Forums » Suggestions

It takes too long to gain experience...

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May 11, 2004 nekstrom link
It is ridiculous how long it takes to gain levels. Frankly I don't have enough free time, and never will, to play this enough to ever make it really fun. I've killed 91 bots, I have almost 100,000 credits and I barely have 2 levels. That is just stupid. This is actually the first MMORPG that I have considered paying for, but if it is going to require 100 hours just to get to a point where you can have fun then there is no way I will ever pay.

In a game where it is real flying skill, instead of the fake kind that every other game has, that matters what ships and weapons you can buy should only be limited by the money. That is realistic, nobody is going to turn down somebody who has the money to pay for something. Barring that provide an alternate route to get things you want. I'm a good pilot and in a bus I can continually take out bots without sustaining damage. It gets boring. I can make all the cargo runs in the world and not get hurt. For me it will kill this game if it continues to take forever to make levels.

I will pay the monthly fee if I can come online and have fun, but the amount of time required to gain the most basic levels is ridiculous. It takes all of the fun out of it and I will simply never pay to play something that requires that much time.
May 11, 2004 Celebrim link
Hmm.... I'm a 5/3/3/2 after about 15 hours. Clearly you aren't doing something right.

Actually, in the real world it doesn't matter how much money you have, ordinary people are not allowed to just purchase M-2 .50 machine guns. You have to have a gunsmith license, get a permit, and register the weapon as a collectible. And good luck buying a Cadillac M1-A2 Abrams tank. They just don't keep those at the local dealership.

I grant you that the current system is not perfect, because its not finished, but you can't expect to level out after just a few hours of play. The idea is to keep people playing for months. I defy you to find an RPG that lets you level out after just 15 or 20 hours of play.

I'm trying to figure out why you think things will get better if you had more levels.
May 11, 2004 Forum Moderator link
Nekstrom:

The reasons you cite are the reasons nobody has asked you to pay to play yet. It ain't done!

Stick around with us, relax, calmly continue to point out bugs and enjoy it while it's still free.
May 11, 2004 Arolte link
I think the current rate which we get stuff is fine. It's just that the missions are too repetitive and boring. So getting there can be tedious. In addition, we know what ships and weapons we'll be getting right now because they've been around since 3.2.0. That will not be the case when the game goes further into development when stuff like that will change drastically. And lastly... a totally redesigned universe should offer some new eyecandy when doing those boring trade runs. Just hang in there.
May 11, 2004 randomize link
I for one think that right now progression through levels is too fast. I have gained level 6 combat in 3 days playing couple of hours a day on and off. Considering there are only 12 levels, it's pretty fast and soon everybody will be high levels. Actually I don't know a single game where I have reached level 6 so fast (with 10 or 12 being highest). Normally I get stuck on level 5 after 2 or 3 months playing.

I think you are just complaining for no reason :) Perhaps you've played vendetta when all ships were available to all with money. Perhaps you expected something else. But one thing I am sure about is that progression through levels should be made HARDER and take longer. Not necessary the same mission over and over as it is now, but various missions that last longer and harder to complete.

Just my 10 sen.
May 11, 2004 lunitary link
I agree with him that things are going to slow now. but it is not because of the points but because the missions are prety much the same (as arolte pointed out)

if you start botting then you get prety good at it after a while and killing lvl2 bots is amazingly easy, especialy with good weapons, and chasing bots does'nt make it any more interesting.

but the game is due to changes, and there will be more missions in the future!

if you are here to enjoy a game then your place is not here because we are here to test the game, see what is not working well. we will enjoy the game once it goes "pay to play"...

hope you stick around and help
May 11, 2004 Arolte link
Randomize, the progression is fast when you first start out (good way to encourage newbies to continue playing), but trust me... it gets extremely slow at the later levels. Your botting rewards remain around 950/850/850, but you need to gain over 40,000 points to level up. I'm sure it goes well above 100,000 during the last ones. Unless you've got all day to play, you'll be lucky to level up within three days.

That brings me to my next point. People who have a lot of time versus people who don't. Previous versions of Vendetta didn't require 24/7 botting to get decent ships and weapons. The currents ones do. I'd prefer that the game not offer an advantage towards people who have a lot of free time versus those who don't. That's why I'm all for skill-based missions rather than mass botting. However, that may have a drawback in that a lot of people may level up real quickly. I don't know how something like that could be solved, but I hope there's a fair compromise between the two later on.

---
3.0.x-3.3.x

Pros: Didn't require lots of time to get access to good weapons and ships. You still had to practice with 'em, so it's not like people became insta-l33t.

Cons: Those who did have practice before get insta-l33t pretty quickly. Multiple characters can be easily created with the help of a teammate who would transfer money. This had the potential for anonymous griefers, spies, etc.

3.4.x-

Pros: Experience and licenses are required to develop your character. No more Space-Quake-l33t-million-credit players hours after a reset. Missions actually give us stuff to do, as well as the inclusion of the faction system.

Cons: Skill level is truly dependent on the amount of time the player puts into his/her character. Those who have a life outside of Vendetta have a real disadvantage.
---

It would be interesting to see what would happen if they offered a second path for the player. Let's say players can have the option of getting recruited by their nation's military. You'd still have to take training missions to qualify (A LOT tougher ones than botting), but if you're skilled enough you'll level up higher than the civilian combat missions. When completed, you'll be given access to ships and weapons that are only available to your nation's military.

However, here's the catch. You can't kill just anybody with a military ship. In other words can't just join the military and start killing everyone at their own will. You'll only be allowed to attack high-bounty pirates and people who are causing trouble for your nation. You'll be working under your nation's command. Violating those rules will have greater penalties than a simple faction standing drop. So there will be times where you may have nothing to do but to patrol sectors.

So the choice would be... a) having greater freedom and control over your character by leveling up as a civilian. Or... b) joining the military and being under the command of your nation gov't. Each path has its own advantages and disadvantages.
May 11, 2004 Celebrim link
My eventual hope is that most of the equipment would become available relatively quickly. A few things like Valks, Cloaking Devices, Advanced Passive Sensors, and other super gizmos would require a bit more work. But for the most part, equipment rewards would come fairly quickly, and within a few days of play the challenge would not be getting a license for a 4 engine super-freighter, but paying for the thing.

Higher levels of skill would on the other hand bring different kinds of rewards. Eventually, licences and skills need to be at least slightly separated. Whether or not you have the right skills shouldn't be the only or even primary access to license, but whether you've got the money and completed the mission.

Right now I think that trading is still too profitable. It's fine for a small relatively undetailed universe, but I can make enormous profit relatively quickly under the current system. The fact that you can make large profit from trading (or even just botting) means that fewer people trade, which means that profit ratios generally stay high under the dynamic system - reducing the need for trade should you need to trade.
May 11, 2004 nekstrom link
I'm sorry if I sounded like a whiner in my first post. I just found it frustrating that after 5 hours of playing I was still stuck in a bus. I like many of the ideas on this thread. I agree with the point that certification should be necessary for certain equipment. However the low level stuff should be available quicker.

I admit I very well could be doing something wrong. I think my biggest frustration was having to find the bots to kill. I'm not ready to give it up yet by any means and I know I am here for the play testing, so I will keep it up but I think the speed of leveling should be looked at. The first levels that give access to the lower class ships and equipment should be fairly easy to get. Then if somebody has a ton of time they can spend the time to get the really big cool stuff.

Another option would be provide certification tests. I think they were mentioned above. Anyway that is my thoughts. I still like the game and hope I can continue to make contributions of some type, even just as fodder for others.
May 11, 2004 Phaserlight link
nekstrom does have a point...

Most games give you some rewards early on as a kind of "teaser", whereas the really cool stuff might take 15-20 hours to get. I could easily see someone new to Vendetta spending 5+ hours before levelling up at all in the current system, especially if they were new to the combat. This could be very frustrating.
May 11, 2004 stuepfnick link
Hello!

The actuall system is quite a lot better, than the old one. I would suggest that everything that is realistic should be implemented.

So maybe the license system should be a little other and separated from skills. Of course you need good licenses for buying stuff.

Make just normal licenses for everything. license for traders class 1, traders class 2,.., for taxi (lifesupport cells), for itany heavy weapons class I, for light mining equipment, license for trading or fighting in certain areas, for docking at special bases (military station, etc.), etc. And you would see (nearly) all trade ship in buy ship menu form beginning, but it's said: trader class 3 license needed (you could just don't see one the owner won't show you without good charisma, and even higher for selling it)! But you won't see military ships, because only military members are allowed to enter the military shop. You get the point?

So you could have the skills (even more of them), maybe with numbered levels, and named licenses. So leveling up in trading can give you better prices (more charisma, more goods that people are willing to sell you, and of course harder missions that are entrusted to you). Combat levels could make you better auto aim, need a level to stand the "join military" test, special missions, etc.)
And you can make licenses then. So if you have trade level 1, you can make a "trade ships class I" license, so you are allowed to buy small trading ships and fly them. The licenses could be tests. And you'll need certain levels to compete or either stand the test.
So for a special weapon license you could need level 6 combat, and heavy weapons level 7, where you also need to pass a test (not necessary). To join militarty you could need certain levels and you'll do a test, so you are onboard and are allowed to buy miltary stuff, get discounts, etc. Also you'll get a certain weapon license automatically. And if you are playing a good soldier you'll get better jobs, a better ship, for expample with a heavy military weapon and the license for it. And so on...
Of course you should be able to buy a lot of stuff that is available on the black market (very rare and with real ammounts of variuos stuff, so a military player could sell his ship) without a license, of course this should be extremely overpriced and when a you get controlled by police and you have no license it will be confiscated and you have to pay a fine. (Could also be possible to buy falls licenses for a very, very, very high price, and could get caught too.)
So the police could fine you, if you fire a weapon unauthorisized, (like near a station, in peace zones, without the license) Of course only if you are seen (much easier in the future, the police can just have sensors that alarm them immediatly).

Also different jobs could be there, like police officer, taxi driver, etc. (Where you need some licenses, etc.). Hm, it could be that levels are just for under the hood stuff, and licenses for a qualification. But you could get more trade goods with a better skill, because you find/know more people and how to convince them, that they trust you so they show you all, gove you harder missions, etc. But for buying the big trader you'll need a license for big trading ships.

What would you think?
Thanks and greetings,
Stefan
May 11, 2004 harvestmouse link
the best part of vendetta, I think, is that (once you have access to all the equipment you need) combat is so purely skill-based. I could duel someone with the same ship, same engine, batt, and weapons, and if they were more skillful than I am, they could consistently pwn me.
right now, even if you were a decent pilot, you'd have to work hours and hours on botting/trading to get enough equipment to duel... which is my favorite part of the game

but good news: DUELING IS ON Dev list! weee!
May 11, 2004 stuepfnick link
PS: Levels/Skills could increase automatically in the skill/license separeted way. You would only need to do a test to get a license.

And a thing that is used in Clanlord to help people who don't have much time: You can select a trainer and when in a certain place when logged off, you gain experience when offline, but just very less. So you also envolve slowly while offline.
If you don't play a month you'll get some skills too. This could be done by selecting a trianing mission before logging of (where you get exp. by time and very slow). It could be explained that on the station you learn with a computer simulation, while offline. And in Clanlord you level up delayd (over some minutes) when coming out of the "library" (the learning is called so there). So you can change trainers quickly to be able to use experience for different skills. But I think that could be selected before logging off (or when logging in again, or even 50 50), so you have a bar with partitions of the skills where you select percentages. Hmm...

just my 2 cents,
Stuepfnick
May 11, 2004 Talin link
Something to think about... LONG post

I played Star Wars Galaxies(tm). I say played, because in 3 months, I managed to max out every type of character in the game, except Jedi. No one to my knowledge at that time had Jedi. Once I "beat" the game by attaining the top level with each character, I was bored. What to do next? The same will happen with ANY MMORG. Once a person has made it to the top "level" many will quit playing because they have "beaten" the game. Look at all the people who have dropped other MMORGs because of this. Everquest(tm) gets around this by CONSTANTLY adding more stuff ahead of player cap-out. No one has got it all yet. If progression is too fast, people won't spend money on the game after the first few months, and will tell their friends how lousy the game was, thus gaining fewer new players.

Being that the idea is to MAKE money off the game, AND keep players interested so they will spend their $X.00 per month. Progression to new levels must be slow enough that you can't do it all in one month. Not even with one character, let alone one of each "race". If I can sit in front of my computer 4 hours a night(less than an avid gamer does, as the average avid gamer spends 8 hrs per day on their favorite games) and gain the top level in a month, the lifespan of the game will be virtually non-existant.

Think it won't happen? SWG came out as THE hottest new game. subscribers were higher than EQ, UO, and DAoC all combined. [source UGN article, 1/6/03] it then dropped to it's recorded low [well below UO] almost 5 months later as players maxed out their characters, and got tired of promises for more content. Now Sony(tm) is keeping them by preparing to release the secret of becoming Force Sensitive(tm) so that more ppl can play Jedi.

In order for this not to happen to Vendetta, leveling must take enough time for the devs to have new materials prepared, and ready to go live when the mass of players begin to reach top level, and get top perks.

If anything, leveling need to be slowed down a bit more. In 3 days I've managed to get 4,2,2,5. While getting a bigger ship, better weapons, and such is great, spreading the remainder of the items out a little more would make it better for the paying masses. Otherwise, Vendetta will find itself on a long list of MMORGs that came and went.

Talin
May 11, 2004 Celebrim link
I agree with Talin.

Some of you may remember my simplified skill system that I made up at one time for the purpose of provoking discussion. The assumption then was that (at 1 point per 'mission') to max out 1 skill (at level 20), a person playing nightly could be expected to do it in about 2 months if they focused on just that skill.

There were like 20 skills.

You have to design for that sort of long term.

For the record, from what I heard, I think Star Wars had other design flaws besides leveling out too quickly. The problem SW really had is that it didn't give people much to do besides spin the leveling hamster wheel.
May 11, 2004 Hoax link
2 cents:

It's not the time it takes to level, it IS important for the game to offer continuing advances for it's lifetime.

The point is it needs to be FUN to play at the lower levels as well as the higher levels. Right now the game feels pretty closed in at the low levels, bus, repetative botting, boring trade missions but then comes ... light battery <sarcasm>yippie</sarcasm>

If in the final product attaining levels opens more unique or special items as opposed to the basics for fun gaming I think the problem will be moot. I imagine a biger universe with a larger item inventory will enable this to happen.
May 11, 2004 timmy10150 link
DEVs please take away the license system! i liked it better the old way and a person even left because of the stupid thing!
May 11, 2004 Arolte link
You really ought to read up on the official description of the game, timmy10150. Right now it's a test engine. It's not even done. There are things that will be broken and unbalanced. However, the skill/license system will remain. It's not done yet and obviously there are some issues with it, but it's a system that was intended since the beginning and will continue to be refined.

If you want more information, check this link out:
http://www.guildsoftware.com/ven.general.html
May 11, 2004 Katarn link
My life is getting in the way of my valk. Save me a1k0n!
I say there needs to be some fake id's/licences in the future (When there are many more sectors). That should help facilitate fun and quick levelin' :D
May 11, 2004 Pyroman_Ace link
YEah! Like in EV

Fake Arms License:
Cost: 25000

Will open access to all armaments in s10 dock. Be wary of Nation Defense Bot scans...

Fake Trade License:
Cost: 20000

Will open access to all Trade craft and engines/weapons in s10 dock. Be wary of Nation Defense Bot scans...

TPG Dock License
Cost: 50000

Will open all TPG docks to you. Be wary of scans



ETC
ETC
ETC

One license for each faction and license type (Com/Lgt/Hvy/Trd) occasionally a DefBot (say, 10% of the time in a Neutral Sector, 50% of the time in a Hostile Sector, and 1% of the time in a Friendly Sector) would detect you and fine you 5000c and your nation standing would reduce slightly. However, the license would not be confiscated but would not cover the national drop for it.

The Weapons, Combat, and Trade fakes would cause the DefBot to open fire on you, however the license remains after you lose any craft.


Fake ID's cant be sold