.
Also, I find the rotation keys 'q' and 'e' to rotate the opposite directions from what I expect; but I've fixed this editing the wgaf.cfg file.
There seem to be more keys than on the 'F1' screen, perhaps a second screen with another press of 'F1' could cover them all?
It would be nice if the station interface displayed more information about the ship, the player, the cargo, the mission etc. all the time; and used the specific tabs for actions. I find myself hunting through them.
GREAT GAME though. Something I've always wanted to play.
My main suggestion is to allow separate key bindings for 'arcade' and 'newtonian' modes of flight. Each are useful, but I can never remember what I've set in the heat of combat and end up toggling back and forth. I don't know what keys are free, but '+' and '-' would work for me. Also, an on-screen indicator of which mode you are in that you could glance at, rather than the text report only when you've already toggled.
Also, I find the rotation keys 'q' and 'e' to rotate the opposite directions from what I expect; but I've fixed this editing the wgaf.cfg file.
There seem to be more keys than on the 'F1' screen, perhaps a second screen with another press of 'F1' could cover them all?
It would be nice if the station interface displayed more information about the ship, the player, the cargo, the mission etc. all the time; and used the specific tabs for actions. I find myself hunting through them.
GREAT GAME though. Something I've always wanted to play.