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Comments and Suggestions

May 10, 2014 Jaxalope link
-Well, first off I am a new player so its possible (and entirely plausable) that these suggestions have been made 1000+ times and there is either a reason they cannot work or it would be a waste of dev time that could be used for other issues- Regardless...

Loving the game. Has a real 'elite' feel mixed with some of the X series but with online play- Thats a win in my book. This brings me to my first suggestion- Marketing. I am a pretty avid space sim player and an mmorpg player and this was my first time playing. I think I might have heard of it before (and I just found that mmorpg.com even has a sub forum) but I think its a bit too obscure and especially with people waiting on Star Citizen there is a marketing opportunity here that is (or may be) being missed.

Secondly, the economy needs tweaking imho. I think things are either too cheap or some of the ways to make money too easy- For instance, by my 3rd day playing I found a place to mine that gives me approx 25K per load and is usually sold at the station right next t the asteroid. In a few hours I can amass a ridiculous amount of money. I am already at the point where I jettison almost all the ore I gather because I can make money so quickly and easily at a few spots that it takes longer to sell the ore unless I actually need the money (which I dont see happening for a very long time) and I just level mining up continuously. I also didnt use any guides or have anyone show me this- It really is very easy to figure out and you can make like 1/2 million in a day or less in totally safe mining places.

Third (this is kind of part of #2) crafting ships- Why not? It would be really cool to have the 'best ' ships be craftable only and require tons of diverse materials (same with the best weapons) creating a Player to Player market in both ships/accessories and raw materials. It honestly makes sense. Everything I can buy irl at a big box store I can find superior quality from a dedicated craftsmen. So Space Stations are like 'wal-mart' or a Car Dealership BUT Players should be able to trump their items in quality if they pursue that route.

Fourth- More customization on ships. EDIT: I mean in a visual sense. Would be really cool to see the space sim genre take a bit of the customization aspect in the street racing sim. To be able to completely customize the look and color (even lighting scheme) or your ship and add after market parts (even if it was only visual and did not effect performance) would be cool.

-Anyhow, I am loving the game and imagine I will be here for awhile. Just wanted to offer the things I have seen that I feel could be improved.

Thanks.
May 10, 2014 Whistler link
Welcome!

Yes, these have been covered already throughout the forums, but just to cover them again quickly:

1) Yes, VO continues to be a bit obscure despite national exposure on a Verizon/Motorola commercial: https://www.youtube.com/watch?v=1USoUGpPBk8 and various smaller opportunities that Guild has taken advantage of.

2) Yes, everyone agrees that the economy is in need of an overhaul. There are a number of priorities before this one, and in some ways I think the easy money compensates for other shortcomings.

3) The player-owned Tridents are crafted just as you say. See: http://www.vo-wiki.com/wiki/Manufacturing#Trident_Types-M.2FP.2FS I don't know if more of this is planned for lesser ships.

4) The customization was part of the early spec. There has been some experimentation with paint schemes and textures so far. Important and cool, just not a top priority.
May 11, 2014 Phaserlight link
Welcome Jaxalope. I recall seeing your offer of a friend key up on the mmorpg.com subforum, I think.

Regarding 1), word-of-mouth is what we have to go on more or less, so what you did by offering up your friend key on that second-party website is exactly the kind of thing that can get more people in. Personal experience is a powerful marketing tool, so if you like the game be sure to continue telling people about it when the opportunity arises.

I've even worked with the devs to try and develop some local groundswell in real-space (South Florida) through the use of fliers, so there is marketing support, just very... atypical.

Regarding 2) and 3), I kind of like that money seems very easy to make in the beginning; it makes the sting of losing that first ship a little less painful (especially when it's to another player). Let me reiterate that money is very easy to make. However, as you get more into the endgame and begin growing aware of trades between players on the order of tens of millions+ (even hundreds of millions, or billions!), event prizes on the order of 70 million, the simple fact arises that Time is Time and there are outer limits to the amount of money one player can make for any given stretch (even with generous resources). The Vendetta Online credit does hold a certain value.

I'm not disagreeing that there could be more money sinks; however, I think that as the game continues to evolve these will become apparent in new places (especially for services).

Whistler covered 4) pretty much as I would have; Vendetta has allowed one to paint one's ship from a swatch of color for a very long time, and I think ship appearance based on weapon customization, etc., is on the drawing board.