New content / Old content

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jennaelf
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Joined: Tue Jul 04, 2006 3:55 am

Re: New content / Old content

Post by jennaelf »

iwojimmy wrote:I havent timed it, but feel its about as long to run from Yrk or TP to KoD then run from there.

As a neutral, I have found it worthwhile to get neutral fame with the Ancient Dryads, so I have another possible hawker, and a place to run from Vispa (after all, respawning will cost me another 10 minute run on top of all the other inconvenience)
I may have to recruit a couple body guards and explore the Grove some more, to expand my options. I'd love to get through to the far northern parts one day. I love exploring. It's just very hard in places where things bite you in half! *grins* I honestly don't know where the Ancient Dryads live. My explorations of GoC have been seriously limited by sharp, pointy claws and teeth.

I find it more difficult to run from the Knoll TP, if only because it's harder to avoid the Aggro around Tunnel of Woe. Coming south from Towerbridge, once you pass the gibbai and the small Kitin cluster above the Border Post, you can hug the cliff for smooth sailing to the GoC border. VERY nice. Of course, the kinchers had to "prove me wrong" when I was helping Fandragor escort Chopin there!

I'm learning such interesting things from this thread too.
Jeziellia Mara'tyr
Officer, House Etchmarc, Arispotle

Better by far you should forget and smile than you should remember and be sad.
Christina Rossetti (1830 - 1894)


[size=-2]OOC: Jeziellia's Journal is OOC knowledge only. Possibilities of reading it IC should be brought to me for discussion. Thank you![/size]
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tigrus
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Re: New content / Old content

Post by tigrus »

danolt wrote:There are no hornchers in Loria, none at all. I have never seen any ever.

Pero



(I like my private hunting spots)

Bull....****.

There are plenty xD
Sun Ce, The Devil of Arispotle.
The Sexiest beast alive.
A living Legend.
Alpha and the Omega
&
King of the Universe
"So in a few moments Sun Ce had disposed of two enemies, one crushed to death and one frightened to death. Thereafter Sun Ce was called the Little Prince.!"
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zanthar
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Re: New content / Old content

Post by zanthar »

jennaelf wrote:I may have to recruit a couple body guards and explore the Grove some more, to expand my options. I'd love to get through to the far northern parts one day. I love exploring. It's just very hard in places where things bite you in half! *grins* I honestly don't know where the Ancient Dryads live. My explorations of GoC have been seriously limited by sharp, pointy claws and teeth.

I find it more difficult to run from the Knoll TP, if only because it's harder to avoid the Aggro around Tunnel of Woe. Coming south from Towerbridge, once you pass the gibbai and the small Kitin cluster above the Border Post, you can hug the cliff for smooth sailing to the GoC border. VERY nice. Of course, the kinchers had to "prove me wrong" when I was helping Fandragor escort Chopin there!

I'm learning such interesting things from this thread too.

Hey Jezie, Give me a shout if ya need a hand getting around up there! I wanna just do some exploring myself! :D
Znathara (Arispotle)- Jack-of -all Trades! Master of none ATM! :p
Proud High Officer of Phaedrea's Tears
jamela
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Joined: Sat Oct 02, 2004 11:16 am

Re: New content / Old content

Post by jamela »

Please excuse me for picking up on just one point which happens to serve very well to try to illustrate my own:
flat75 wrote:17., Radar color coding. Please make aggro monsters have different color. Also make sure that they are rendered last, so non-aggros cant cover up aggros. I would totally appreciate it.
flat75 wrote:Color coding would only partially take away the learning process, but could be useful in a lot more situations, when you are visually impaired.
- Surrounded by aranas while digging
- going over a bump or corner
- crossing a region filled with zerx and lumpers

Just these came up in my mind.
(It would be very handy, I agree. So would a Hadoken :) .)
dakhound wrote:I just think it would make the game even easier than it is, I can see your point and I know you have your reasons for suggesting this but I just think it would take something away from my experience.
flat75 wrote:would it take away from your experience if it would be optional?
dakhound wrote:I thought this might be your next question, and yes it would, imagine running into aggro in a group and someone saying something along the lines of "WTH cant you see all them red dots" and having to explain everytime to them you dont use the filter/colour coding
flat75 wrote:So you would not use it becase it would ruin your gaming experience, however you would be in inferion position compared to others, who use it.
So it would be useful for everyone else but you, thats the reason why you wouldn't want to see something like that.
I understand, but yet don't agree with you.
Would you allow me to try to persuade you?

First, picking up something you said earlier on:
flat75 wrote:Interface design should be around the question: what the user wants to archieve, and how can it be made easiest possible. It should not be about how we store the data internally, or anything like that.
Look around in the world: all successful product (google, youtube, windows) share this feature: it is usually called task-oriented interface desing.
When you craft armor, your task could be twofold: or you want to create an armor, or you want to level your skill. Current UI (User interface) allows you to accomplish both of these task, except if you craft a lot, you have to deal with the "trash".
Imagine for a moment, if crafting screen would be oriented just about one task: creating one armor. Imagine there would be 4 slots next to cloth, 4 slots next to lining, 1 slot next to stuffing and 1 slot next to armor clip, and you would have to drag each component from your inventory to the slots.
After crafting, slots are emptied.
Does this interface desing allow you to craft armor? Yes. But it makes horrible job when you want to craft 100 armors.
Most of the modifications I suggested are step toward the task oriented interface desing.
Yet somehow, those who get used to the "old" things, does not want to allow others to do it any other way. Can you provide any reasonable explanation?
If I'd say all those modifications would greatly enrichen my playing experience, and most of them would be optional, why the resistance?
If crafting into ... has the default of inventory, nothing has changed for you, it got better for me. Is it a problem?
This is a point very well made about the crafting interface, but I hope that you don't apply this thinking in the same way across the entire game interface, as your colour coding proposal does seem to suggest. In my opinion Ryzom is a game which I hope that everyone likes to play for fun, it is not a utility for levelling skills to the cap as quickly and easily as possible - I hope that it never will be and I will generally argue against any changes that I think lead in that direction. Including optional features, that allow it to become that type of utility, because they tend to become 'standard' rather than 'optional'. For an example, take the remote team invitations which are frequently used to help resuscitate incapacitated homins.

Fun is subjective, so there will always be differing opinions over exactly what is and is not fun, but I think it is true that everyone enjoys a challenge that involves an element of risk and a penalty for failure. The challenge must be surmountable, and if some measure of progress is felt then that can be very satisfying, and the journey is then fun. Not everybody enjoys the thrill of fear, though, when the risk is too great (subjectively), which brings me back to the aggro colour coding in radar.

Who has not enjoyed the thrill of sneaking? Approached a thicket of cratchas or jublas or whatever, with rendors or yelks wandering between the trunks, and undoubtedly some torbaks or black varinx resting from their last meal? You're on your toes and trying to breathe really shallow, hoping that your pounding heart isn't really that loud. Then, you engage your X-ray vision :p . Or someone behind you did already and says "why are you pussy-footing around, you n00b, there's nothing there?!"

There's often a flimsy, filmy veil between fun and the power of a utility. (Not sure if that link really serves well, but I had to throw it in :D .)
Last edited by jamela on Mon Apr 23, 2007 8:50 pm, edited 1 time in total.
jamela
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Re: New content / Old content

Post by jamela »

An afterthought, but not serious at all ( ;) ); make radar aggro filtering a rite reward - to complete the rite you must have at least two Masters in Magic, two in Fight, two in Harvest and two in Craft, post a leaving thread on the forum because you're "bored", delete your character, then persuade somebody to resurrect him/her ;) .
jamela
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Joined: Sat Oct 02, 2004 11:16 am

Re: New content / Old content

Post by jamela »

flat75 wrote:I am perfectly aware that quite possibly my ideas will not be even read by GF, not to mention taken under consideration.
They are not in easy situation since (i think) they do not get enough feedback from the majority of their players.
I'm pretty sure that GameForge have a great deal of interest in what is said here, most especially when it is constructive, as is your OP. It's also very likely that they get proportionally very little feedback from people who try Ryzom briefly then quit, thinking their point of view insignificant :( . It is certain that suggestions for development come far faster and thicker than their resources could possibly keep up with, though; that's an economic inevitability unless a game's subscription is something on the scale of a developer's salary :) .

Encourage people who are dissatisfied to voice their opinions and GF will have a better idea of what's most needed to raise the level of subscription take-up and continuation.

*cough* And I'll keep arguing against some of those :/.
isanda
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Joined: Mon Feb 05, 2007 2:00 am

Re: New content / Old content

Post by isanda »

flat75 wrote: Most of the replies are chest-banging. "I can do that, its not hard, it takes time but totally doable"
All of it true. But it has nothing to do with the main points: most of the people do not engage in these activities. Yes, there is someone who treks her mektoubs to GoC and back to Yrk. Most of the people don't.
Yes, It can be done, in fact if you are neutral, this may be your only option.
Does not change the fact I stated multiple times: only small percent of the above-mentioned area is where the majority of the players spend the majority of the time.
Sorry I didn't mean it to sound like "chest-banging", re-reading my post I suppose I didn't word it too well :) , so let me try again, I'm just saying I found it useful to do and if they solved some of the storage problems people have all the time, it could free up packers to actually be used as packers, and perhaps more people might start doing things like that.
I have a separate account and computer with an alt guildhall which makes it easy for me to access a lot of storage, most people I know don't have this, so they need their packers as "banks", because their apartment simply isn't enough storage. Make storage a bit more accessible and maybe packers will play more of a role in the way people play.

For hunting, obviously if people have a choice of an easy place (Void), or a place with a bit of a challenge (GoC, etc), a lot will go the easy route for grinding. In my opinion that doesn't mean everywhere should be made easy however, more that Void needs to be brought in-line with the rest of the 250 zones. The other zones aren't bad to hunt in, it's just that there is an easy option available, so most people tend to go there instead.

However, there would still probably be a most popular spot, in every game I've played there has always been places that get used a lot more than others for one reason or another. It didn't mean that the less used areas were inaccessible in any practical means, sometimes it's simply the people flock together thing, and just happens to happen in one relatively similar area over another. Even if they made Void harder, or another zone easier, it might not change a lot simply because people are used to that area and that's where they expect to find people to group with.
The other option is they could make Void less appealing and other zones more appealing, but that just changes the focus and then Void suffers the same problems as these other zones suffer now, so it's not really solving anything.
iwojimmy
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Re: New content / Old content

Post by iwojimmy »

danolt wrote:There are no hornchers in Loria, none at all. I have never seen any ever.

Pero



(I like my private hunting spots)
*offers Pero a chair to stand on to improve his view*

:D :D
wuchter
Posts: 18
Joined: Mon Mar 14, 2005 5:04 pm

Re: New content / Old content

Post by wuchter »

tigrus wrote:Heretic Hovel:
17., Radar color coding.
And a flashing red sign: DO NOT GO CLOSER, THIS "AGGRO" (bad thing that attacks you) can hurt you. You should turn around by pressing A until you are turned 180¤ then RUN forward by pressing W.
rofel, nice one ;)

You want to use radar to determine aggros from non-aggros by colour...
Why don't you use it to determine the distance to your team mates ? It's easy, really. Woah, and I can also use it to determine the distance to my currently selected target when attacking it, too ;)
Hmm, maybe that works with traveling as well ??

I know you gonna say past and balhblub, but when I joined this game, GoC was crowded. They have everything there, from plants to jugs. If people don't hunt there, it's their own decision. GoC is not less appealing than it was when i joined - not that i noticed. Maybe ppl got tired of it like digging the same place for 2 months and want to hunt in new fields ?
Maybe those people who prefered it for their primary hunting grounds have all their combat skills at max and don't go hunt at all,or help guildies out-of-team elsewhere in lower/other regions, because they wait for new content, like the kitin lair?
Maybe they all have seen GoC, HH, Loria, etc. and are all exploring Void at the moment.
Why do people not hunt in PR ?

As for void, did you guys notice that jungle is the only lands with goo? I'm sure void should be home for a lot of ugly goo-infected and kick-your-b*** creatures - maybe we see them one day ;)
Until then, i love it there like it is :P
and btw, not all of void is used either, it's always the same 4 places, which is not all of the region, is it ? :P

I also agree with them that everything in this game is doable. If you have problems, you (and not only you personally) should work on your skills - and i don't mean grinding your up your 250's - there are skills other than AoD and Master Axe Guy .. like talent and patience, knowledge of the creatures and the fauna, knowing paths to walk and paths not to walk..and in which season. Under Spring and Wastelands are a good learning grounds for that, for example, and to name only 2 ;) oh, not to forget bounty beaches :)

About your "reducing aggros" - well, reduce those aggros in GoC, for example, and make it a less appealing hunting ground for above-235ers, maybe.

Cannot tell about why people don't dig (or don't seem to dig) in HH. Never been there - never will dig there. But not because of easyness to access places or the lack of it - i dislike the forest environment :P . Why are there so many desert diggers? because it's easy. But why do they all dig in Dyron when Thesos is just as easy but with stables closer to the digging places ?
There used to be people in Thesos, but that's past, i know.

You say that it's a lot of effort to get some materials or to some places, well, if you need Buo fiber and it takes you 20 minutes to get there, then it's worth every minute.
I'm all for not providing all materials in all lands, and i don't mean the material variaties. There are 10 (ten) kinds of material in game, that's 2 for each ecosystem.
That would encourage to dig in GoC for example - not when making it easy to get it at the TP as it is in Dyron and Thesos.

One thing I don't see in your logic. Why would making regions easier be a substitute for new content ? Why should it populate those regions more ?

Why should they work on little icons (which would be unnecessray) when they could make actual content, like rites missions, instead ?
Having red drops is nice and all but what if you have more bonuses on it ?
What if you have red-green weakness/blindness ? wouldn't help a lot to see that health stuff as sap stuff. And actually, the background colour would be a better use for it.
Those convenience things are a lot of effort though they seem so easy.
I would not want them, or would want to pay them, to work on things like icons, more radar colours, macro to select the used tool/weapon when it's only 2 clicks as it is...at least not until there is something new to explore
I'm not saying that I don't want those things, but not as a priority when there is so much else to be done first.

enough for now, maybe i'll add more later ;)
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mugendo
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Re: New content / Old content

Post by mugendo »

jamela wrote:........ In my opinion Ryzom is a game which I hope that everyone likes to play for fun, it is not a utility for levelling skills to the cap as quickly and easily as possible .........
:D :D :D

You owe me one dropped glass of wine Jamela...... ;)


edit- as for the radar, Take note GF, it's damn useless to me because I am colour blind. :rolleyes:
Experience is essential.....Wisdom is priceless.
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