Ideas from a new Homin

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zaphieon
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Joined: Thu Jul 26, 2007 10:38 pm

Ideas from a new Homin

Post by zaphieon »

Hello everyone... i have been playing MMORPG's since the beginning.. and I have to say this one sure does stand out.. something new amoung the drowning mainstream copy cats.. alot of the features of this game remind me of old Ultima Online and Asherson's Call. I Personally am a pvp'er by heart and most of my idea's when it comes to anything will revolve around them. I am not gonna list abuncha of commonly known issues I am sure that have been brought up time and time again.. but I hope maybe I can give some fresh idea's and who knows they might almost be taken seriously.

Since this game reminded me alot of Asherons Call.. it gave me a sense of nastagia. Reminded me of the early days of that game.

I think what could really help bring and hook players is more Consent style pvp areas, with actuall reason to being there besides the OP and Prime Roots. My suggestion would be dungeons here and there and if you do it in the style of AC you dont need to add anything to the map. just a small portal in a location then have it sent to the actual dungeon/cave area that they will download the first time they enter. These areas can be open pvp 30 seconds after they enter. they should have Mobs in them as well.. not built like dungeons as of late( wow ) but just have a certain them.. like a cave near a lake could be filled with Stinga's and some Carnivore type crabs.

now the reason for people to actually go in them..

- Increased Exp from mobs ( by like 10-20% )
- lvl based dungeons ( a lvl 20-30 dungeon would only allow those with their highest skill between those lvls. ) to prevent high lvl griefing. Though some dungeons may just have a minimal lvl in the higher lvls..
- Higher QL material drops off mobs.
- Boss type mobs that have a small chance to drop a unique crafting mat( this will also help lower lvl crafting alittle more fun.


what they really dont have to be...

- Quest oriented.. everyone now adays thing dungeons have to have some kind of quest or BS reason to go into one. in the days of UO you would go into a dungeon to farm for items.. Deciet for example for scales and leather.
- They dont need a real theme or be more then a nice little cave with a few tunnels and open rooms.


Before you start flaming please really read over it once more.. dont bash new ideas.. I am not by any means wanting this game to be quest filled or am I really interested in doing any quest what so ever. I like the freedom of running around without some linear quest line wanting me to do the same thing as everyone else is doing. I think a good testing ground for this would be in Silan - one low lvl 1-10 maybe in the center of the arena that is never used & one on the island with the crabs 10-20. I personally think this will be another way to hook new players that enjoy PvP as well as something fresh and new for players that have been here for a long time.

Please do share your ideas on this.
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norvic
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Re: Ideas from a new Homin

Post by norvic »

Not a fan of adding "Dungeons" to the game really but some interesting ideas here that would not be game breaking.

Somthing along these lines would add some extra content for those looking for it and would not seem to adversely disadvantage overly those not wishing to be involved in it. (Cats anyone?)

Dont want to see Ryzom dumbed down or added into the grey conformity of other mmo's but somthing that may add appeal to a wider sub base may be a good thing.

More subs mean better coffee in higher quantities for the Devs so maybe they can get stuff like the Kitin Lair finished.
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philu
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Re: Ideas from a new Homin

Post by philu »

Your 'dungeons' idea sounds a lot like the Old Lands that were introduced when PvP was added to Ryzom. You are teleported there by either a Kami or a Karavan when you ask. Far as I know you can still go there. They are/were faction based PvP areas.

So we know they are possible. ;)

You can also create your own 'dungeon' using the Ring, not sure if PvP is allowed there though but you can put Mobs in and create stories etc.

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killgore
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Re: Ideas from a new Homin

Post by killgore »

It is still possible to go to the Old Lands/Almati Woods. Talk to Teleport Operator at a Temple.-Kil
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gillest
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Re: Ideas from a new Homin

Post by gillest »

I Like the idea actually as this could maybe be pretty easy to do:

- Disguise a one direction-destination ring terminal in a portal shape.
- Put some new mobs or a little scenario or just some nice drops into there (maybe some OP mats drop :) )
- Change the Scenario, Dungeon and content every 2 or 3 months to avoid boredom

Result: something new, not to hard to code as it all already exist... :)

Nice idea..
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moyaku
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Re: Ideas from a new Homin

Post by moyaku »

What Cry says about dungeons... I would rather see new high level areas added I think there was some kind of project called... what was it again... Kitin lair... being developped (supposedly) :P

Regarding
'zaphieon' wrote: - Boss type mobs that have a small chance to drop a unique crafting mat( this will also help lower lvl crafting alittle more fun
There already are many of them all over the place...

But yea any new area would actually be interesting as long as it is not instanced or limited in any way

xtarsia
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Re: Ideas from a new Homin

Post by xtarsia »

Prehaps they could put in Gubakya/Kincherkya/Zerketh/Yukoo :D ect ect? and the many other bosses that are selectable in the ring but arent "in" the game?
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marlevvll
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Re: Ideas from a new Homin

Post by marlevvll »

I LOVE this idea!

I've been waiting for something like this to tag along.

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cloudy97
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Re: Ideas from a new Homin

Post by cloudy97 »

Hmmm... there are already areas in the Prime Roots that are Team vs Team. And there should be some nice mats to dig down there too. The prob is that a homin dressed to PVP versus a homin dressed to dig down there isn't much of a fair fight.

Unfortunately, last I checked PVP wasn't an option in the Ring. Gameforge should make a scenario contest where the winning scenario get hosted permanently (for a while at least) and turn on mat drops and PVP.

And level based PVP is nice too. In my opinion, when entering a fight over a QL100 outpost all combatants should be capped to level 100 during the fight. Lowlevel OP wars would draw more new participants than the current ruleset.
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katriell
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Re: Ideas from a new Homin

Post by katriell »

moyaku wrote:But yea any new area would actually be interesting as long as it is not instanced or limited in any way
Quoted for emphasis.

Instancing = bad, unless it's utilised in the most sparse and logical manner possible (i.e. apartments).

"Why are multiple teams invisibly coexisting in the same space at different stages of a hunt? Well, umm...you see, our world is like, dimensionally falling apart, so there's these places here and there where weird stuff like that happens...strangely, it only seems to happen in caves."

No Animatrix ripping-off, kthxbai.


The original poster's idea is alright as long as it has nothing to do with instancing, I suppose. I'm not sure about the potential effects on community-quality of encouraging such forced crosspollenation of PvE and PvP, though.

I'd love to have more caves with extensive tunnel systems. ^_^ The kind you could get lost in. Maybe even deep enough to eventually, if you found the right paths, reach otherwise-inaccessible Prime Roots areas. And if no teleports were made available there, only a few people would learn to navigate the tunnels well enough to consistently reach the hidden regions, which would encourage some degree of reliance upon those players who can act as guides.

To fantasize even further, maybe there could be little cave critters that aren't very hard to kill but which have a very rare drop-rate of substances that can be used to craft dye, which would subsequently be used to dye other crafted items.
Last edited by katriell on Tue Jul 31, 2007 3:17 pm, edited 1 time in total.
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