Forums » Suggestions
Well, you sounds constructive now. However friendly I am trying to be now, I must tell you that you are not on the side of newbies now. There always be people not experienced enough and still going to grey. Some of them even do not know how and where to type commands at all. Here, the GUI solution would be great.
I suggest making there a check box to disable the dialog for these who do not want it to show. Also a time safe and other mechanics would be implemented to make it flaw-proof.
As of me, I am always trying to STOP the player. Then we can talk and that gives newbies more experience than some /givemoney "instructions" in the hail. The often do not know where to type it anyway. I learn them how to talk, pay, deal with rats. If they are at least a bit nice to me, I give them their money back, if I have taken some, and I give 100k more. These days, I gave out A LOT more than I pirated from others. I am always trying to help newbies and to keep them in game. The sole purpose of this whole thread is the same and we should stick with it.
I suggest making there a check box to disable the dialog for these who do not want it to show. Also a time safe and other mechanics would be implemented to make it flaw-proof.
As of me, I am always trying to STOP the player. Then we can talk and that gives newbies more experience than some /givemoney "instructions" in the hail. The often do not know where to type it anyway. I learn them how to talk, pay, deal with rats. If they are at least a bit nice to me, I give them their money back, if I have taken some, and I give 100k more. These days, I gave out A LOT more than I pirated from others. I am always trying to help newbies and to keep them in game. The sole purpose of this whole thread is the same and we should stick with it.
A couple people may have missed a detail that is important: The dialog must NOT pop up automatically. If it did, some unscrupulous pilot would use a frivolous demand to disable their target's controls while they open their attack or at some critical moment during the fight. The victim must use a key bind to open the dialog. It must be a key bind because everyone knows about pressing keys, but not all know about entering / commands. It's fine to have groups and duels require / commands because they're not generally needed in heated situations. Not so with this.
I had hoped that went without saying, but I agree.
Also pirates would gain an advantage if they could 'halt' ships on demand, especially if they worked in pairs (one pirate open the dialogue, uses chat to call more incase the trader declines and tries to escape).
Also pirates would gain an advantage if they could 'halt' ships on demand, especially if they worked in pairs (one pirate open the dialogue, uses chat to call more incase the trader declines and tries to escape).
Restayvien, you seem to be confused. This will not allow pirates to halt ships, it simply makes sure that traders are aware of the situation, and perhaps gives them a framework in which to negotiate for passage.
ladron, if you get a pop up in the middle of your screen, that's about the same as debilitating (or 'halting') a ship until the pilot dismisses the message. Given that his 'halt' was in quotes... I'm pretty sure he knew that too.
this suggestion will do almost nothing to fix the major issues newbs have with pirates.
a) newb can't read.
b) newb has no credits.
c) pirate is afraid newb will log/explode.
d) newb can't type.
about the only thing this might fix, is the pirate that can't write a good hail. but if he can't write a good hail, he probably isn't going to bother with this command either, so no point there.
some newbs just need to get blown up. it is the only thing that works for them.
The rest just need some simple instruction from their friendly neighborhood pirate, and I have already tendered a suggestion that would assist that.
This suggestion will have minimal impact on anything, and you have yet to show me how the typical newb that gets boomed will respond any differently to this.
a) newb can't read.
b) newb has no credits.
c) pirate is afraid newb will log/explode.
d) newb can't type.
about the only thing this might fix, is the pirate that can't write a good hail. but if he can't write a good hail, he probably isn't going to bother with this command either, so no point there.
some newbs just need to get blown up. it is the only thing that works for them.
The rest just need some simple instruction from their friendly neighborhood pirate, and I have already tendered a suggestion that would assist that.
This suggestion will have minimal impact on anything, and you have yet to show me how the typical newb that gets boomed will respond any differently to this.
There always be people not experienced enough and still going to grey
And they're supposed to die. Period.
And they're supposed to die. Period.
"And they're supposed to die. Period."
Perhaps, but they'll have more fun and be more likely to part with their money if they encounter progressively more difficult challenges on the way to the ones they can't beat.
But I'm pretty sure we're getting off topic. Please drop it here and so will I, although I'd be delighted to discuss it elsewhere.
Perhaps, but they'll have more fun and be more likely to part with their money if they encounter progressively more difficult challenges on the way to the ones they can't beat.
But I'm pretty sure we're getting off topic. Please drop it here and so will I, although I'd be delighted to discuss it elsewhere.
encounter progressively more difficult challenges on the way to the ones they can't beat
Congratulations, you've successfully described the progression from core, nation capital systems to the outer bounds of nation space!
Congratulations, you've successfully described the progression from core, nation capital systems to the outer bounds of nation space!
"Congratulations, you've successfully described the progression from core, nation capital systems to the outer bounds of nation space!"
Post that in another thread and I'll respond.
Post that in another thread and I'll respond.
Don't mind lecter, he misplaced his teddybear and is terribly grumpy about it.
Adding a new tutorial for noobs which would introduce them to the concept of the dangers of greyspace fully, point out the most dangerous sectors in grey, and explain the mechanics of a pirate's ransom demand, and making completing said tutorial mandatory would convey the information needed to the noob much more effectively (provided they read it, which, giving the number of noobs who just don't do the tutorials is the catch in this proposal) than having a popup on your screen that the vast majority of the population would come to resent.
Personally, I liked Roda's suggestion on having an NPC pirate cormaud lurking just outside of nationspace and putting up warnings around wormholes entering grey.
That would get across the "Greyspace is dangerous" concept immediately, not people wandering into grey, seeing no pirates and no threat of attack for days and then suddenly stumbling across a pirate and receiving a ransom demand they don't know WTH to do with.
Plus you could have the NPC pirate make a ransom demand and pm you instructions on how to comply without needing real pirates to do so in their hails, and it would prepare people for the concept when they meet up with real danger.
Adding a new tutorial for noobs which would introduce them to the concept of the dangers of greyspace fully, point out the most dangerous sectors in grey, and explain the mechanics of a pirate's ransom demand, and making completing said tutorial mandatory would convey the information needed to the noob much more effectively (provided they read it, which, giving the number of noobs who just don't do the tutorials is the catch in this proposal) than having a popup on your screen that the vast majority of the population would come to resent.
Personally, I liked Roda's suggestion on having an NPC pirate cormaud lurking just outside of nationspace and putting up warnings around wormholes entering grey.
That would get across the "Greyspace is dangerous" concept immediately, not people wandering into grey, seeing no pirates and no threat of attack for days and then suddenly stumbling across a pirate and receiving a ransom demand they don't know WTH to do with.
Plus you could have the NPC pirate make a ransom demand and pm you instructions on how to comply without needing real pirates to do so in their hails, and it would prepare people for the concept when they meet up with real danger.
Adding a new tutorial for noobs which would introduce them to the concept of the dangers of greyspace fully, point out the most dangerous sectors in grey, and explain the mechanics of a pirate's ransom demand, and making completing said tutorial mandatory would convey the information needed to the noob much more effectively
IMO, this is the best proposal so far in this thread. Simple to understand, and I assume not too difficult to implement. Certainly better than some /demandmoney dialogue or whatever.
The only downside I can see is this one:
provided they read it, which, giving the number of noobs who just don't do the tutorials is the catch in this proposal
I don't think I'm going too far when I say virtually all of us would agree that nobody gives a damn if noobs like that simply get boomed.
IMO, this is the best proposal so far in this thread. Simple to understand, and I assume not too difficult to implement. Certainly better than some /demandmoney dialogue or whatever.
The only downside I can see is this one:
provided they read it, which, giving the number of noobs who just don't do the tutorials is the catch in this proposal
I don't think I'm going too far when I say virtually all of us would agree that nobody gives a damn if noobs like that simply get boomed.
a new tutorial for noobs which would introduce them to the concept of the dangers of greyspace fully, point out the most dangerous sectors in grey, and explain the mechanics of a pirate's ransom demand, and making completing said tutorial mandatory
I agree with Shil (must be Wednesdays, I never like Wednesdays) and WT on this. I also like Roda's suggestion to station one of our old friends, the geometric-formation inclined NPC 'rats, outside Nation Space WHs. And I think the latter could help with the "only if they read it" part of the former.
First, noobs cannot use WHs into Grey until the mission is complete, just as they cannot leave a training sector prematurely. Second, after covering all the stuff they may or may not read, the mission should instruct the noob that they'll be required to warp into Grey and have their performance there evaluated before they can complete the mission and be cleared for Grey access.
When they warp in, our NPC 'rat engages and hails, demanding 10,000 credits. The mission control tells the noob not to worry, that they've got them covered, and transfers 10,000 to the noob's account and tells them that to successfully complete the mission, they must pay the pirate 10,000 and then return to the station. If they screw up, it can walk them through it; if they fight back, the NPC 'rat should be a flare/gat TD but killing it allows for a mission complete, too; if they try and leave the sector other than by the WH, the NPC 'rat should kill them.
I agree with Shil (must be Wednesdays, I never like Wednesdays) and WT on this. I also like Roda's suggestion to station one of our old friends, the geometric-formation inclined NPC 'rats, outside Nation Space WHs. And I think the latter could help with the "only if they read it" part of the former.
First, noobs cannot use WHs into Grey until the mission is complete, just as they cannot leave a training sector prematurely. Second, after covering all the stuff they may or may not read, the mission should instruct the noob that they'll be required to warp into Grey and have their performance there evaluated before they can complete the mission and be cleared for Grey access.
When they warp in, our NPC 'rat engages and hails, demanding 10,000 credits. The mission control tells the noob not to worry, that they've got them covered, and transfers 10,000 to the noob's account and tells them that to successfully complete the mission, they must pay the pirate 10,000 and then return to the station. If they screw up, it can walk them through it; if they fight back, the NPC 'rat should be a flare/gat TD but killing it allows for a mission complete, too; if they try and leave the sector other than by the WH, the NPC 'rat should kill them.
As per the mission, check out this thread (for you PCC enabled):
http://www.vendetta-online.com/x/msgboard/20/22277
The thing is, we already have something along those lines... it's the Introduction to the Universe mission (it's optional). Maybe we could add another mission in there that goes into more detail (possibly requiring newbs to take that mission, or at least take the intro to the universe mission), but in it's current form the two missions would have a lot of (unfortunately necessary, as both missions are optional and certain things build on topics mentioned/discussed in the other mission) overlap.
Btw, any help on the above thread/mission is appreciated.
http://www.vendetta-online.com/x/msgboard/20/22277
The thing is, we already have something along those lines... it's the Introduction to the Universe mission (it's optional). Maybe we could add another mission in there that goes into more detail (possibly requiring newbs to take that mission, or at least take the intro to the universe mission), but in it's current form the two missions would have a lot of (unfortunately necessary, as both missions are optional and certain things build on topics mentioned/discussed in the other mission) overlap.
Btw, any help on the above thread/mission is appreciated.
I agree, that would ensure that the noobs are completely clear on the concept of piracy even if they don't pay much attention to the tutorial. Maybe we'd see less noobs wandering into b8 in moths, and a higher number of escort requests, if greyspace is dangerous every single time (because there's always an NPC maud at the grey end of the wormhole out).
The tutorial should also advise noobs to ask their friends for escort when they need to go into greyspace. This will introduce them to the concept right off the bat, and also emphasize that visiting Grey is not like visiting the pool, unless your pool has depth charges in it.
The tutorial should also advise noobs to ask their friends for escort when they need to go into greyspace. This will introduce them to the concept right off the bat, and also emphasize that visiting Grey is not like visiting the pool, unless your pool has depth charges in it.
The tutorial should also advise noobs to ask their friends for escort when they need to go into greyspace. This will introduce them to the concept right off the bat, and also emphasize that visiting Grey is not like visiting the pool, unless your pool has depth charges in it.
It already does.
It already does.
Sorry, which tutorial do you mean? The one you are making or the original one? I don't have PCC access if it is the former.
Also, I hate to admit it, but I was agreeing to Lecter's idea, you posted while I was posting.
Also, I hate to admit it, but I was agreeing to Lecter's idea, you posted while I was posting.
I should have been clearer: the mission Im working on discusses flying with a buddy in grey (aka escorts).
Our mission also takes a similar approach to Dr. Lecter's, forcing the pilots to deal with NPC rats, and showing them their options when encountered by a rat.
For those of you who want to help out with this mission, take a look at the PCC thread (or join the PCC!). This kind of mission/gameplay enhancement is precisely what the PCC was created for.
Our mission also takes a similar approach to Dr. Lecter's, forcing the pilots to deal with NPC rats, and showing them their options when encountered by a rat.
For those of you who want to help out with this mission, take a look at the PCC thread (or join the PCC!). This kind of mission/gameplay enhancement is precisely what the PCC was created for.
I like the tutorial mission idea but, there is one problem... it seems that many newbs skip the tutorials that are not mandatory. So if this idea is implemented, it should be a mandatory mission.
I don't like mandatory missions.
Any mission that teaches a newb how to type \givemoney should go along way. it doesn't have to be a pirate related mission.
the npc pirate does not need to be right at the border, and could even be better served by being at strategic locations like sedina b8 and the route from edras.
i would hate for these npc to be an annoyance to capable vets in fighter ship, or escorted traders, so they might should only target unescorted ships that are slower than 200m/s, and otherwise run from anything else.
I would rather the npc didn't ask for money. i would rather them just destroy anything that isn't escorted. if a player pirate wants to demand money, then he should escort the trader past the npc.
Any mission that teaches a newb how to type \givemoney should go along way. it doesn't have to be a pirate related mission.
the npc pirate does not need to be right at the border, and could even be better served by being at strategic locations like sedina b8 and the route from edras.
i would hate for these npc to be an annoyance to capable vets in fighter ship, or escorted traders, so they might should only target unescorted ships that are slower than 200m/s, and otherwise run from anything else.
I would rather the npc didn't ask for money. i would rather them just destroy anything that isn't escorted. if a player pirate wants to demand money, then he should escort the trader past the npc.