Ryzom Development

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hazira
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Re: Ryzom Development

Post by hazira »

*blinks*

Swords as reward missions? *cries* Really?
Like Katriell said just don't let it get to that..
:p
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calel
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Re: Ryzom Development

Post by calel »

Phelan wrote:We also started to create new looks for melee weapons in order to prepare rewards for future missions on the long term (that wouldn't be harming the crafting balance).
Would you be willing to elaborate a bit on this Phelan? Are we talking a graphic overhaul of all weapons or merely designing looks for reward items? In what way will you ensure these reward items will not harm the crafting balance?

We've had three types of reward items so far on Atys that were not meant to harm that crafting balance, but despite those same promises made by Nevrax they still did. NPC Boss armours that used to be easier obtainable than player crafted ones (luckily that's no longer the case), shieldcraft that is still today a pretty redundant craft unless you are lvl 240 in it (all thanks to lvl requirments removal on shields because of EP2 reward shields, allowing everyone to use top tier shields) and the superior mission reward items from the Silan missions that made all but a few novice crafters on Silan useless.

Now with all due respect, but what makes you believe mainstream rewards for missions/'quests'/errands will benefit a non-mainstream game, or at least one that tried to be different in the beginning, in an already over-saturated market where customers are yearning for something different?

There's a lot more possible rewards than shiny and bling-bling that would fit Ryzom and which are already present; lore is a huge reward in the game itself that could give more meaning to the Homins' quest for their past and help new players understand or learn about the Factions and Nations, knowledge and techniques (fight, magic, craft and forage stanzas) that help 'build' the character, special materials like OP produces that could aid in the crafting of items, ....

I'm not trying to bash the idea, but concerned and rather lost trying to understand the logic why for the past months (as in even before GF bought Ryzom) we mostly, if almost not solely, have gotten to hear on item rewards.

I hope you're willing to share your thoughts on these points.
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kaetemi
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Re: Ryzom Development

Post by kaetemi »

I want my encyclopedia...
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portios
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Re: Ryzom Development

Post by portios »

The quest rewards in the newbie island made most crafting a useless pastime. are you planing to do that to the rest of the game?
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mithur
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Re: Ryzom Development

Post by mithur »

You have Aen Armour. Is not crafted, looks unique, and, while is good, is not the best you can get. Some people uses because have nothing better, other uses by the looks.

I like the idea of new looks, even if for a start can't be crafted. I'd love to see the people around me with more variety of weapons/armour. So, if in short term, it will be quesr reward, don't see so bad.

After all, *if the quest are well-done* is most like boss armours...
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setstyle
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Re: Ryzom Development

Post by setstyle »

I just don't understand how, after thread upon thread asking for our suggestions and pointing out what "bugs us the most" in which I can recall no mention of a desire for mission-rewarded über-loot, that you (GF) are now putting such a thing into development. If there's really nothing we can do to change your mind, then please take your time so as not to muck up everything. The crafting community on Atys is extremely unique as it is delicate, and anything interference, including the introduction of superior items regardless of quality, is a threat that really worries me.
mithur wrote:I like the idea of new looks, even if for a start can't be crafted. I'd love to see the people around me with more variety of weapons/armour. So, if in short term, it will be quesr reward, don't see so bad.
I understand your point Mithur, but spend some time on Silan and you'll see what I fear happening on a larger scale. Seemingly everyone that runs by either carries a Fire and Wrath sword or wears Icy Touch amplifiers. Player-crafted items sit and expire on the market or simply get discarded when a mission reward is won in its place. Now, how is this system representative of the mainland? So far, it isn't, which confuses me as to the reasoning behind its implementation, and like Calel I am worried of what GameForge has in store by pushing the same mission-reward cycle to the mainland.

*hopes for more information*
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mithur
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Re: Ryzom Development

Post by mithur »

It worries me a bit too. But Phelan has made a point in the look. And, there is no problem in good (But not very abundants) objects of middle level. The lvl100 warrior usually have very poor equipment. The good crafters don't bother to do good staff for that level. Sometimes they do, but for every good sword of middle level you have, you have 4 bad swords too. So, I don't see any problem for the (inexistent) middle level weapons market.

And, in Silan, things are a bit different, because players don't know game. I've always love crafting, and even in Silan I had my own armour, crafted by me, and far better than the ranger one. The problem is that, learn to craft good staff is very hard for a starter in silan, so people go to easy.

If that was true, almost everyone shoud go with Aen armour to OP battles, and I see very few. That's because, in ML, people cares to craft good.

But, I have to say, I'd love to see this new looking weapons as crafting plans (As Enciclopedia Rewards could be great) more than only weapons rewards.
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rushin
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Re: Ryzom Development

Post by rushin »

mithur wrote:You have Aen Armour. Is not crafted, looks unique, and, while is good, is not the best you can get. Some people uses because have nothing better, other uses by the looks.

I like the idea of new looks, even if for a start can't be crafted. I'd love to see the people around me with more variety of weapons/armour. So, if in short term, it will be quesr reward, don't see so bad.

After all, *if the quest are well-done* is most like boss armours...
Actually Aen et al are craftable now, one of nevrax's dying acts was to make the boss armors plans available.

So Pelan says these new rewards wont devalue crafters. with only one sentence worth of information we have to take that on faith i guess.

It's hard to see how that might work though, if you introduce new weapons via a mission reward then who is going to want a crafted old style one? We have been using the same plans for 2.5 years now... so some clarity might be nice to stop rampant speculation, how are you planning to introduce these new things? We dont need all the details or a roadmap and timescale, just a general idea and discussion with your playerbase would be great.

I am still hopeful some of the huge 'what we want' threads have been listened to and we will get rites to learn dying of armors, maybe new stanza's to embue magical damage to weapons, hats and cloaks, craftable props for our apartments and guild halls, guild missions, team missions helping the tribes, racial missions working to benefit our villages and cities, etc, etc, etc ;-)
rushin ~ asleep
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katriell
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Re: Ryzom Development

Post by katriell »

Phelan wrote:We also started to create new looks for melee weapons in order to prepare rewards for future missions on the long term (that wouldn't be harming the crafting balance).
Looks like they don't intend to harm crafting, at least.
mithur wrote:And, there is no problem in good (But not very abundants) objects of middle level. The lvl100 warrior usually have very poor equipment. The good crafters don't bother to do good staff for that level. Sometimes they do, but for every good sword of middle level you have, you have 4 bad swords too. So, I don't see any problem for the (inexistent) middle level weapons market.
Actually, there is a problem there. :(

A "good crafter" is not necessarily a high-level crafter. Currently, a crafter's skill level only determines the max quality they can craft, how many plans they've been able to collect, and whether they can get medium or high plans. The most important aspects of crafting that determine whether a crafter is good are the player's knowledge: experimentation = familiarity with materials = recipes to achieve desired stats. Therefore, crafters of all levels can be useful.

If even moderately useful mission-reward-items were introduced, suddenly there will be areas of quality where crafters of the corresponding level are moderately useless. Some people will prefer to obtain their gear via the easy solo mission method instead of relying on fellow players. Suddenly, the game may support a mentality of "other players aren't necessary to my gameplay, so I don't need to treat them nicely."

The more I think about all this and the more ugly hints Gameforge drops, the more I agree with those who are saying Gameforge should just complete and add more encyclopedia rites. I haven't done many rites myself, but it seems from what I've seen and heard that it's a perfect system: no pseudo-heroic pretenses, and benign yet interesting rewards of lore, stanzas, stat boosts, and crafting plans.
Last edited by katriell on Wed Mar 07, 2007 1:28 am, edited 1 time in total.
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freeeax
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Re: Ryzom Development

Post by freeeax »

I think some one-use weapon reconstruction kit that will make your weapon more shiny but dont change stats would be great (and will disbalance nothing)
Itra
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