Feature Wishlist Part 1

Come in, pull up a chair, let's discuss all things Ryzom-related.
Locked
User avatar
cerest
Posts: 715
Joined: Tue Sep 21, 2004 10:00 am

Re: Feature Wishlist.

Post by cerest »

ozzy111 wrote:Yes Cerest there is.

The GM's do a heck of a job trying to keep everyone informed of what's going on in Klient, but it does absolutely no good whatsover for the webpage to say that the server is up when its not.

I believe this to be a minor issue to fix and would appreciate any assistance you could offer.


You're absolutely right. We're definitely working on it. Thanks.
Cerest
Community Liaison
User avatar
cerest
Posts: 715
Joined: Tue Sep 21, 2004 10:00 am

Re: Feature Wishlist.

Post by cerest »

THANK YOU CHEVELLE!!!

Sorry guys they made me take a day off yesterday so I couldn't refresh the main list and I'm happy to see someone took it upon themselves to do it. Thanks again! Ok so here it is as of now

1 A way to tell the game time/day/week/month/year, similar to the beta login prompt.

2 Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.

3 A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.

4 The log-in/Character creation/Character selection screens don’t work well with wide screen displays. Please include options for widescreen resolutions available in game since changing graphics settings causes the widescreen to revert to a normal 4:3 aspect resolution. not being somewhere I can look, but I’m pretty sure that aspect ratio and resolution can be manually edited/added in one of the client_config files. Also move the delete button!!

5 More information in the targeted eyeball thing that mobs/players looking at you get. Specifically having it turn red/flash red/something similar when they are attacking you.

6 A graphic/overlay/wireframe that shows prospecting range & cone.

7 A range indicator for the target info window (where it shows hp/name/etc), sometimes the compass will reset to north or you will need to be tracking something else like a group member.

8 The aggressive/nonaggressive indicator box does not work very well and many(all?) aggressive mobs will show as nonaggressive/green in it. This may be a known issue.

9 Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.

10 Group missions would be nice.

11 The stats on the teammember hp/stam/sap displays are two thin and could have their bar thickness increased. There is a setting for this in one of the client_config files but I don’t know how playing with it will effect the actual graphic the bar goes over

12 Long distance adding of group members, other mmo’s have done this with things such as /invite <name>, by an option in a friends list, or other similar thing.

13 An easier/faster way of equipping armor/weapons/craft tools. Also it’s difficult to quickly tell the difference between similar items such as two different staffs with different bonus’s or different types of ammo. Having the ability to hotkey equip <insert item> would alleviate at least part of this problem. Horizons had a good macro system for equipping things.

14 Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.

15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.

16 A way to merge multiple mats into a single higher quality one (basic>fine, fine>choice, etc). Horizons had something similar with alchemy and it was useful but enough of a pain that people tried to avoid needing it.

17 Currently ranged fighting has an early everquest style “optional” requirement of THOU MUST SHALL ALWAYS BE HARVESTER because of the incredible amount of resources needed to make a useful amount of ammo (9 mats for 12 shots).

18 The Harvesting may need an overhaul. Harmful and gentle extraction “aren’t like originally described”.

19 Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions

20 It is incredibly difficult to collect a useful amount of materials as a harvester. This may change at higher levels, but at low levels they are pretty much useless due to the incredible time it takes to harvest a bunch of mats.

21 The ability to jump

22 Compartmentalized inventory or packs that can be used to sort inventory. At the very least a “stuff I want to keep”, “stuff I want to sell”, and “stuff I haven’t sorted yet” way of labeling things. It’s a nuisance to look at the properties of 10 different swords that were just crafted to make sure that you don’t sell the choice mats one that you use when doing a quest.

23 Better looting systems. /team loot alpha, /team loot random, the ability to have anyone open the corpse but the items show up on the screen for the person who’s turn it is to loot (to even things up for support/ranged classes).

24 Change global chat to include the newbie lands to help prevent new players from feeling like they are in an empty world when they start in a few months.

25 Make it possible to revisit the newbie islands.

26 Better inventory management when selling/buying. Examples given are ctrl-click to select multiple items and shift-click to buy an entire stack of one item

27 /emotename style calling of emotes.

28 Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.

29 More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.

30 “quest item” drops are virtually useless and only serve to frustrate and clutter inventory. You are always going to get at least one completely useless drop on any kill and often times will get nothing other than these unsellable unusable quest items. Please allow us to sell them again or give them some purpose.

31 A toggle to remain in combat and autotarget the last/next critter to hit you.

32 The ability to chain up a bunch of ammo stacks or simply have it autoreload with similar ammo. The ability to make one giant stack of ammo similar to how you could have a 50k stack of ammo in AO and just have your weapon keep pulling from it.

33 Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.

34 Perhaps a visual indicator when you get to 75% pack full, and another at 90%??? that way i can hunt without constantly looking at the "p" screen. if i see a "scales" symbol i know i'm getting close, and when it changes to a "red Scales" then i know i need to hit a town quickly.

35 A way to Auto Select weapons or groups for duel wielders

36 Remove some of the useless NPCs in the towns. Theirs just to many that get in the way

37 Better Targeting system. How about the TAB key to cycle nearby targets instead just the space bar for the nearest

38 Ability to create my own chat tabs and chat forums

39 Ability to dock private message tabs

40 Better descriptions for the stanzas and upgrades

41 When prospecting for specific minerals and mineral types you should ONLY find what you specify in the skill/stanza setup.

42 When harvesting for specific mineral types you should ONLY harvest what you specify in the skill/stanza setup.

43 An idea was for a way to reset your skills up to level 30 (while you're still in newbieland). We all make some bad choices up tot hat point and instead of recreating it would be much simpler to reset and get back the skp. I think it would be best to reset skills individually since it is only up to level 30 that isnt very overpowered. Each 10skp you reset drops you a level in the skill and each time you delete a low ranking skill like Extraction1 it would take away extraction 2 (giving you back those points). Or more simply: Only allow the resetting of skills that don't have dependants so that you'll hae to reset the highest level first and work your way down. Basically a way to remap your skills.

44 Another topic idea is to edit the "Aura" skills. They're currently quite underpowered for the recharge time. I have to concur as I have Aura Hp 2 and I can't noticeably see the effect of those 12 regens while its activated. Suggestion: Make the regen more noticeable/last longer or cut the recharge to 5 minutes or so.

45 I know for a fact that ranged combat needs to be revised. IMO, doing something like upping the ammo caches fivefold would be a good idea - you'd get sixty shots before needing to reload, and you'd actually get a reasonable amount of ammo from harvesting. Tone the price of individual bullets down, though, so you can't make easy money from it.

46 Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander

47 Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)

48 I'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used.

49 Noticeable notification of new emails, via a notification box, audible sound, or a combination of the two.

50 Smaller dockable progress meters. The current progress takes up a great amoung of much-needed space. It would be nice to have the option to have a few small bar graphs onscreen to monitor advancement in selected skills, rather that checking the progression window every so often.

51 Option for guild leaders and officers to send a guildwide email with a simple click of a button, as opposed to manually sending it to each person or entering names of everyone in the guild.

52 More skilltrees. Including shields, quartering and upgrading mats.

53. Database of known bugs

54. A way to remap skills eventually, after level 30 or so.

55. Hotkeys, hotkeys, hotkeys.

56. More crafting and harvesting missions for the noob-land

57. Real-life uses for the meat. Such as cooking and enfusing with a spell for health.

58. Widescreen settings in the config.

59. Another pay option to get to the other lands.

60. Audio for private messages (tells).

PLEASE REMEMBER TO BE CONSTRUCTIVE. If you don't have anything to add to the wishlist please don't post. Thank you.
Last edited by cerest on Thu Sep 30, 2004 9:03 pm, edited 1 time in total.
Cerest
Community Liaison
User avatar
gralen
Posts: 466
Joined: Thu Sep 23, 2004 1:04 am

Re: Feature Wishlist.

Post by gralen »

raynes wrote:You are aware that those teleport machines and those tickets only work after you have been to the new location, right? Plus there is a big issue with those roleplayers who refuse to support the Karavan.


Kami teleports work just as well and are available in each continent as well. (More in Burning Desert/Witherings, less in Verdant Heights/Aeden Aqueous but still there in all populated continents).

Just noticed that Svayvti posted this as well...ah well.
User avatar
Cilar
Posts: 221
Joined: Thu Sep 16, 2004 5:11 pm

Re: Feature Wishlist.

Post by Cilar »

I was thinking about the cosmetic skills branch (tattoos and hair) planned in patch TWO. It would be great if we could get a different tattoo for each guild.
User avatar
cerest
Posts: 715
Joined: Tue Sep 21, 2004 10:00 am

Re: Feature Wishlist.

Post by cerest »

Cilar wrote:I was thinking about the cosmetic skills branch (tattoos and hair) planned in patch TWO. It would be great if we could get a different tattoo for each guild.



Hmm, like a real tribe? ;) Interesting thought but I wonder if the devs would feel like generating that many special tatoos?
Cerest
Community Liaison
sivrup
Posts: 8
Joined: Thu Sep 23, 2004 8:29 pm

Re: Feature Wishlist.

Post by sivrup »

Streamline the login. I don't need to accept the EULA EVERY time i logon, I should not have to "select" my server every tine, since there is only one choice.
User avatar
Cilar
Posts: 221
Joined: Thu Sep 16, 2004 5:11 pm

Re: Feature Wishlist.

Post by Cilar »

cerest wrote:Hmm, like a real tribe? ;) Interesting thought but I wonder if the devs would feel like generating that many special tatoos?


Well, the symbol would be the same as the one we pick up at guild creation.
User avatar
ozzy111
Posts: 76
Joined: Wed Sep 22, 2004 6:53 pm

Re: Feature Wishlist.

Post by ozzy111 »

raynes wrote:Two things that were listed that are very bad ideas.

1) The ability to return to the noob island.
There is no reason to go back there once you have left. The only thing that would result in is the ability to do things in a very easy, low risk manor.



I disagree for this reason only.

IF we are taking care of OUR people what better way than to greet them, show them around, and take them by the hand to get them as far along as possible in the quickest amount of time in a safe invironment. As you all well know the current Greeters are less than desirable as I have seen posted in this forum on more than one occasion.
User avatar
chevelle
Posts: 52
Joined: Tue Sep 28, 2004 1:24 am

Re: Feature Wishlist.

Post by chevelle »

Thankyou very much for your gratitude! While playing I had a few inconviences I thought I would add.

Lag has gotten very bad lately, is it just the server? Yo-yo effect is killing! (skipping ahead and backward while running instead of smooth).

Making the first Matis Pistol requires 1 of 4 different mats while the basic ammo takes 9 4 6 2 (Along those lines). Perhapssss the plans were assigned wrong? It'd make more sense for the ammo to take less mats right!?

Currently the two hardest stats to raise are Int/Wis and Sta/(er whatever the regen is i forget). Focus and Hp both have multiple skp categories you can spend it on. Would it be possible to maybe add Int/Wis to Craft and Sta/* to Harvest? I think it makes sense in an RPG aspect: Crafting takes knowledge and harvesting takes grueling stamina. Just an idea tho.
`~+~`~+~`
Chevelle Angel
Proud Member of Minyatur
`~+~`~+~`
t41nt3d
Posts: 33
Joined: Mon Sep 27, 2004 5:40 pm

Re: Feature Wishlist.

Post by t41nt3d »

cerest wrote:15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.


Perhaps when you become higher levels and you pick a more "defined" skill (i.e. whether you want to make weapons, armor, jewellery) just slightly change the chance in getting those items needed to make what you specialise in, there for you still get all the items but you more frequently get the items you would most use. What do you reckon?
---------
TainteD
---------
Locked

Return to “General”