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Free to Play Vendetta Online Implementation

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Feb 09, 2013 PaladinOfLancelot link
One more thing about idiots:

The fun things about idiots is you can exploit them for your gains, which many of pirates surely would like very much.

This is not my approach, but I understand that it can be "entertaining".
Feb 09, 2013 Phaserlight link
I think PoL's imperative is what Incarnate is trying to do with the $1 "Lite" sub available on Android; move the business model in a positive, thoughtful direction. I find that, on the whole, VO's player-base tends to be mature, intelligent, and productive. These are people that I've grown to know over the years; people that are not necessarily posting here.

Here is an anecdote on how the game has changed: when I started playing 9 years and 8 months ago, there were 18 sectors. Today there are over 7,000. That is one (not-so) small way in which this game has evolved.
Feb 09, 2013 Crusader8389 link
@rin:

I agree with most of what you said. VO has a community which, in my opinion, has a much higher intelligence than what you normally see in an mmo. However, there is one point which you, my friend, are wrong. You seem to think that having a bunch of idiot f2p players in shitty ships would be a bad thing. Think about the amount of targets you will have to annihilate then! (yes I am playing to your pirate instincts) Also, I imagine it would not be hard to have a "subscriber only" channel which would keep an exclusive club for those people who I described earlier, so you wouldn't even have to listen to them as you blow their ships to smithereens and plunder the loot.

@PoL:

Yes, the devs do want people to help, but like any company they don't want outsiders in their code. Deal with it.

@Everyone:

Please get back on topic and at least tell me whether you like or dislike DE's microtransactions and if you don't like them suggest better ones! Still have not gotten a single comment about that; the question isn't whether or not the devs will implement f2p, but how we can make it easiest for them should they decide to, and they want microtransactions so stop arguing and get contributing.
Feb 09, 2013 Dr. Lecter link
I will not be repeating myself again.

There really is a first time for everything!
Feb 09, 2013 LMAO link
from INC. in this thread

So, let's dispense with any illusions that this is a simple undertaking.

(the other thing you don't mention is how D&D Unlimited had a ton of their subscribers quit over the change, just that their monetization of F2P microtransactions made up for it).

Average player counts have not decreased in the way you claim, even before the KickStarter press gave us a big boost. Player presence in any one event (NW) or location (B8) is not an indicator of anything other than.. participation in those respective events and locations. There've actually been quite a large number of Android people online (our #2 platform, after Windows) who almost never talk and just seem to quietly go about doing their thing.

- Transitioning to F2P is not likely to cause us to have some sudden influx of people like you describe (zillions of people! dogs and cats living together! mass hysteria!). Even if I did a big press push, it's not likely to cause that, we just don't have the marketing reach or cachet of WoW or even EVE.

It's not uncommon for a midrange MMO launch to include a marketing campaign around $15 million, I wouldn't be surprised if they spent at least $1.5 million on their F2P campaign. (and no, bandwidth is not a big concern for us right now).

Going F2P would cause us to raise player counts and the like, and I'm aware of that; but it's very unlikely to be on the order of what you're hoping for.

But we probably are going to try Lite Mode before anything like F2P. For one thing, microtransactions are a huge deal in F2P, and directly result in the success stories you mention
For us to build a complete microtransactional system and try and tune it to anything approaching what Turbine did would at least be a six-month development process. And I just.. don't have that right now.

So Give it a friggin rest already!!!! get a job pay the friggin sub
Feb 09, 2013 PaladinOfLancelot link
@Phaserlight

### Here is an anecdote on how the game has changed: when I started playing 9 years and 8 months ago, there were 18 sectors. Today there are over 7,000. That is one (not-so) small way in which this game has evolved. ###

I would hardly call increasing the number of sectors "evolution".

Anyway, increasing number of sectors won't do much good anyway, because
1) The small number of players will have even harder job to find one another [fix].
2) Space will become even more empty and dull, because the space in VO is almost completely non-random. So nothing really is happening in the "space". [fix1][fix2]
3) VO is not an actual space-sim game. Let me explain:

- VO's space feels more like a set of interconnected rooms, rather than real space. There is no way to travel really FAST, except jumping. Because of this, space will never "feel" large. It will always "feel" like set of interconnected rooms.
- VO space is almost completely non-random. Predictable. Dull. Like set of rooms, of which every is painted in a different color.
- Non-relativistic speeds up to BLAZING 230m/s ? Is this how we travel in space even by today standards ?

OF COURSE, there nowe will be some of you telling me that "but listen, you can go into a sector and travel for 3 hours in one direction and eventually get somewhere far". So what ? Is there an easier way to get there than losing 3 hours of life ? Do the radars even detect objects that are more than 5 kilometers away? Is there even anything interesting in any sector beyond closest 100km range ? Is there a quick way to "catch" an object being far away, but moving at very slow speed ? NO.
So logical conclusion is that VO is not really a space-sim game.

For VO to be a "space simulation" game, we would have to have:
- Some (limited) implementation of relativistic speeds OR AT LEAST within-sector-jumps to given coordinates
- Speeds larger than meters per second [Kilometers per second are more likely] OR Warp-like/Hyperspace engine to travel space without using jump-points.
- More randomness OR procedural universe
Feb 09, 2013 LMAO link
NO, just pls go the frig away, make your on game if you are so friggin smart leave us alone, get bye bye shooo go
Feb 09, 2013 ryan reign link
" Warp-like/Hyperspace engine to travel space without using jump-points."

Well, we already have warp/jump/what ever engines for sector to sector... and the "jump points" are located 3000m in every direction from any large object,the one on your HUD is merely a suggestion, so what are you whining about and what if anything did your last idiotic rambling have to do withthe idiotic rambling of the OP?
Feb 10, 2013 PaladinOfLancelot link
@LMAO

### NO, just pls go the frig away, make your on game if you are so friggin smart leave us alone, get bye bye shooo go ###

Sorry dave, i am afraid can't do that.
The devs ask me to post my suggestions every time i turn on the friggin' game ! So yes, i will keep doing it again and again.
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@ryan reign

If you don't get my point after everything I have written now and before, then you will simply NEVER get it. So stop trying and just ignore my posts.

Oh, sorry. It seems you cannot "ignore" my posts, because this forum lacks such a BASIC function as IGNORE ! So unfortunate.

----
PS.
The first thing to do in order to improve things is to admit before yourselves that things suck. If you keep pretending that everything is OK, it will NEVER be OK.
Feb 10, 2013 LMAO link
ok, is finished, if anything of interest appears on forum someone let me know in game, signing off forum now before I kill the asshole
Feb 10, 2013 Phaserlight link
I think this has gone downhill far enough.