Added Ryzom Feature Suggestions
Added Ryzom Feature Suggestions
I didn't see this in the immediate area, and while bug fixes and the Scenario Editor are the orders of the day, I thought it would be a good idea to open the platform for new feature requests. I notice there are alot of things missing on the abilities list in Ryzom, such as Stealth, Backstab, Heals over Time (the 200 HP in 10 second kind, not Metabolism), invisibility and other utility spells (while they may already exist i've not seen them in my short time here). Anyways, what spells, powers, or abilities, or new features such as (jumping, flight, new mounts ect) would you like to see in Ryzom in the future?
Re: Added Ryzom Feature Suggestions
Stealth - Skills to help with sneaking have been suggested and discussed often. But most players are against a system where "you hit the stealth button and no mob can see you as long as your stealth skill is above the level of the mob". We like it too much that sneaking past mobs, by staying out of their aggro range, is purely a player skill.
Backstab - I'm not sure how that would fit into Ryzom... opponents sometimes hit you while facing away from you, and casters are usually spinning in all directions anyway
Heal over Time - Yes, please! Let me open a HoT link with the tank and automaticly feed him 500 hp every second. Would save a lot of spinning through the air.
Invisibility - That could be very interesting if it worked like invulnerability. 20 seconds of invisibility, with a recharge timer of half an hour. Would be another possible emergency skill and combined with speed-up could be used to sneak up in outpost battles. Might be a nice rite reward even.
Backstab - I'm not sure how that would fit into Ryzom... opponents sometimes hit you while facing away from you, and casters are usually spinning in all directions anyway
Heal over Time - Yes, please! Let me open a HoT link with the tank and automaticly feed him 500 hp every second. Would save a lot of spinning through the air.
Invisibility - That could be very interesting if it worked like invulnerability. 20 seconds of invisibility, with a recharge timer of half an hour. Would be another possible emergency skill and combined with speed-up could be used to sneak up in outpost battles. Might be a nice rite reward even.
Re: Added Ryzom Feature Suggestions
Ryzom already contains stealth. The difference is, you must learn the skills needed. You have to use your compass to judge the distance between you and creatures, learn which creatures are aggressive and what the sight ranges are (i.e. tyrancha and javing are nearly blind, while vorax see annoyingly far; also, some bandit NPC groups have shorter sight than others), learn relatively safe routes in each region and observe how seasons affect everything, and sometimes simply wait for safe passages between aggro packs to open up or explore alternative routes.I notice there are alot of things missing on the abilities list in Ryzom, such as Stealth
Stuff like invisibility-to-mobs actions seem like easymode features to me.
If you meant something else by "stealth," I apologise...please elaborate? Also, sorry I'm touchy about the subject, but it's been suggested before by people who simply don't want to have to learn how to sneak.
DISCLAIMER: I am not opposed to change, only changes which make the game easier.
EDIT: Disclaimer addendum: I am opposed to the idea of adding mechanisms which make present non-systems into obvious, easy features. For example: dancing. We already have this. There are over a hundred dance moves. They fit well into Atysian flavor. But very few have used them as such because they can't be macro'd, they aren't labelled or pointed out or supported by a skill tree, and they don't exactly fit the conventional gaming definition of "dance moves." But they exist and if you apply real creativity and skill, you can do amazing things with them.
I'd almost like to see material sources that resemble their content, i.e. a little tree spontaneously grows up when you prospect in a wood spot, but it would render part of the Knowledge stanzas obsolete. And perhaps there is a reason all the sources look the same?
Last edited by katriell on Thu Sep 28, 2006 8:54 pm, edited 1 time in total.
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TeiJeng (Leanon)
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"Ryzom: We dare to be different. Do you dare to adapt?" - Acridiel
Re: Added Ryzom Feature Suggestions
Stealth was merely a more graphic example of ability suggestions. As its very common in most MMO's. I can list several i've played that contain it, and calling them Easymode MMO's would be a rather large claim to make.
EQ
EQ2
DAoC
FFXI Online
World of Warcraft <- that one is easy but its still a good game
I've played several more that are not in that list, Shadowbane, RF Online, Dark and Light. But really, I do like the fact you have to Sneak without a "Sneak" power. I never play a Rogue in any MMO so I never DID have Stealth. I was a Paladin, and we called it the ghetto sneak where you "Judge the distance of the mobs aggro range and hope they don't see you."
However, I enjoyed the thrill of that more than being totally invisible. But maybe a watered down version of Stealth would be useful? The ability to walk silently but still be visible. It was a Ranger skill in one of the games I listed back in 99' and while it wasn't put to much use there, since the ecosystem here is interactive I could very well see that being useful here.
Abilities that manipulate the ecosystem of Atys would be amazing utilities. Shapeshifting and other such abilities, changing the weather or having abilities that work better in certain seasons or times of day. But you could probably look at "class" systems in every other game out there and at least see several abilities that could be used to inspire original and cutting edge features in Ryzom. They have created a world with a massive amount of potential. I just figured alot of you would like to see some new powers that you don't have but would like to see.
While implementation is limited by dev staff numbers and financial budgets, your imaginations are not limited. Please post as many ideas as you can.
EQ
EQ2
DAoC
FFXI Online
World of Warcraft <- that one is easy but its still a good game
I've played several more that are not in that list, Shadowbane, RF Online, Dark and Light. But really, I do like the fact you have to Sneak without a "Sneak" power. I never play a Rogue in any MMO so I never DID have Stealth. I was a Paladin, and we called it the ghetto sneak where you "Judge the distance of the mobs aggro range and hope they don't see you."
However, I enjoyed the thrill of that more than being totally invisible. But maybe a watered down version of Stealth would be useful? The ability to walk silently but still be visible. It was a Ranger skill in one of the games I listed back in 99' and while it wasn't put to much use there, since the ecosystem here is interactive I could very well see that being useful here.
Abilities that manipulate the ecosystem of Atys would be amazing utilities. Shapeshifting and other such abilities, changing the weather or having abilities that work better in certain seasons or times of day. But you could probably look at "class" systems in every other game out there and at least see several abilities that could be used to inspire original and cutting edge features in Ryzom. They have created a world with a massive amount of potential. I just figured alot of you would like to see some new powers that you don't have but would like to see.
While implementation is limited by dev staff numbers and financial budgets, your imaginations are not limited. Please post as many ideas as you can.
Re: Added Ryzom Feature Suggestions
Stealth - I'd like to see Sleep have some use here, when successfully linked reducing aggro range, for example, and not causing aggro. And yes, I always thought that walking should make a difference when trying to sneak by certain mobs
Sub-aqua! Jumping and falling. Digging tunnels into the deeper roots in search of the Dragon Riding a source explosion up to the canopy! More flowing water features, and sap. Geysers, springs, waves. Seed planting, animal herding. Building outposts, farms, scientific research centres. Environmental effects of digging and hunting - seems to have been lost in the pipeline since mentioned at last year's IRL. NPC involvement in the world - raiders, tribes and primitives shifting and competing and responding to player influence.
Okay, I don't really want new stuff so much, I want what we already have to be even better.
I came to Ryzom on the promise of being able to influence the world and the story, to develop Atys and rebuild a civilization. We've built a community but we've had an infinitessimal influence upon the world we live in, because we still cannot. R² doesn't really change that, either, being divorced from Atys until some future date when Nevrax decides that someone's scenario may be worth taking up and including.
Sub-aqua! Jumping and falling. Digging tunnels into the deeper roots in search of the Dragon Riding a source explosion up to the canopy! More flowing water features, and sap. Geysers, springs, waves. Seed planting, animal herding. Building outposts, farms, scientific research centres. Environmental effects of digging and hunting - seems to have been lost in the pipeline since mentioned at last year's IRL. NPC involvement in the world - raiders, tribes and primitives shifting and competing and responding to player influence.
Okay, I don't really want new stuff so much, I want what we already have to be even better.
I came to Ryzom on the promise of being able to influence the world and the story, to develop Atys and rebuild a civilization. We've built a community but we've had an infinitessimal influence upon the world we live in, because we still cannot. R² doesn't really change that, either, being divorced from Atys until some future date when Nevrax decides that someone's scenario may be worth taking up and including.
Last edited by jamela on Thu Sep 28, 2006 5:44 pm, edited 1 time in total.
Re: Added Ryzom Feature Suggestions
Personally, rather than getting new skills, I'd like to see more stanzas for the skills we have. We have this great system of making our own actions by combining action stanzas and balancing them with credit stanzas, and it's still fairly limited.
Take the power and aura skills for example. All they have is a time credit, "disable power for x seconds". How about giving us hp/sap/stam credits for them? I could pay a sap self-heal with a life credit to make an action that converts health into sap. A magic aura with no downtime that instead consumes focus every second it's up. A speed-up with no downtime that drains stamina for every step I take.
For melee weapons, we have an increase damage and an increase accuracy skill, paid for by health/stamina and after dodge/parry credits. Why not an increase speed skill? Or a decrease damage/speed/accuracy credit? There could be much more flexibility in the stanza system.
Take the power and aura skills for example. All they have is a time credit, "disable power for x seconds". How about giving us hp/sap/stam credits for them? I could pay a sap self-heal with a life credit to make an action that converts health into sap. A magic aura with no downtime that instead consumes focus every second it's up. A speed-up with no downtime that drains stamina for every step I take.
For melee weapons, we have an increase damage and an increase accuracy skill, paid for by health/stamina and after dodge/parry credits. Why not an increase speed skill? Or a decrease damage/speed/accuracy credit? There could be much more flexibility in the stanza system.
Good, you understand then. Definitely, skills to make sneaking more interesting have often been discussed. A spell to put mobs to sleep without aggroing them, an item to mask your scent, or dressing up as a tribe and hiding amongst themrussnpam wrote:However, I enjoyed the thrill of that more than being totally invisible. But maybe a watered down version of Stealth would be useful?
Re: Added Ryzom Feature Suggestions
would really like an alternative Healing tree
Heal is so vital to parties that the people willing to do it soon outlevel other skills, then are too high when their friends are bringing up secondary trees..
would like to see maybe a chemistry crafting branch, where consumables could be made by players.. make them as bulky as launcher ammo, to avoid the Diablo healpotion spamming..
would like to be able to fine tune digging credits, by using 2 smaller credits instead of one oversize one..
Heal is so vital to parties that the people willing to do it soon outlevel other skills, then are too high when their friends are bringing up secondary trees..
would like to see maybe a chemistry crafting branch, where consumables could be made by players.. make them as bulky as launcher ammo, to avoid the Diablo healpotion spamming..
would like to be able to fine tune digging credits, by using 2 smaller credits instead of one oversize one..
Re: Added Ryzom Feature Suggestions
*coughcough* WorldofWarcraft comming down on us again...
*sigh* No other comment on this one but, Ryzom isn´t "Many games on the market", and fares well with it. And I hope it will continue to do so, even without those "features".
CU and have fun on Atys despite the lack some of these.
Acridiel
Edit: I´m not against change, I´m not against new features, I´m just against making us a clone of others.
*sigh* No other comment on this one but, Ryzom isn´t "Many games on the market", and fares well with it. And I hope it will continue to do so, even without those "features".
CU and have fun on Atys despite the lack some of these.
Acridiel
Edit: I´m not against change, I´m not against new features, I´m just against making us a clone of others.
Last edited by acridiel on Thu Sep 28, 2006 10:15 pm, edited 1 time in total.
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Re: Added Ryzom Feature Suggestions
Give me that skill any day !russnpam wrote:... changing the weather ...
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Re: Added Ryzom Feature Suggestions
acridiel wrote:*coughcough* WorldofWarcraft comming down on us again...
*sigh* No other comment on this one but, Ryzom isn´t "Many games on the market", and fares well with it. And I hope it will continue to do so, even without those "features".
CU and have fun on Atys despite the lack some of these.
Acridiel
Edit: I´m not against change, I´m not against new features, I´m just against makeing us a clone of others.
See, here we go again.
Didn’t you know your not allowed to talk about things you would like to see in the game?
Didn’t you know that anything you suggest will just be a copy and paste from the game your getting your idea from because apparently neverax do not have their own mind and style, or knowledge of their game or the ability to take a game feature and tweak it to fit with in the game they created?
Didn’t you know that any f4eature your going to suggest will be shot down with these typical responses.
1. WoW.
2. This is ryzom.
3. There isn’t enough resources for anything.
4. The developers do not have time
Yep, anything you say or suggest here will get this response.
So allow me to add my list.
1. Real player houses in the REAL world (R2 dosnt cut it)
2. Player clothing options.
3. More mounts.
4. Food items.
5. More options in armor color (That the crafter shooses not the Materials you use).
6. More face,hair, and body options.
7. Entertainment skills such as dancing ETC...
8. Some form of taming skills tree.
9. Guild halls.
10. More events.
12. More later...
Thats a great idea.katriell wrote: I'd almost like to see material sources that resemble their content, i.e. a little tree spontaneously grows up when you prospect in a wood spot, but it would render part of the Knowledge stanzas obsolete. And perhaps there is a reason all the sources look the same?