New Features for "Saga of Ryzom"

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ark014
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New Features for "Saga of Ryzom"

Post by ark014 »

Ryzom is lacking some features present in many other MMORPG's.

a) I suggest allowing crafters to create food and drink that heals (or buffs) char stats in Ryzom (either rapid healing, or else raising the stat to a higher than normal level for a specified period of time).

These buffs would heal (or buff) HP, Sap, Stamina, Focus, Metabolism, Wisdom, Balance, and Will.

Each food or drink would have unique properties, buffing or healing one or more of the above stats. Quality of the food or drink would be determined by the quality of the resources used to make it.

b) SWG is a dying game now, but it had many features I really liked. I suggest adding Entertainer and Doctor abilities to Ryzom; these abilities would heal (or buff) specied stats, and as the Entertainer or Doctor became more skillful their abilities in these areas would be enhanced.

c) The four Ryzom races are too similar, I suggest having racial ability modifiers for each, unique racial items (weapons, armor, etc.), and more creatures that are unique to each race's territory.

d) The game seems to cover creature resources and inorganic resources well. I suggest having more detailed flora resources.

e) Going out in the wilderness pick in hand should be for beginning Harvesters. More advanced harvesters should have a survey tool instead, and if a good resource is found, it would have a finite lifetime and would be collected by an automated harvest machine that would be tended by the advanced Harvester player.

f) I suggest having ground vehicles, and boats/ships, that can carry passengers and items - in addition to the Ryzom "pack mules", the Mektoubs. Aerial vehicles would be nice too. Ryzom is confined to the surface of Atys so space vehicles and space travel would not be appropriate.

g) Why not have discoveries -- create the potentiality for creating new items not seen before (with new capabilities), or else at least allow "experimentation" to raise the stats of existing item types. "Experimentation" would be a developable crafting skill like any other.

Thanks,
Amphiaraus
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rushin
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Re: New Features for "Saga of Ryzom"

Post by rushin »

*smiles* (not quite 10 characters)
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swe999
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Re: New Features for "Saga of Ryzom"

Post by swe999 »

We have consumable buff items as of the new outposts.

They gave us mounts, thats a start...

I dont think changing foraging mechanics is a good idea. It's quite complex if you ever dig in prime roots.
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nillian
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Re: New Features for "Saga of Ryzom"

Post by nillian »

Sounds like you want this game to be SWG all over but with Ryzom's better graphics and the ability to have every skill! :p

I played SWG for ages and loved it, but Ryzom is quite different, and I like that too. Still, with a bit of tweaking some of these ideas would be quite cool. Racial differences would be good, like more of them, and experimentation would be good too, though not how it was in SWG. Anyway, nice ideas, keep em coming!
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sprite
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Re: New Features for "Saga of Ryzom"

Post by sprite »

nillian wrote:Sounds like you want this game to be SWG
Ah 3rd post was the one I was waiting for... surprised it wasnt the first reply tbh but I guess Rush has seen too many of these threads :p

As to the original poster: all/most of the things you suggest sound like fine ideas but I think the reason Ryzom is so enjoyable and has such a loyal (and had such a niche) playerbase is precisely because it isn't just another MMO with pretty graphics and a different storyline :)
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nillian
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Re: New Features for "Saga of Ryzom"

Post by nillian »

sprite wrote:...I think the reason Ryzom is so enjoyable and has such a loyal (and had such a niche) playerbase is precisely because it isn't just another MMO with pretty graphics and a different storyline :)
Spot on Spriteh :)
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lexi44
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Re: New Features for "Saga of Ryzom"

Post by lexi44 »

ark014 wrote:Ryzom is lacking some features present in many other MMORPG's.

b) SWG is a dying game now, but it had many features I really liked. I suggest adding Entertainer and Doctor abilities to Ryzom; these abilities would heal (or buff) specied stats, and as the Entertainer or Doctor became more skillful their abilities in these areas would be enhanced.



Thanks,
Amphiaraus
Matis Island
I have also played SWG for the past two years, and remember quite clearly what doc buffs and entertainer buffs did to that game. It made players basically god-like - that is something I would hope will never happen to Ryzom. I understand where you are "coming from", but personally I like Ryzom because of the fact that a lot of what happens to "you" is based on how skilled you are....not how skilled a doc or entertainer's buffs are.

The fact that you can do virtually *anything* in Ryzom is enough for me. For the first time ever, in any MMORPG, I'm following a Magic class, but at the same time, I will be training melee for the dodge skills. I also greatly enjoy the crafting...and harvesting....in Ryzom. I'm still pretty new, so I have a *lot* to learn still....which for me is where the fun is. I absolutely hated "surveying" for certain resources....I found it to be kind of a waste of time. But in a way, you still have that here....except that it's called "Prospecting".

SWG was an awesome game....back in the day. But it was Star Wars....not Ryzom. I would be disappointed if Ryzom suddenly changed to become more like SWG. Ryzom is it's own unique game, and I love that about it. It's a whole new way of doing things, and personally I like that.

I'm not saying your suggestions are bad...I'm just saying they were fine for SWG, and I think Ryzom works just fine the way it is for Ryzom. We can all hope that someday SWG will turn back into a game that we can enjoy again. In the meantime, I'll enjoy Ryzom....for being Ryzom....and keep SWG in my memories.
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vguerin
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Re: New Features for "Saga of Ryzom"

Post by vguerin »

What some call features, the rest of us may call morphing into other games... SoR is pretty unique in game and community... I don't want another clone.
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yaten
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Re: New Features for "Saga of Ryzom"

Post by yaten »

SWG used to be great ... but it's not really SWG anymore. Changing the game engine isn't a good idea ... tweaking yes, major alterations no, and that's what it would take for these ideas.

As for surveying in SWG, I remember that. If there was something I wanted, I'd find a good planet, and mark EVERY maximum I could find until I found a concentration I was happy with ... it actually tended to form a pattern.
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kayak
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Re: New Features for "Saga of Ryzom"

Post by kayak »

ark014 wrote: d) The game seems to cover creature resources and inorganic resources well. I suggest having more detailed flora resources.

atys is one big plant :P if that isn't enough flora resource for you i dont' knwo what is
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