Advice for GameForge on mission design - please consider

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tr808
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Re: Advice for GameForge on mission design - please consider

Post by tr808 »

mugendo wrote:Ryzom has plenty of content,


What is needed are improvements to existing features everyone uses, Improving the economy with money sinks, centralising crafters points of sale will benefit all, multiple homins in apartments, More interaction with spreading the goo, there are many aspects of Ryzom left to rot while the priority is given to 'easy to understand' additions.
Imho this had to be first priority, dont u want to keep ur current playerbase happy and active? Even i as a new player is seeing the major flaws in the design as my end game comes near (thanks to lovely cats, i used them myself can only blame myself ;) ) If these new quests means they finally make the encyclopia work then two thumbs up, but if i see my hard aquired crafting skill (i hate to dig :p ) being numbed down because there is this quest what will give a Supreme Axe Of Jena or w/e... well im gone :mad:


And i didnt even played SWG :p
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ffxjosh
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Re: Advice for GameForge on mission design - please consider

Post by ffxjosh »

/Sign - to OP

Get a decent mission structure in and It'll give bored players who dont wanna sit hitting
"6.6.6.6.6.6.6.6.6.6.6.6.6.6.4.6.6.6.6.6.6.6.6.6.6.4.6.6.6.6.6.6.4.6.6.6" for hours on end, while taking down kittin in the lair ;) (cos we all know that the bosses are tedious, have very little stratagy other than outnumbering)

I think a decent mission structre will alos bring more players back..

just My opinions :)
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hazira
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Re: Advice for GameForge on mission design - please consider

Post by hazira »

ffxjosh wrote: I think a decent mission structre will alos bring more players back..
Not to mention new players, which is the point no? I understand there's a lot to be done in Atys and I'm thinking they will get to all of it when they can, right now they are working on a priority basis on what can they bring to the game to bring in revenue.
This might be seen as shallow by some, but if you want the game to live on it has to be done.
Supreme Axe of Jena.. lol, yes I hope the crafting still is significant as it is today, it's one of the reasons I joined...
:p
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acridiel
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Re: Advice for GameForge on mission design - please consider

Post by acridiel »

The main thing I hope for now is that Old Players like our beloved Katriel ;)
don´t pack their backs when these things come and turn out not to be what they wished for.
Remember, these are only a start, as I see it.
*sings*
Thiiiings can only get betteeeeeer! :D

CU
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karmelit
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Re: Advice for GameForge on mission design - please consider

Post by karmelit »

I am hoping some missions will be given to the guild trainer who occupies some of our guild houses. So far the trainer has been unresponsive without any offers at all.

And YES, great advices Acridiel !
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huntar
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Re: Advice for GameForge on mission design - please consider

Post by huntar »

The one feature I want to see these proposed missions contain, which will prevent players grinding them for xp or any other reward, and prevent the dialogue becoming stale tedious click-your-way-through-the-conversation-tree
.. is that they are single use only..
as the Silan missions and encyclopedia rites are.
anything that gives a significant reward, anything that pretends to be part of the story, cannot be repeated by the same character ad nauseum.

the existing missions are simple tasks, which can justify being repeated. Messages and medicines need to be delivered (although I still think that sergeant in Davae was getting booze, not medicine ), bandits and pests need to be controlled, numbers of animals need to be counted, etc etc.. all on an ongoing basis.

Anything more significant than that does not make sense to keep having to repeat. If you need to "save the village" every 3 hours then the village is going to be destroyed next time you log off..
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sehracii
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Re: Advice for GameForge on mission design - please consider

Post by sehracii »

huntar wrote: Anything more significant than that does not make sense to keep having to repeat. If you need to "save the village" every 3 hours then the village is going to be destroyed next time you log off..

There should be no "Safe the Village" at all. Even if *you* only do it once, what about the thousand other players that do it? That doesn't make sense.
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katriell
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Re: Advice for GameForge on mission design - please consider

Post by katriell »

sehracii wrote:There should be no "Safe the Village" at all. Even if *you* only do it once, what about the thousand other players that do it? That doesn't make sense.
Exactly. :) The game's story shouldn't be instanced into meaningless parcels experienced identically by every player that comes along. If something presumes to change the story, it should happen only once and never again for anyone. Anything less isn't MMO-worthy. Live events are where story progression and heroic acts should occur.
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roseh
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Re: Advice for GameForge on mission design - please consider

Post by roseh »

Very much agree, loved that mission where I had to choose wether to follow the path of the evil Matis or the noble Zorai. I don't think I have to say which option I chose :P

That it was a great mission! And I would love to see more of them than the kill 3 bandits or collect 4 kipesta meat of at least ql 90...
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nolie101
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Re: Advice for GameForge on mission design - please consider

Post by nolie101 »

Didn't know the mission-patch/expansion took Nevrax (todays: Gameforge Paris?) to make that content. While it sounds like a good deal of solid work, wouldn't it be best, in order to carefully maintain the balance (and quality) of todays Atys to introduce the missions step-by-step?

I'm not saying that it is, but as developers I think you have to be very open minded and careful on the existing player base when revising the game play. I think most veteran SWG players would agree on that point. Not saying Nevrax/Gameforge is anything like SOE, but caution is vital imo.

Besides that, keep the patches coming GF! :)
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