Kind of like the harvesting skill tree, but for Quartering animals.
Give you skills to get more, get better quality, better grade (more fine or choice mats) look for certain kinds of mat's (Teeth, or Skins), or even look for certain colors of mats.
Right now the quartering of critters seems to be random.
Feature Wishlist Part 1
Re: Quartering Skill tree
sivrup wrote:Kind of like the harvesting skill tree, but for Quartering animals.
Give you skills to get more, get better quality, better grade (more fine or choice mats) look for certain kinds of mat's (Teeth, or Skins), or even look for certain colors of mats.
Right now the quartering of critters seems to be random.
How about a skill tree for upgrading mats?
3 Basic Q13
can be upgraded to
- 1 fine Q13 with skill <insert cool name>1
or
- 1 basic Q23 with skill <insert another cool name>1
and of course degraded on failure to
- 1 basic Q3
as usual you can purchese <cool skill> for all lvls
Quartering
Anything will do, but something needs to be done so you do not HAVE to harvest to be a ranged fighter. and targeted Quartering might help with that.
I personally don't care for harvesting, but I like ranged fighting.
I personally don't care for harvesting, but I like ranged fighting.
Re: Feature Wishlist.
There seems to be a lot of mixed opinion on whether or not travel between lands should be easy or limited to high level characters. My personal opinion is that you should be able to travel between lands as a low level character. I do not mean that you should have free reign over the entire set of maps. However, I do feel you should be able to travel from the low level area of one region to the low level area of another region. Like just being able to travel from the capitol of one land to the capitol of another would be nice.
With Ryzom, they've essentially removed the driving force that makes you start several characters in most MMORPGs. Usually, you start other characters because you want to try other classes with different skills and abilities. In Ryzom, you really don't have to do this. You can have one character that's your builder, fighter, mage, and miner. Yes, there are going to be racial abilities but it seem like these are going to be a small subset of the overall set of skills in the game.
I happen to have started a Trykker as that's one I didn't try in the beta. I see myself playing this one character and developing him in all areas. I want to be able to travel to different lands all through my character development, if nothing else to provide variety in setting and to help prevent the boredom of the grind. I want to be able to fight desert yubos and jungle yubos! If I can only travel to other lands after I'm high level, then it's too late. Why would I want to travel to the other land just to fight a low level mob I can totally own at that point?
Again, I totally don't expect to be able to freely travel anywhere. There do need to be areas you can't expect to travel to as a low level character. However, I think you should be able to get from one low level area to the equivalent low level area in another land.
::: sings :::
"Oh, give me land, lots of land under starry skies above,
Don't fence me in.
Let me ride through the wide open country that I love,
Don't fence me in."
With Ryzom, they've essentially removed the driving force that makes you start several characters in most MMORPGs. Usually, you start other characters because you want to try other classes with different skills and abilities. In Ryzom, you really don't have to do this. You can have one character that's your builder, fighter, mage, and miner. Yes, there are going to be racial abilities but it seem like these are going to be a small subset of the overall set of skills in the game.
I happen to have started a Trykker as that's one I didn't try in the beta. I see myself playing this one character and developing him in all areas. I want to be able to travel to different lands all through my character development, if nothing else to provide variety in setting and to help prevent the boredom of the grind. I want to be able to fight desert yubos and jungle yubos! If I can only travel to other lands after I'm high level, then it's too late. Why would I want to travel to the other land just to fight a low level mob I can totally own at that point?
Again, I totally don't expect to be able to freely travel anywhere. There do need to be areas you can't expect to travel to as a low level character. However, I think you should be able to get from one low level area to the equivalent low level area in another land.
::: sings :::
"Oh, give me land, lots of land under starry skies above,
Don't fence me in.
Let me ride through the wide open country that I love,
Don't fence me in."
Re: Feature Wishlist.
I still think the whole harvesting skill tree needs a massive overhaul which it was denied during beta.
Harmful and Gentle extraction are nothing like originally described. Harvesting was also supposed to have a little more than just dirt digging. Such as fighting the goo with it, etc. But... nothing.
Harvesting missions could also use a major revamp as compared to combat missions they're ridiculously difficult for the same reward.
Furthermore I think something needs to be done to make harvesters more essential. Already I'm seeing large segments of the population which are forgetting harvesters even exist because they're getting what they want from hunting in greater quantities.
Harmful and Gentle extraction are nothing like originally described. Harvesting was also supposed to have a little more than just dirt digging. Such as fighting the goo with it, etc. But... nothing.
Harvesting missions could also use a major revamp as compared to combat missions they're ridiculously difficult for the same reward.
Furthermore I think something needs to be done to make harvesters more essential. Already I'm seeing large segments of the population which are forgetting harvesters even exist because they're getting what they want from hunting in greater quantities.
Re: Feature Wishlist.
A few things I would like to see:
Ability to jump
Compartmentalized inventory. At the least I would like a "stuff I am saving" compartment for current weapons I use and crafting supplies I'm keeping and a "junk I'm selling" compartment for the rest. When you loot something it should go to the "junk" compartment until you drag it to the "save" compartment. When you change weapons equipped the previous weapons should be stored in the "save" compartment. It's a pain having to delve info on 10 different Q20 swords to make sure you sell the basic ones that you just crafted for a mission and not your choice ones that you use or craft to sell to players.
I repeat the need for better looting and grouping systems
Ability to dye crafted items and add particle effects. Ability to craft "fluff" items like clothes (not armored) to further individualize characters
I would love to see a scouting skill branch added to the Harvesting tree. Maybe similar to SWG where you gain in ability to scout/sneak without being seen by mobs while you explore areas that are more dangerous/higher level than you are. Improving in this branch would then help you to not get attacked by aggro animals while harvesting. This skill would also make you more valuable in groups for scouting ahead.
I would like to be able to spend skill points to improve quartering skill. Improved skill would allow you to increase the number of materials received while quartering and also upgrade the quality (e.g., choice vs. fine)
Amount of materials you get while extracting should be increased. Harvesting is still by far the most tedious of the skill trees. On newbie island I spend an hour collecting choice materials to craft 4 swords and sell the swords in 5 minutes. It seems that supply will not be able to keep up with demand.
Thanks for listening -
Kraak - Fyros Crafter of Fine Weapons
Ability to jump
Compartmentalized inventory. At the least I would like a "stuff I am saving" compartment for current weapons I use and crafting supplies I'm keeping and a "junk I'm selling" compartment for the rest. When you loot something it should go to the "junk" compartment until you drag it to the "save" compartment. When you change weapons equipped the previous weapons should be stored in the "save" compartment. It's a pain having to delve info on 10 different Q20 swords to make sure you sell the basic ones that you just crafted for a mission and not your choice ones that you use or craft to sell to players.
I repeat the need for better looting and grouping systems
Ability to dye crafted items and add particle effects. Ability to craft "fluff" items like clothes (not armored) to further individualize characters
I would love to see a scouting skill branch added to the Harvesting tree. Maybe similar to SWG where you gain in ability to scout/sneak without being seen by mobs while you explore areas that are more dangerous/higher level than you are. Improving in this branch would then help you to not get attacked by aggro animals while harvesting. This skill would also make you more valuable in groups for scouting ahead.
I would like to be able to spend skill points to improve quartering skill. Improved skill would allow you to increase the number of materials received while quartering and also upgrade the quality (e.g., choice vs. fine)
Amount of materials you get while extracting should be increased. Harvesting is still by far the most tedious of the skill trees. On newbie island I spend an hour collecting choice materials to craft 4 swords and sell the swords in 5 minutes. It seems that supply will not be able to keep up with demand.
Thanks for listening -
Kraak - Fyros Crafter of Fine Weapons
Re: Feature Wishlist.
svayvti wrote:I still think the whole harvesting skill tree needs a massive overhaul which it was denied during beta.
Harmful and Gentle extraction are nothing like originally described. Harvesting was also supposed to have a little more than just dirt digging. Such as fighting the goo with it, etc. But... nothing.
Harvesting missions could also use a major revamp as compared to combat missions they're ridiculously difficult for the same reward.
Furthermore I think something needs to be done to make harvesters more essential. Already I'm seeing large segments of the population which are forgetting harvesters even exist because they're getting what they want from hunting in greater quantities.
It's Earth and Beyond all over again. Story put off for the from release. Harvester/Prospectors not really needed. Little rewards in harvesting as compared to combat.
Re: Feature Wishlist.
This isn't as much as an improvement, rather it is a suggestion. Have a global chat channel that includes noob lands. As the game ages and progresses, there will be less and less people in noob land. This will be discouraging, either making them decide not to subscribe, or to come over to the big world way way to early.
It would be nice for them to be able to communicate globally into all zones.
It would be nice for them to be able to communicate globally into all zones.
Re: Feature Wishlist.
raynes wrote:It's Earth and Beyond all over again. Story put off for the from release. Harvester/Prospectors not really needed. Little rewards in harvesting as compared to combat.
Harvesting is ALWAYS needed...monster mats don't drop as good of quality of mats as harvesters can harvest, and the bosses that do drop them don't drop as much as harvesters can harvest. And im 99% sure that in later harvesting levels you will be able to harvest like 10 mats at a time which is one goari drop if you get a good one...harvesters are needed period.
EDIT: sorry not trying to jack the post...continue with the great suggestions guys
Re: Feature Wishlist.
Things I'd like to add (some already mentioned):cerest wrote:Ideas thus far (9/28)
Moving the play button on the character creation (away from the delete button)
Ability to move the action buttons
Logout without leaving the game to switch characters
Map with more details (grid, check points, etc.)
More mid-level mobs
Ability to color armor (perhaps with a dye)
Auto split loot for
Split inventory
Forum for trade postings (want ads)
Make it easier to go to other lands and play with other races
- Hot-keyed equipment
- Shift+Click Sell/Buy that sells the entire stack of the clicked item, buys a full stack of the clicked item
- Ctrl+Click Sell/Buy that sells one of the stack, buys one from a stack (implement splittable stacks of goods)
- Slash commands for emotes (Yes, I like developing macros for certain things Anyone who knows me from SWG and other games knows this lol)
- Soften the sound files for Kipee's just a little. Default sound settings makes them sound like they should be 500' tall instead of 3.5'
- More weaponcrafting missions in starter areas
- More missions for the other crafts in starter areas (jewelry, ammo, etc)
- Auto-target on hit (state flag that you can set to on/off)
I'm sure I'll come up with more the more I play. Great game so far, and an excellent support staff.