Forums: What Bugs You The Most? (by Xavier Antoviaque)

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zengrath
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by zengrath »

Thanks for everyone replies. I'm glad most people agree with me with some of it. I still strongly believe that the lower stuff needs to be addressed before any amount of new players arriving is going to subscribe and go farther in the game.


I was thinking a little bit last night in bed after making the post. I still strongly suggest revising the lower level gathering, Yes gathering isn't completely necessary at low levels, but that's because of the way it is, And it should be more rewarding and necessary at those low levels, or else what would be the point in providing newbie island if they don't try to show as much as possible to new players what the game is all about?

First things first, fix the quests that aren't updating and fix some of the wording in those quests, Provide better informations, make it less frustrating for new players. No need to be harsh on new players with non-updating quest books or not enough information to get them through a quest. That needs to be addressed first, and it would make a large impact on the impressions of the game.

Now i have 2 ideas that i think will both work, first one though may need more work then the 2nd, But I want to say again, i haven't been playing that long, I'm new to Ryzom so i may be off, But i want to get the ball rolling if i can.

1. First suggestion i have is bumping up the stats on 1-50 quality items. Make it worth while to gather and craft those newbie items, why not? It's not like they will use those same items over level 100 on the ML, Most likely they are going to get new updated higher quality items, SO why not boost the newbie items to give reason to get excited about crafting early one. Right now there is only excitement towards crafting for people who can see far enough ahead to realize that crafting sucks on newbie island it it gets much better later on.

2. This idea might work better.. But allow the finding of choice mats in the jungle (if not already), And have the majority of nodes on the rest of the island Fine quality. Those nodes for the beginning quests that don't require prospecting, go ahead and keep those basic, This way people have an idea of the levels of quality of nodes, Yet they have more access to higher quality mats to ease them into making more things. I think it would be very easy to up the quality of mats on the newbie island, wouldn't take a great deal of work, And it would help to some degree for newbies.

I think we should be able to make some nice items slightly better then Quest items, But those items should require as much work at least as the quest itself, For example allowing Choice materials of level quality 50, that may surpass the quest items, While also allowing easier to get Fine items spread throughout the rest of the island that would be okay enough to encourage players to get their gathering and crafting up.

It's important i think to not hinder the rewards of the quests too much, we still want players to be able to do those quests and have decent rewards for doing them. But we also need to make the lower level foraging and crafting more appealing to newbies.

Right now, foraging in this game is unlike any other... again things need to be easier 1-50... NOT HARDER.. From what everyone experiences those beginning levels are very difficult and boring and drawn out. Why show people a new style of foraging / crafting compared to most games.. but make it harsh on them in introducing it? Most people do not come to play for fighting/magic, They can play many other games with decent fighting abilities. Most people want to see what this crafting is about. And right now on newbie island.. people will be disappointed endless things are boosted somehow.



After these things are addressed to pull in more new players.. Then i think we can worry about other content for Mainland gamers. Like possibly new lands, new features or whatever. But right now, I had a lot of frustration and i know without a doubt a lot of others have been annoyed those first 50 levels, no need for that. first 50 levels should be very easy compared to the rest.. Needs to be used to show players what this game is all about, Not hit them hard from the start and scare them away.


Thanks for everyones response. Sorry for the long posts but i want to make the point clear, as i strongly believe in it. And I'm sure, once i get farther into this game.. That i will have some common feelings on other issues that long time players may have.. But right now i see the weakest areas of this game lying on newbie island. And it can be fixed with a little thought and a little bit of work, which will go a long way.
zengrath
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by zengrath »

tassyt wrote:I agree with Zengrath also, just having left Silan.

1. Polish the quests, and make sure that every single quest updates appropriately. The fact that some of the quests don't update gives an "unfinished" look to the game.

2. I found that levelling Fight and Magic were much, much easier than levelling Craft and Forage. The issue with Craft was purely due to lack of money and mats (more on this below). The issue with Forage is that it takes forever to dig at these low levels, and so is mind-numbing to do. The simplest fix I'd suggest is: allow learning faster extraction speed/rates on Silan. After finding out about these latter options, I kept looking for them at the trainer, and never could find them, even when my Foraging level increased to 39.
Good points. both of them. I like the idea also to allow easier access to skills early on. This i think can be another option to look at. But also may be the trickiest. Because if you mess with extraction speed and rates too much on Silan, it may throw things off and cause a chain reaction which will then have to adjust the rest of the foraging tree's to match.. So better skills early on may be a good idea... It may also be a bad one, Depending one what skills they come up with to help newbies.
iwojimmy
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by iwojimmy »

As a further suggestion or solution to having choice/excelent mats on Silan, how about having them self-popping, so no one needs a prospect-for-higher-quality that isnt available at their level.
They would need to be in a "high" level part of Silan, up with the kitins probably. The race/terrain of the mat could be random, so players would have unusable (to themselves) mats which they could trade, boosting the economy.
Not having prospected the sources will reduce xp, and focus regen.. which will be a valuable lesson for when they move onto the 'real' Ryzom
:D
iwojimmy
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by iwojimmy »

Something that came up in Uni chat the other day.. Packers being left in peoples way.

While having the ability to move other players packers is ripe for abuse, there is still scope for improvement.
Firstly, Packers/mounts need to be identifiable, so you can "info" it and see who they belong to, then contact them and inform them of the problem - I beleive this is a task CSRs are required to do at present.
Within cities it should be possible to call the 'parking police' (NPCs), who will collect illegally parked Mekkies and put them into the stables - no mess no fuss.
but if you are going to have Identifiable mekkies, why not carry it through to its logical extension and have personalised mekkies, with tattoos/paintjobs, individual kit etc. that can be seen by other players... something else players can use as a display and artform.
People might even start taking their mounts out and cruising the main streets on a saturday night, if they didnt all look identical :p
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meloner
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by meloner »

iwojimmy wrote:Something that came up in Uni chat the other day.. Packers being left in peoples way.

While having the ability to move other players packers is ripe for abuse, there is still scope for improvement.
Firstly, Packers/mounts need to be identifiable, so you can "info" it and see who they belong to, then contact them and inform them of the problem - I beleive this is a task CSRs are required to do at present.
Within cities it should be possible to call the 'parking police' (NPCs), who will collect illegally parked Mekkies and put them into the stables - no mess no fuss.
but if you are going to have Identifiable mekkies, why not carry it through to its logical extension and have personalised mekkies, with tattoos/paintjobs, individual kit etc. that can be seen by other players... something else players can use as a display and artform.
People might even start taking their mounts out and cruising the main streets on a saturday night, if they didnt all look identical :p
\o/ totally agree with this ! ! \o/

and while we're talking about personalisation, how about customising your armor with the guild banner or a symbol of your choice or something ? same for shields ? *dreams* :p oh yeah i almost forgot... the apartment customisation too pleeeeeeeeeease :p
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neniti
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by neniti »

iwojimmy wrote:Within cities it should be possible to call the 'parking police' (NPCs), who will collect illegally parked Mekkies and put them into the stables - no mess no fuss.
there i perfectly valid reasons to keep packers in city and not in stables... especially if the area i around apartment / guild hall.
i have 12 in fh ap/gh area (only 6 can be appear at once tho) and would be very upset if they would move to stables by itself. not to mention that then i would not even try find better place for packer so they dont get in the way and would just leave them where they were (if devs make the timeout too small, they make legit packer owners angry, if they make it too long, this "improvement" backfires).

better is just make "walk thru" timeout zero for packers/mounts (and on those stupid npc on cities).
iwojimmy
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by iwojimmy »

neniti wrote:there i perfectly valid reasons to keep packers in city and not in stables... especially if the area i around apartment / guild hall.
i have 12 in fh ap/gh area (only 6 can be appear at once tho) and would be very upset if they would move to stables by itself. not to mention that then i would not even try find better place for packer so they dont get in the way and would just leave them where they were (if devs make the timeout too small, they make legit packer owners angry, if they make it too long, this "improvement" backfires).

better is just make "walk thru" timeout zero for packers/mounts (and on those stupid npc on cities).
If they arent in the way, most people will ignore them. Packers that dont cause problems add to the scenery. Thats why I suggested it as a player initiated call to have them moved.
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kuroari
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by kuroari »

D'oh >.< okay this is getting really annoying in guild now :/

- my guild's a really small one, and we've all been together for a long time and i can say i trust every guildmember i have with our guildhall. we all work to fill it, we should all be able to use it! *sighs* at present, i had one of my members create an extra 20 odd some alts just so we can cushion the guild enough for an extra High Officer, thats a JOKE.. cmon! lemme give members of my choice GH access!!

*frustrated >.<*

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guildhall has room for 1000 items.. i think unless every one of those is auto/launcher ammo, it doesnt go anywhere near max bulk space availabe... get rid of the '1000 items' and let us make more use of the extreme bulk amounts!

(same goes for apartment, more space more space more space! )

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totally agree with harvesting on Silan.. i have an alt on silan that i use all the time, average levels in fight through craft are 30ish, my harvest is still 12!! harvest is a joke on silan, and upping the mats to choice would be amazing (we had choice mats in the old noob-lands.. why not silan? (yea i still have one in old noob-zora!) ..)

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the quest thing? idk.. "finishing" and revamping the quests would be nice, even better would be to make it absolutely obvious the quests are a TUTORIAL.. there are no similiar quests on ML (though they've said theyll change this.. it should be obvious till they do)

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still not seeing cats as a reward of anything other than PvP .. and i have a generally non-pvp guild.. cmon folks, stop ignoring us PvE and RPers!!

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*groans* focus use.. i know i know, there's 2-step digs and silly fancy things to work around it.. but jeez why is soloing harvest _VERY HARD_ to start, _VERY EASY_ around 100-200, then all of a sudden _LOTS OF WORK_ again after 200? shouldnt things just get 'easier' as time goes on? .. i was able to dig way more efficiently at level 150 than now at 225....

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kuroari
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by kuroari »

The 'harmful' extracts are first, 'gentle' are second.. when i need to switch between qualities i have to scroll all the way down, switch those around so gentle are on top? (i think majority of the players without CPer-alts use gentle more times than harmful) :p

(okay so thats a small one.. but its still annoying o.O )
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iwojimmy
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Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)

Post by iwojimmy »

kuroari wrote:D'oh >.< okay this is getting really annoying in guild now :/
......
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guildhall has room for 1000 items.. i think unless every one of those is auto/launcher ammo, it doesnt go anywhere near max bulk space availabe... get rid of the '1000 items' and let us make more use of the extreme bulk amounts!

(same goes for apartment, more space more space more space! )

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.......
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Big guild, with lots of samples of boss mats etc, and an outpost..
regularly runs into 1000 item limit :(
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