I just for the first time read about Ryzom Ring (I guess by the timing of my coming back I hadn't heard of it), and I intend to design endgame content similar to high end raids in Everquest. I'm a programmer and game designer with a mix of professional and amateur experience. I've been told very good things about what I've done, and am confident that I produce polished and creative work. Lawrence, please read my PM too. Based on the comments up now on Ryzom-Ring, it's likely I'll be able to produce some difficult 9-team level 250 content. I'd really like ideas from anyone else creative and interested in content like this, and I'll type more of my initial ideas below.
Here are a few samples of content for existing games I've made, for anyone familiar with them... TZ.WAD contains two Doom 2 maps (01 and 02). Both maps are Deathmatch only, and will place you in 1 of 32 random tunnels to start each life before being teleported into the map. The difficulty will set what you start with and what's available. 1/2 starts with a random weapon + ammo, ammo/health only in the levels. 3 starts with a shotgun + ammo, weapons/ammo/health in the levels. 4/5 starts with max health and armor, weapons/ammo only in levels (this is the cheeseless one IMO :) . Level 01 is an open arena, lots of fun but short shelf life, and level 2 is a castle (what's *really* worth showing), minus a couple features that I never took the time to rebuild after having to remake the WAD:/ Take the small tunnel in the only lift to see the cavern below. Made entirely with the original graphics. Not to be modified or released, etc :)
More content, recently remade the Metroid (original!) worldmap, based on more modern design ideas. Metroid Z is the remade ROM. Brinstar and Norfair are fairly straightforward, with no secret bombable walls, and a more linear progression of items. Places where an item is needed should be fairly clear. The miniboss lairs should be tougher, requiring all accessory items to access, and include some tricks. DO NOT CONTINUE or use passwords, or you may lose energy tanks and missiles. Use save states in an emulator. Keeping the rooms with red doors all the same would have been too restricting in what I wanted to do. I almost put a halt or infinite loop just before the routine that displays a password, but items/location/bosses beat and important things are retained if you want to continue :P
I feel like I'm writing a resume lol -- I just want everyone who cares to know that I'm looking to produce some high quality Ryzom content. I'm hoping the R2 scripting language will allow some things I'm thinking of now.
Anyway, on to a couple initial ideas... Flagging of some sort would be nice. This is just wishful thinking on my part, I'm expecting no teleports in player made areas and no restrictions on what maps players can enter from the teleport points in the original worldmap. I would never make a mess like Everquest Planes of Power flagging, but possibly a region with a difficult event that's only accessible after completing 4 other events. Simple flagging like that. That kind of goal can make for some good, hard, lasting content for guilds :)
As a reward, depending on how instancing and respawn timers will work, unique loot may work without any camping/respawn watching. I would really not want to try to push for unique loot otherwise. If it would create negative situations among players, though, ideas for rewards other than gobs of supreme mats are welcome...
I'd also like to be able to make fights where careful execution was *key*, if there's any creative way to rig things so that once dead, you can't be raised for a minute or so. Forcing teams to carefully use slow and other afflictions or risk a full wipe deep within the zone make for exciting and hard content.
Swarms of lowbie MOBs spawning can also be used in a lot of ways. Other ideas are more than welcome... I'd like to have a lot ready to try to make as soon as the R2 tools allow.
Endgame content inc
Endgame content inc
Last edited by aelvana on Wed Jul 20, 2005 9:29 am, edited 1 time in total.
Re: Endgame content inc
I am waiting for R2 too. And i wont give you my ideas 
I have to wait until R2 is out to see the possibilities. The more the better. Price of hosting is another thing. Its about if i can afford more then one map. Maybe the maps are large enough to hold two "themes". We will see.

I have to wait until R2 is out to see the possibilities. The more the better. Price of hosting is another thing. Its about if i can afford more then one map. Maybe the maps are large enough to hold two "themes". We will see.
Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Re: Endgame content inc
While I don't have any experience programming games/scripting and such, I do have an idea as to what would be fun/engagin/meaningful in terms of content for the game. I'd be interested to hear some of your ideas.
Making encounters that required a solid amount of strategy would be needed to keep all player types involved (Melee/Magic). Maybe even events in the dungeon that can only be passed using items that must be dug by foragres. And while they search they are constantly being attacked and must be defended! Ok, enough Kashius...
I wonder if there will be the option to set the loot table for 'bosses'. If so, that opens up some doors for nice quest chains and rewards that would be worth getting a group together to go get. Of course you can't have them dropping crazy weapons as that would be all anybody wanted to get and nt crafted items. But maybe pieces of a weapon that you needed a crafter to forge together in combination with foraged mats or something. Or unique patterns for armor with different graphics and stats geared towards certain play styles. Oh the possibilities. (Man, can I ramble or what?)
Anyway, I don't really know what you were looking for as a response to your post, be it feedback or suggestions. Know, however, that I am definitely interested in this Ryzom Ring bit.
-Kash-
Making encounters that required a solid amount of strategy would be needed to keep all player types involved (Melee/Magic). Maybe even events in the dungeon that can only be passed using items that must be dug by foragres. And while they search they are constantly being attacked and must be defended! Ok, enough Kashius...
I wonder if there will be the option to set the loot table for 'bosses'. If so, that opens up some doors for nice quest chains and rewards that would be worth getting a group together to go get. Of course you can't have them dropping crazy weapons as that would be all anybody wanted to get and nt crafted items. But maybe pieces of a weapon that you needed a crafter to forge together in combination with foraged mats or something. Or unique patterns for armor with different graphics and stats geared towards certain play styles. Oh the possibilities. (Man, can I ramble or what?)
Anyway, I don't really know what you were looking for as a response to your post, be it feedback or suggestions. Know, however, that I am definitely interested in this Ryzom Ring bit.
-Kash-
Re: Endgame content inc
What I'm looking for is ideas to make fights (or getting to the target mob) challenging for a team of 9, that could be used in long scripted events. Also suggestions on ways to try to implement flagging (you need to have completed events A B and D to do event F), quests/prequests, loot and rewards.
Also what anyone into content like this would want to see, or not see.
Storyline ideas too ... ones that would fit in the Ryzom world ... anything anyone thinks of that they're not using themselves :P I don't have an excuse yet to have the chain of events. I really need to make myself an expert in Ryzom lore :P If nothing else, a named kitin as the ultimate target, that seems to be trying to execute some plan, with homin NPCs to provide the story text. I'd be more interested in making the events fun, and will focus more on that. I'm not the best creative writer anyway, so ideas here are MORE than welcome...
Psylo, anyone who can do this kind of thing and has ideas should :P If you want to do the same thing I do, hell yeah, cause I want some content like that to play through too :P I want to bounce a few ideas around here to get the pot stirring...
Kashius, I didn't even think yet of involving foraging, pre-quests to gain access to event regions and things...having to dig during the timed events themselves could also be used in some fun ways I think 8)
EDIT: And this is all just ideas ... who knows what all they'll allow in the script language ... though most all ideas will likely be implementable in some fashion.
Also what anyone into content like this would want to see, or not see.
Storyline ideas too ... ones that would fit in the Ryzom world ... anything anyone thinks of that they're not using themselves :P I don't have an excuse yet to have the chain of events. I really need to make myself an expert in Ryzom lore :P If nothing else, a named kitin as the ultimate target, that seems to be trying to execute some plan, with homin NPCs to provide the story text. I'd be more interested in making the events fun, and will focus more on that. I'm not the best creative writer anyway, so ideas here are MORE than welcome...
Psylo, anyone who can do this kind of thing and has ideas should :P If you want to do the same thing I do, hell yeah, cause I want some content like that to play through too :P I want to bounce a few ideas around here to get the pot stirring...
Kashius, I didn't even think yet of involving foraging, pre-quests to gain access to event regions and things...having to dig during the timed events themselves could also be used in some fun ways I think 8)
EDIT: And this is all just ideas ... who knows what all they'll allow in the script language ... though most all ideas will likely be implementable in some fashion.
Re: Endgame content inc
I think something what is called raid in other games will be highly appreceated. Combat combined with strategy. Battles that need not only strong chars but also a little brain and teamwork.aelvana wrote: Psylo, anyone who can do this kind of thing and has ideas shouldIf you want to do the same thing I do, hell yeah, cause I want some content like that to play through too
I want to bounce a few ideas around here to get the pot stirring...
In the latest letter on ryzom-ring.com mounds, sentries, spawns and there connection among each other is descibed a little. I think with more the one mound one can setup battle szenarios that needs more then power. Also the distance you use to put a sentry away from its mound is a nice trigger. With this you can setup szenarios where you have to watch your back all the time. Maybe one can even setup on mound as sentry for another, bigger mound. This and many more must be checked when the software is available.
In a second step, if we will ever be able to build our own landscapes, i allready have the idea of a "traditional" cave based labyrinth. Narrow caves like the one PR entrance in Fyros.
For RP i see similar projects. I fear there will be no way to place a trophy. Even if its worthless. But there might be a workaround, since we can set the text of NPCs. So one could setup sort of crossword riddle with NPCs and some Bandit and Kitin fighting in between.
I really want to give this R2 a try

Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Re: Endgame content inc
Yea, I was kind of thinking that it could be something that is split into a couple different parts of the same quest.
1. Quest is given and you are told you need to retrieve object X...simple enough. You are told where to go and that's it.
2. You get to said place, whack a few mobs in the standard fashion and get to a door or otherwise impassable place. Beside/next to/infront there is an altar/pedestal. Empty of course. You interact and it says there is supposed to be an object there...say a jewel of some sort. You get a hint of it's whereabouts (somewhere in the same instance) and go there. Sub quest begins...
3. Get to the hinted at spot and have a couple midh-high level diggers do their thing. Bam, mobs spawn (protectors). Diggers must be defended as to not be interrupted. When object is found mobs continue to spawn/chase carrier (have one person be the runner, other hold them off) until item is traded to alter (like when you give NPCs packages). Sub quest ends door opens. You continue on.
After which of course there would be more mob whacking, patrols that you have to watch for as you pull. Couple named things in there with minions. Mobs grouped in a way that a bad pull could mean a wipe. Lowbie mob AoE opportunity (those are always fun). A boss or two. Maybe a couple timed events thrown in. Some of these would be in the form of sub quests given in the instance, others would come as you go.
Instead of the usual materials dropped for crafting, perhaps you would get pieces of items. Like a shaft for a 2h axe that has a big damage modifier on it. Combined with some nice mats you end up with a nice 2h Axe. Or armor lining with +Parry/Dodge on it. You get the idea. Might even open the door to set pieces. You would still need a crafters services to forge the item. And the different pieces are attained through different parts of different quests. Result is some nice opportuniteis for crafters to get into the act as well and a decent reward besides fame/dappers for your trouble.
So there is some strategy, planning, teamwork, multiple char types in the act, fun and something worth running more than once all wrapped up in a nice 2 or so hour affair. It would be the start of, "Help with XYZ Quest" threads, as you wouldn't just be able to throw elementalists at the issue. You get a nice fame reward, some dappers and maybe a nice item piece or two (anything named would have loot table). That is kinda off the top of my head...kinda tired. What do you think?
-Kash-
P.S. Is it just me, or does anyone else think the named 'boss' animals running around should have something to do with a quest or two?
P.P.S. I also have some ideas for some not so combat heavy things that could let the diggers get their own instance.
1. Quest is given and you are told you need to retrieve object X...simple enough. You are told where to go and that's it.
2. You get to said place, whack a few mobs in the standard fashion and get to a door or otherwise impassable place. Beside/next to/infront there is an altar/pedestal. Empty of course. You interact and it says there is supposed to be an object there...say a jewel of some sort. You get a hint of it's whereabouts (somewhere in the same instance) and go there. Sub quest begins...
3. Get to the hinted at spot and have a couple midh-high level diggers do their thing. Bam, mobs spawn (protectors). Diggers must be defended as to not be interrupted. When object is found mobs continue to spawn/chase carrier (have one person be the runner, other hold them off) until item is traded to alter (like when you give NPCs packages). Sub quest ends door opens. You continue on.
After which of course there would be more mob whacking, patrols that you have to watch for as you pull. Couple named things in there with minions. Mobs grouped in a way that a bad pull could mean a wipe. Lowbie mob AoE opportunity (those are always fun). A boss or two. Maybe a couple timed events thrown in. Some of these would be in the form of sub quests given in the instance, others would come as you go.
Instead of the usual materials dropped for crafting, perhaps you would get pieces of items. Like a shaft for a 2h axe that has a big damage modifier on it. Combined with some nice mats you end up with a nice 2h Axe. Or armor lining with +Parry/Dodge on it. You get the idea. Might even open the door to set pieces. You would still need a crafters services to forge the item. And the different pieces are attained through different parts of different quests. Result is some nice opportuniteis for crafters to get into the act as well and a decent reward besides fame/dappers for your trouble.
So there is some strategy, planning, teamwork, multiple char types in the act, fun and something worth running more than once all wrapped up in a nice 2 or so hour affair. It would be the start of, "Help with XYZ Quest" threads, as you wouldn't just be able to throw elementalists at the issue. You get a nice fame reward, some dappers and maybe a nice item piece or two (anything named would have loot table). That is kinda off the top of my head...kinda tired. What do you think?
-Kash-
P.S. Is it just me, or does anyone else think the named 'boss' animals running around should have something to do with a quest or two?
P.P.S. I also have some ideas for some not so combat heavy things that could let the diggers get their own instance.
Re: Endgame content inc
For diggers and crafters, could do a quest where you have to get certain mats, but they only spawn in certain areas, and you have to sneak past the guards/patrols to get to them. Toss in haveing to make the mats into something, and there you have it.
Re: Endgame content inc
Or combine them.
Drop a group of people into a very hostile area totally naked (well, refugee clothes?) and with no items whatsoever except picks and crafting tools.
Have fun with it and only put basic amber (or no amber!) on the map and really limit mages so they don't just nuke they're way to the goal.
Drop a group of people into a very hostile area totally naked (well, refugee clothes?) and with no items whatsoever except picks and crafting tools.
Have fun with it and only put basic amber (or no amber!) on the map and really limit mages so they don't just nuke they're way to the goal.

Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Endgame content inc
sehracii wrote:Or combine them.
Drop a group of people into a very hostile area totally naked (well, refugee clothes?) and with no items whatsoever except picks and crafting tools.
Have fun with it and only put basic amber (or no amber!) on the map and really limit mages so they don't just nuke they're way to the goal.![]()
if we are all naked our only choice would be to use magic to survive, even without an amp a high level mage and healer can be pretty useful
what would be best is if the quest did something... like harvest xx wood, and if you get tama wood you can make a big blue building on your outpost, it would be very interesting if outposts required materials instead of/in addition to dappers and had appropriate stats, i dont know what else a quest liek that could build, dappers ...ehh....fame...eh...
Re: Endgame content inc
But if there was some sort of adversary to defeat, well crafted heavy armor and melee weapons would play a much larger role if the mages are without amps.
I would think?
I would think?

Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark