Forums » General

VO Dead?

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Oct 10, 2014 Kambalo link
There are several games out there now competing for space scifi attention, like Star citizen, I will never pay $350 or $600 for a ship that is totally insane people are throwing thousands of dollars to a game that is not even release yet. Other that caught my eye was X Rebirth but my PC and I cannot handle the amount of stuff that happen at once, I am an old fart and I like games where I can take my time. Another game out there now that seems to be making some head waves is Elite Dangerous seems to be a nice game but I will have to wait a lot for the bugs to be fixed and the price to drop to buy it.

So VO is my game now and I am enjoying what I have played so far. I would like to see more ships for transport (I am a merchant at hart). ;)
Oct 10, 2014 cellsafemode link
*quote*
I find my aim / success at hitting people improves with higher ping. So... careful what you wish for.

I've also found that to be true. The "sweet spot" for VO seems to be around the 130-180ms range, actually.
*quote*

So it sounds like abortretryfail and greenwall and probably others have been experimenting with the manipulation of their latency in game to improve the odds of them landing hits in pvp and probably improve their escaping the hits of their opponents. Hard to keep calling the sudden appearance of lag when pvp'ing certain people a myth when people admit on the site forum to have tested and determined lag behavior in the game to the extent of finding a sweet spot that tilts the behavior in their favor to begin with.

that's good to know.
Oct 10, 2014 Dr. Lecter link
Was that wrong? Should I not have done that? I tell you, I gotta plead ignorence on this lag thing, because if anyone had said anything to me at all when I first started here that that sort of thing is frowned upon... you know, cause I've played in a lot of FPSs, and I tell you, people do that all the time.
Oct 10, 2014 Pizzasgood link
Or he could have just paid attention to the /ping command over the course of the years he's been playing.
Oct 11, 2014 greenwall link
Nah, Rin, it's much more likely that I use a lag hack to improve my aim, since I know SO MUCH about hacking. But I'm also really smart and I don't want people to know I use a lag hack, so instead of landing 100% of my shots, I dumb it down to make it look like I'm just an average pvper.

I enjoy appearing mediocre, what can I say!
Oct 11, 2014 incarnate link
To reinforce a few of the points made:

- We maintain and support an existing, launched, network based game across a huge number of platforms. The number of support tickets per day that we have to answer, is non-trivial. This does not include other channels or types of issues that come up. People developing un-released games don't have to struggle with this particular time-sink.

- We do not have the crowdfunding resources to allow us to just focus on gameplay for the next N years. Ultimately, it's that kind of funding that gives one the freedom to pursue the development one chooses, rather than be forced into other directions for the sake of survival.

- Some of the revenue that has helped us since 2010 comes from secret contracts with very large and famous electronics companies. It all helps the game (directly: either as specific customized game tweaks, overall improvements to the engine, other things), but we can't ever make it public, and as development-targets move, it's tough to be transparent. Even when a new device launches, we can't say anything about the role we played, or how the process helped improved VO. It's all black-ops, which sucks from a community-awareness standpoint.

Anyway, as always, I'm grateful for the people who continue to be around.. I'm sad for the people who are unhappy and choose to leave, but that's probably for the best. I have a course that we're following, which seems to take forever, but right now I just want to ship the damned iPhone release.

Interestingly though, I'm pretty happy about our internal progress lately (not visible from recent releases), and I'll be even happier when you all get to see the results.
Oct 11, 2014 Kambalo link
Wow nice to hear from you Incarnate.
Oct 11, 2014 TheRedSpy link
You must be new here Kambalo
Oct 11, 2014 zamzx zik link
Incarnate is the developer we need, not the one we deserve.
Oct 13, 2014 LeberMac link
Comments like Zam's above are exactly why this forum board needs a +/- upvote system.

Regardless, +10,000 upvotes for Zamzx.
Oct 14, 2014 Surbius link
Maybe a "VGF", "GF", "Flarejock", and "Swarmer" level of voting.
Oct 15, 2014 Darth Nihilus link
Incarnate,

As a player that is heavily invested into this game, I must tell you how encouraging it is to hear statements like the one above. It keeps me energized and motivated to continue to play VO. I wish you all the best of luck on your future releases, and I will be one of the first to download VO on my iPhone as soon as it rolls out. As always, keep up the good work.
Oct 15, 2014 draugath link
Keep in mind that at the present time plugins don't load on iOS, just in case that's important to you.
Oct 15, 2014 Tokko Bashalis link
Wow, I never even noticed that this game wasn't on iOS. Goes to show how many devs write code for iOS first and then port to android. I figured it was expected. Good luck with the release!
Oct 15, 2014 abortretryfail link
So it sounds like abortretryfail and greenwall and probably others have been experimenting with the manipulation of their latency in game to improve the odds of them landing hits in pvp and probably improve their escaping the hits of their opponents.

Yeah, I've played the game since 2010 on a pretty wide variety of free wifi, not-so-free wifi, cable, fiber, DSL, T1, 2g/3g/4g mobile networks with varying signal strength. Throw in roommates/girlfriends with bittorrent, netflix, and other streaming crap, QoS for VoIP phone services, etc. I suppose you can call that manipulation.

I've also fought people in-game who have pings and packet loss across the board. You start to notice some patterns if you're paying attention. Like how flares work better when you're laggy, or missiles will even teleport around if you're really laggy.

That said, I wish my girlfriend wouldn't binge Netflix shows while I play VO, but then she'd be bothering me while I'm playing. Oh the tradeoffs we make. :P
Oct 19, 2014 Captain86 link
Yes, it's worth it but it's subjective as hell

It's not worth it to me because of the things everyone already knows
-Low player activity (regardless of the said increases it's still just very weak)
-Low content

I liked Deneb however, it has no real purpose. Watch the NPC's and flip a coin on who might win this week.

You could work Deneb all week and over night when your not looking they win 2X as many as you could possible win on your own. Higher player turnout might change this but still nobody really cares anyhow.

Don't get me wrong I think it's worth $10 a month but just not interesting enough to retain higher numbers of players.

I have noticed a lot of changes, but none that seem to change the number of active players. I know there are more as people have said but it's just still so weak it's not very noticeable by other players.

Check Deneb stats for example. If there are noobs playing they don't seem to end up in Deneb for any reason.
Oct 19, 2014 incarnate link
I have noticed a lot of changes, but none that seem to change the number of active players.

Uhh, you are incorrect. We have a higher average player count now than.. for as far back as we have running graphs. We have ever since we started the F2P experiment, and I made the related observation post. And it's likely to jump up again (by 50% or more) as soon as we update iOS. And, by way of reminder, we haven't even publicized anything about it yet.

The fact is, the galaxy is freaking big, and people spread out. Mobile newbies don't go and sit in B8 or whatever the veterans expect, and not a lot of them are doing deneb (I agree that that gameplay has issues, which I've covered in past responses; it's something we want to address). We could do a lot to improve engagement and bringing players together in better ways.. again, all stuff I've mentioned we're planning; but in terms of "not making changes that increase active players", I can utterly refute that.. we are hugely increasing the number of active players. Enough that we're spending time on server scalability again.
Oct 19, 2014 Dr. Lecter link
We have a higher average player count now than.. for as far back as we have running graphs. [] And it's likely to jump up again (by 50% or more) as soon as we update iOS.



I expect we'll see 2.0 by the start of 2016...not.
Oct 19, 2014 TheRedSpy link
Does guild software have any plans to improve PC population this year aside from so-called 'mobile flow through'?
Oct 20, 2014 incarnate link
I expect we'll see 2.0 by the start of 2016...not.

The rendering engine changes may not be what you're looking to see, but they are a specific goal in the milestone set for 2.0. And they're largely going to be PC-specific (albeit Win/Mac/Linux, but mostly too heavy for mobile).

Does guild software have any plans to improve PC population this year aside from so-called 'mobile flow through'?

Not really this year. We have two substantial platform launches planned (one of which is Steam, the other is a different PC-based system that's more MMO focused) which should both bring in a lot of PC people. But I've been expecting more like Q1 of next-year for those, for some time. We just have too much on our plate already, for this year.

Of course, there'll be lot of PC-specific improvements and game-specific changes, and some of that will go out to the PC gaming press, I'm not saying the PC won't be improved a lot. I'm just saying.. major influxes of new PC players really requires some big outreach to a PC-heavy population. We don't have any paid marketing campaigns coming up before the end of the year, or promos that are going to be specifically directed at PC players.. the way that a Steam launch obviously would be.