Added Ryzom Feature Suggestions

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olepi
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Re: Added Ryzom Feature Suggestions

Post by olepi »

Temporary Powers and Weapons -- I would like to see more use of temporary items, like flowers. These could be of two types:

Weapons/Items -- you temporarily get to use a 250 Axe, or get 1,000 rounds of uber ammo, or your armor is twice as good for some amount of time. These items have a limited number of uses, and cannot be traded or sold.

Powers -- allow us to use special powers for a limited time. For example, I killed uber boss ABC, and he dropped the "DA" capsule. This capsule lets you use Defensive Affliction spells at higher levels, for a certain number of uses. Similar to cats and flowers. Or perhaps the DA capsule just gives you one complete spell, with all stanzas already picked, for X number of uses.

None of these items/abilities could be sold or traded, and can only be used by the player that earned them. They have limited uses, and then disappear. This makes the game experience much more varied. As in: "Hey! I just got a DA capsule! I can't wait to try out the spell!!!"

Blackavar
2007 -- 30 years on the Net!
olepi
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Re: Added Ryzom Feature Suggestions

Post by olepi »

Stealth -- I think stealth would be good only in PvP. Perhaps some small amount of stealth works on mobs, with certain mobs able to see through it, but stealth in PvP makes sense. Create a skill tree that lets you get stealth, and the ability to see through it.

This way you could stealth, sneak up on an opposing player, and get the first shot in. Unless, of course, he has higher stealth than you, in which case he may be sneaking up on you! :) Allow for stealth and anti-stealth to be in the same tree. I can imagine a stealthed range shooter, a "sniper", becoming a real problem, requiring someone to go find them.

Blackavar
2007 -- 30 years on the Net!
olepi
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Re: Added Ryzom Feature Suggestions

Post by olepi »

Alchemy and Salvaging -- we already create items from raw materials, so in a sense we already have alchemy. I don't think we should go the whole "potions" route. However, there are two things I would like to see added:

- improved crafting -- let us buy a crafting table, or tables, and put them into our apts, or GH. These allow us to craft better items. If you cannot afford the apt and table, then you go to a communal crafting area, with tables. These let you craft a little better. Or, just do "field" crafting, which is what we have today. I think it is funny to see 100 players sitting outside the stables, doing nothing. They should go to a crafting area, and there should be crafting animations. If you need to craft ammo, you can do it in the field, or get better results at a table.

- salvaging -- have an older sword that you don't use anymore? allow us to salvage it to get some of the mats back. I also think that defeated enemies can be salvaged, so you kill some bandits, get their dropped swords, and salvage mats from them. Since mobs in Ryzom don't drop swords (and I hope they don't, except for NPC's as I mentioned), perhaps salvaging is not as important.

Blackavar
2007 -- 30 years on the Net!
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borg9
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Re: Added Ryzom Feature Suggestions

Post by borg9 »

Add a Faction vs Faction system
Add a harvesting system that allows you to dig materials with a pick and store them in your bag.
Add a crafting system that makes tings out of the things harvested.
Add a melee combat system that allows you to hit things with a sword/pike/spear/staff...
Add a magic system that allows the player to do direct damage to things.
Add a magic system that allows the player to do damage over time.
Add outpost that guilds can fight over.
Add a magic system that debuffs things.
Add a skill system that allows you to build custom attacks and spells
Add chat channels that allow you to communicate with other players.

I will post so more new ideas I have had without copying them directly from other games soon (tm), the above ones are just in the 'idea' stage at the moment but I am sure others will be able to flesh them out a little.
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vladww
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Re: Added Ryzom Feature Suggestions

Post by vladww »

...First of all i'd like to get the encyclopedia completed & evolving...
philu wrote:All I have read from you are some suggestions that are already in game (such as player houses and guld halls).
I think he meant * real * player housing, like already suggested

[thread=24217]*** Here ***[/thread]

- A new - non instanced - Zone near each capital city
--> no mainland clustering

- Small , medium, large & Guild XXL Size plots to buy
--> Prices from 1 million to 100 million dappers, according to size

- A Builder Skill Tree ( Exemple )

Now apart from the huge RP & fun of building your own racial cottage & garden, you may ask " what's the point ? "

Each completed structure of the Cottage would give the owner special benefits :

- Altar (Kami or Karavan or ..Tryton) .............. 1/2 Death penalty
- Bedroom ................................................. + 50% xp , as long as you log off on your bed & for a small duration only
- Kitchen .................................................. +10% Hit points
- Sculpture ............................................... +5 all Fames
- Armory .................................................. +5% to all armor items stats if crafted in front of the armory
- Shellforge .............................................. +5% to all weapon items stats if crafted in front of the Forge
- Amberseed Bench.................................... +5% to all jewels resists if crafted on the Bench
- Fountain................................................ +10% Focus
- Orchard ................................................. +5 Source content
- Garden (Resin or Amber or Sap etc..)........... 10 supreme corresponding mats / day if the garden has been watered for the week
- Silo....................................................... Extra storage

Etc..

* Keep in mind that such an expansion would promote a huge cash sink :
Buying a plot + buying each structures = dozens of millions of dappers = better Ryzom economy

* Each plot would be limited to a number a structures, according to its size
ex : a small plot can contain 4 structures, a large plot can contain 8 structures

* Player RP interaction would be at its best : A carpenter offering his services, a Glassblower needed to complete someone's amber windows, inviting friends for dinner in your trophy full living room etc..

* Special unique structures for Guildhall mansions (from a dancing ballroom to a concert hall ;) )

* Let's not imagine that these buildings would be operational in a matter of days. It would take weeks / months to complete, harvesting the building mats + upgrading the corresponding building skills.

* Finally a Gingo pet to guard your home !



Well just an idea of how i'd see player housing integrated in Ryzom.
I could go on about a dozen new skill trees and their description, about 3D water & aerial exploration, about launchpads, spaceships and other planets ;) but my time is running out.

One thing i don't want : Uber Loot, and an overall dumbing down of the game.

Cya
Last edited by vladww on Fri Sep 29, 2006 4:43 pm, edited 1 time in total.
Vladok ~Fyros Lone Deranger~
Lost: small gingo pet, black with yellow spots
Last seen south of Pyr, reward *20 dappers*

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johntf
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Re: Added Ryzom Feature Suggestions

Post by johntf »

Hell forget I posted its only going to lead to more off topic crap, let someone else explain it if they want.
Last edited by johntf on Fri Sep 29, 2006 5:19 pm, edited 1 time in total.
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mrshad
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Re: Added Ryzom Feature Suggestions

Post by mrshad »

vladww wrote:
...

- A Builder Skill Tree

...

* Player RP interaction would be at its best : A carpenter offering his services, a Glassblower needed to complete someone's amber windows
This has been tried in Horizions, and it didn't work out that well.

There were a variety fo reasons, but the main one was that the time it took to gather items and build on someone else plot could be spent far more profitably grinding XP or simply selling the mats.

Basically, players weren't willing to pay enough to make the job worth it to other players.

There there was the sheer amount of materials required in order to complete the structures. Of course, that could be fixed with proper balancing.

Lastly, the availibility of plots was always a problem, and would be in SoR as well, I think. Everyone would want thier own estate, and that would eat up the availbale real estate in Atys.
"And you believe, despite knowing that the rest of the entire physical universe is nothing but a series of physical reactions, just pebbles bouncing down a board. The only object in fifteen billion light years in every direction that can choose rests inside the boney bowl atop your shoulders. Right?"
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vladww
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Re: Added Ryzom Feature Suggestions

Post by vladww »

mrshad wrote:This has been tried in Horizions, and it didn't work out that well.
I disagree, this is the opposite, it kept a small playerbase from leaving the game.
What killed Horizons is the unplayable lag, mostly.
Anyways balancing is the answer, you said it :)
Vladok ~Fyros Lone Deranger~
Lost: small gingo pet, black with yellow spots
Last seen south of Pyr, reward *20 dappers*

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truce1
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Re: Added Ryzom Feature Suggestions

Post by truce1 »

vladww wrote:...First of all i'd like to get the encyclopedia completed & evolving...



I think he meant * real * player housing, like already suggested

[thread=24217]*** Here ***[/thread]

----------Stuff--------------

Not necessarily what I was talking about but yes. Very close. Housing in the main world in pre-defined plots around the world. (to reduce clutter) Guild halls would be of a similar nature in my mind.

I do like your idea... But I’m not sure about the +'s you list.

The first thing I thought about while reading the ryzom back-story was, "Wow, i wonder what ships would be like in this game". In fact going by some of the art work i have seen in game and out I started sketching and even modeling some "Organic" ships.

When I read about the ring. I immediately thought "It shouldn’t be linked to portals, we should be flying to these areas in ships".

Kind of a cool thing I think.
philu wrote:All I have read from you are some suggestions that are already in game (such as player houses and guld halls) and abuse. Rather than starting off from a very antagonistic stance and berating players for not giving reasons for their dislike of suggestions, you should take your own advice and expand on your suggestions. For example, we already have appartments and guild halls, what do you mean by you'd like to see them? What new features would you like to see there? Campfires? You never been to Dyron? Or one of the other camps? What do you mean by camp fires?

Starting off with a sarcastic and antagonistic post and calling people names isn't very constructive, so please take your own advice.
Sorry, i have already posted about my ideas of housing, and campfires.. ETC... It just not worth it to me sometimes because of the responses some players give ( Negative can be constructive with out being Shunning, dismissive, or Chastising...like the responses im talking abut are). Maybe some of my ideas are all ready in game (Not all are or i have variations), so what? Maybe I, like other new players are unaware... Does that mean that it opens up the right for old users to treat them like that? No. If you have truly seen it 1000 times then, don’t post, don’t read it, correct them, or post reasons you think it wont work. I’m not sure what abuse you are talking about. I wasn’t berating players for not giving examples or reasons for there dislike of something. I was berating them for posting "Conversation enders" and trying to dismay people (Mostly new players) from sharing their wants, dislikes, and suggestions.

Every Topic of this type gets flooded with This. Go ahead....use search! (lol) And i said something. love it or hate it. Think what you want about me.

The fastest way to kill a game is for the old "Vets" to treat new players with distain. And stating "We have heard it 1000 times before" or “Use search” is no excuse. In fact its a sad excuse for stagnation and elitism.

I have seen it to many times. I would like to not see it here.

That’s the last im saying on this topic.
Last edited by truce1 on Fri Sep 29, 2006 9:04 pm, edited 1 time in total.
olepi
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Re: Added Ryzom Feature Suggestions

Post by olepi »

I don't really like the idea of a player housing zone, where everyone's house is. This leads to huge tracts of empty, lifeless, houses. I would rather see the house be instanced, more like the apt is. Except, it is instanced in a clearing in the woods, and you can work to build it up.

In DAOC, they instituted player housing zones, and it quickly became hundreds of lots with houses, and all dead, nothing happening. A pain to run around in 1000 houses looking for yours.

Blackavar
2007 -- 30 years on the Net!
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