Proposed Changes for "Saga of Ryzom"

Come in, pull up a chair, let's discuss all things Ryzom-related.
Post Reply
ark014
Posts: 83
Joined: Thu Jan 05, 2006 7:31 am

Proposed Changes for "Saga of Ryzom"

Post by ark014 »

Here are some changes I would like to see in "Saga of Ryzom". Can others add their proposed changes to this thread?

a) More quests, and more detailed quests. Also in some cases one quest would lead to another.
b) We MUST have the ability, at least some of the time, of breaking off combat with a creature or NPC by running away from it, and stopping all of our own char's attacks on it.
c) A "peace" command would be nice, if you don't counterattack and instead do /peace, perhaps the creature or NPC would leave you alone.
d) The /maskscent command from SWG, to reduce chances of creature attack, was one of my favorite features. Perhaps Ryzom could have something like this.
e) We should have the ability to create a waypoint, have a waypoint appear on the map, and be able to "email" waypoints to other Ryzom chars.
f) We should have the ability to have our Ryzom char "email" items, mats, and dappers to another Ryzom char (as long as the receiver is not a n00b island char getting something from a char not on the same n00b island).
g) Combat postures like stand, kneel, prone add a bit of strategy to the game. Conceal and ambush commands would also be fun.
h) NPCs have dappers only to loot, they should have items as well (if and only if looted items are not superior in quality to crafted items). Another possibility is to have NPCs carrying components that crafters could use to help make superior items.
i) "Pets" in Ryzom besides Mektoubs should be allowed. This includes combat pets that would attack your char's enemies on command. (Mektoubs can only be ridden or be used to carry objects; I believe they cannot attack anything). If you want to see a tidal wave of ex Star Wars Galaxies players come into Ryzom, just add "Creature Handling" as an option! :)

Thanks,
Amphiaraus
Yrkanis City
"Lost Guild of Atys"
User avatar
rushin
Posts: 1889
Joined: Tue Sep 28, 2004 11:40 pm

Re: Proposed Changes for "Saga of Ryzom"

Post by rushin »

removed one's i don't have an opinion on :p
ark014 wrote:a) More quests, and more detailed quests. Also in some cases one quest would lead to another.
maybe ) rite missions go some way towards that, but quests always become dull very quickly.
ark014 wrote:b) We MUST have the ability, at least some of the time, of breaking off combat with a creature or NPC by running away from it, and stopping all of our own char's attacks on it.
we already do :)
ark014 wrote:c) A "peace" command would be nice, if you don't counterattack and instead do /peace, perhaps the creature or NPC would leave you alone.
run, or find some water or guards :)
ark014 wrote:d) The /maskscent command from SWG, to reduce chances of creature attack, was one of my favorite features. Perhaps Ryzom could have something like this.
havent played SWG so unsure how it works, but if u mean travelling with less risk of being attacked then sneaking is the answer. The best skill to develop in Ryzom is an awareness of your surroundings, it will let you travel anywhere without having to attack
ark014 wrote:f) We should have the ability to have our Ryzom char "email" items, mats, and dappers to another Ryzom char (as long as the receiver is not a n00b island char getting something from a char not on the same n00b island).
that would be great actually :)
ark014 wrote:h) NPCs have dappers only to loot, they should have items as well (if and only if looted items are not superior in quality to crafted items). Another possibility is to have NPCs carrying components that crafters could use to help make superior items.
no! no! no! not ever!! one of Ryzoms strengths is its crafter orientated approach, mobs drop craftable items and uber mobs drop mats that make the uber equipment
ark014 wrote: i) "Pets" in Ryzom besides Mektoubs should be allowed. This includes combat pets that would attack your char's enemies on command. (Mektoubs can only be ridden or be used to carry objects; I believe they cannot attack anything). If you want to see a tidal wave of ex Star Wars Galaxies players come into Ryzom, just add "Creature Handling" as an option!
has been on the long term planning list for a while (too long ago for me to find a post), along with umm other fun stuff :)
[COLOR=Silver][COLOR=Orange]rushin [/COLOR]~ asleep[/COLOR][COLOR=Silver]
[/COLOR]
User avatar
arfindel
Posts: 571
Joined: Sun Nov 06, 2005 8:14 am

Re: Proposed Changes for "Saga of Ryzom"

Post by arfindel »

Hehe, I came from a Galaxy far far away, a time that seems very long to me now and I understand what you're suggesting. My first reaction was to compare and cry for some skills.... but as I was a real die hard there and seen for almost three years the game changing and the consequences to these changes, I abstained from posting wish lists and try see why some things are not in here and if they are really omissions or they are better absent. Let's see this list a bit:

1. Missions. They can be a bit mroe immersed in the lore, I confess. But as I am no mission lover, and never was, maybe I leave others to express opinions.

2-3. In Ryzom avoiding combat is a skill at least as important as combat itself. One of the most brilliant and close to reality ideas the creators ever had. It has under it the meaning that it is not enough to have big muscles, or big guns to survive. You have to be clever enough to not engage in a combat you cannot win, and you are clever enough to run (and know where to run) before you got so wounded that you cannot anymore. Breaking aggro is possible in Ryzom, only it's not that easy peasy as typing /peace.

4. Maskscent is not necesary here. It is replaced by something much less artifficial: the knowledge of places and of mobs. Scout is a real proffession here. Ask around who can do treks. Ask them to trek you and concentrate all your attention on what they do. They have different startegies. Some are hugging the walls, some are running right through the middle, others combine. SOme are based on clearing a path by force, others are just waiting, others know so well the migration of the animals packs that they kno where they will find them in a certain season. Scout is an actual proffession here, one of the hardest, based on loads of experience, space orientation and senses accuracy. Ryzomers don't need maskscent really, it would spoil lots of the fun.

5. There are some nice things to loot. Aen's armor, Heffaeh jewels and so on. But what Rushin sais is perfectly right. The craft system is amazing. Not everything has been discovered yet in all the possibilities a crafter has. More loot would compromise this. But maybe your need for loot is caused by the pretty poor market on vendors. To this I would agree. Creating shops in appartments, and the ability to invite there people or give free access would help.

6. Tipping from a distance was nice. Still... we are not in a post-modern society but rather in an ancient one... I would just go for letting a player have sort of post office box. Where he could allow others to drop things for him.

7. I never liked making pets fight for you but I've heard loads of players enjoying this... anyway, if it may come true, it should be taken in consideration with most care as it can easily unbalance the fighting game mechanics. Do not forget lots of elementals are pretty sensitive to clsoe combat attack. Now a master ele + fighting pet could be an unwished FOTM.

8. I am editing because I have already confused the numbers but nm, I am one of the most distracted homins I know anyway :) ) I said somewheer else why I am against waypoints. Waypoints, same as vehicles ease too mcuh orienattion and their direct and indirect consequence is that players never realise anymore what looks like the world they are playing in. Most of the graphic artists work is lost, and all the game becomes sooner or later a race to take your levels fast.

9. "Combat postures like stand, kneel, prone add a bit of strategy to the game. Conceal and ambush commands would also be fun." Something I agree 99%. Strategy of the game is very complex already, and creating actions as well as using them in a good sequence (I don't think there are correct sequences, only good or bad depending on context) makes your character unique. But animations mainly in melee are basic at most. As an old TKM in SWG I miss that a lot. And some more animation to the poor melees and healers could not hurt anyone, mainly fi you compare to the elemental portofolio of images that is quite impressive.


But over all I wish... eh, I would only wish Ryzom be successful and live for a very long time :)

Have fun, SWG-er, and open yourself to a totally new world.
>>> FAA - TS <<<
primus inter pares

------------------------------------------
"Since once I sat upon a promontory,
And heard a mermaid on a dolphin's back"
jamela
Posts: 1413
Joined: Sat Oct 02, 2004 11:16 am

Re: Proposed Changes for "Saga of Ryzom"

Post by jamela »

Very nice reply, Arfindel.
ark014 wrote:....
b) We MUST have the ability, at least some of the time, of breaking off combat with a creature or NPC by running away from it, and stopping all of our own char's attacks on it.
....
e) We should have the ability to create a waypoint, have a waypoint appear on the map, and be able to "email" waypoints to other Ryzom chars.
I think it's F6 to break off from combat. F12 will deselect your target, doing much the same thing. Then you'd better run as fast as you can :)
Right click on your map to make a "waypoint" which you can then click on for your compass to point towards it and tell you how far it is. You can't send them to someone else though, and I totally agree with Arfindel's comments on this.
blaah
Posts: 1333
Joined: Tue Dec 14, 2004 7:43 am

Re: Proposed Changes for "Saga of Ryzom"

Post by blaah »

jamela wrote:I think it's F6 to break off from combat. F12 will deselect your target, doing much the same thing. Then you'd better run as fast as you can :)
yes, F6 to leave combat, but no, "cancel target" does not leave combat.
you need to press F6 to leave combat if you want to go to swimming.
asaji
Posts: 5
Joined: Wed Jan 11, 2006 11:49 pm

Re: Proposed Changes for "Saga of Ryzom"

Post by asaji »

Eh, some of the changes would be nice, as a SWG launch vet, I can say i really dont want SWG 2 on Atys though. Bring on the canopy, thats what i really want to see.


Asaji
High Officer
Guardians of the Lost
doustin
Posts: 118
Joined: Sat Oct 08, 2005 3:41 am

Re: Proposed Changes for "Saga of Ryzom"

Post by doustin »

I dont agree at all for b to f points.

For me there are too many things to change to make it perfect but anything that goes to realism and inmersion is a good way.

Lately i have seen nice things in SoR like an event where you could talk with characters that were not NPCs but part of the event.

A game almost without any ubber items ( just quartered items that i dont like cause i dont want to depend on a crafter for everything ), without real challengues ( Aen it is not a challenge, it is just cheated so that you have to make real odd strategies to kill it ), without any good quest, without any realism or inmersion needs at least lot of events so that ppl ( mainly high lvl players ) have something but just grinding and chatting.
User avatar
acridiel
Posts: 6318
Joined: Mon Oct 04, 2004 3:18 pm

Re: Proposed Changes for "Saga of Ryzom"

Post by acridiel »

http://www.ryzom.de/forum/showthread.php?t=21381

Here´s the thread for just that. ;)

Ehm, but One thing I have to say.
What do I need a "conceal" command for, if I CAN conceal myself, i.e. watch out for the Animals. I am one of the above mentioned "Scouts". I pride myself on beeing able to walk through the whole of the verdant hights without once having to fight. It takes a while but it is a challange I truly enjoy. And of course it took a while to learn the Animals behaviour and the lay of the land.
I even recently managed to get a noob to the Enchanted Isle lake, without having been there before myself. Just by observing our surroundings.
So I won´t let a simple command spoil the Fun, for me and a lot of others. ;)

Acridiel
Last edited by acridiel on Thu Feb 23, 2006 1:52 pm, edited 1 time in total.
Take a look at the collected Works of Ryzom Players all over the World!
At"Ryzom Movies"!![highlight]
238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
[highlight]SoR Score Musics including Trailers!![/highlight]
Ryzom:
We dare to be [color=green]different! Do you dare to adapt?[/color]

Ryzom on Vimeo-Videos!/Ryzom Ning-Network/Die Lore auf Deutsch!
Bardentreffen / Atys Kundschafter
yaten
Posts: 94
Joined: Sat Jan 07, 2006 4:22 am

Re: Proposed Changes for "Saga of Ryzom"

Post by yaten »

Making it to the EI lake? That's impressive ... I went as a character who couldn't afford to fight there alone, and was stopped by a wall of aggro leaving the portal from Blackwater.

As for the OP's points, I'd like to see the landmarks have a bit more precision, and maybe have e-mail a bit more intergrated, but that's about all at the moment.
User avatar
acridiel
Posts: 6318
Joined: Mon Oct 04, 2004 3:18 pm

Re: Proposed Changes for "Saga of Ryzom"

Post by acridiel »

We went even further, to the Kami Camp there. ;)
Just trust the Force *GG* :D
Take a look at the collected Works of Ryzom Players all over the World!
At"Ryzom Movies"!![highlight]
238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
[highlight]SoR Score Musics including Trailers!![/highlight]
Ryzom:
We dare to be [color=green]different! Do you dare to adapt?[/color]

Ryzom on Vimeo-Videos!/Ryzom Ning-Network/Die Lore auf Deutsch!
Bardentreffen / Atys Kundschafter
Post Reply

Return to “General”