Ryzom 2.0 how would it look it according to you ?

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missylee
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Re: Ryzom 2.0 how would it look it according to you ?

Post by missylee »

For the herbivores surrounding me while digging:

A non aggressive "shooo" aura which makes the herbivores move from my sources!

Don't want them to attack me when i use the aura, just want them to move a few meters.
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missylee
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Re: Ryzom 2.0 how would it look it according to you ?

Post by missylee »

missylee wrote:For the herbivores surrounding me while digging:

A non aggressive "shooo" aura which makes the herbivores move from my sources!

Don't want them to attack me when i use the aura, just want them to move a few meters.

Maybe this aura could be the reward from a dynamic rite, involving the completion of certain tasks in regard to an AGGRO mob.
The dynamic part of the rite would be the choice of the aggro mob: during the rite, you choose your own "aggro mob".
After completion of the rite, you will be able to make the sound of that particular aggro mob for a few seconds, scaring the herbivores away.

And of course, allow ppl to re-do the rite and choose a different mob if they want.
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acridiel
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Re: Ryzom 2.0 how would it look it according to you ?

Post by acridiel »

Great Idea. :)

But it should only work when in "dig mode", so to say. As not to be used in combat, or otherwise be exploitable. Maybe make it a part of the forage-stanzas. And not usable in combat.

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akovylin
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Re: Ryzom 2.0 how would it look it according to you ?

Post by akovylin »

I don't think that its good adea to make smth easy :) it still a team game... And don't think we need shattred mechanics like in WoW where any single new change makes tons of previous changes be bugs :)

Aggro makeng hard to dig - not sure its cause of aggro, maybe lets look on the fact that we need to dig toooo much to level up craft?

Or that we always have to dig same place with same mobs? i'd find it more interesting that resources are not needed in such great quantaties and so can be located much more randomly, more valueable resources in more dangerous places :)

btw - hate these resources maps - make world not fun make it like "map says my uber puper needed mat is here wtf nevrax/gf made aggro mobs here i want these mats" - why not go and find other mats :)
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katriell
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Re: Ryzom 2.0 how would it look it according to you ?

Post by katriell »

missylee isn't speaking of repelling aggro, just the herbivores who decide to sit around you so you can't target your sources through them.
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komissar
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Re: Ryzom 2.0 how would it look it according to you ?

Post by komissar »

A non-aggro mob repelling stance would be cool - running through a herd crying shoo-shoo :)

Or better yet use it in PR to push the unsuspecting herbies into predator's loving embrace and then safely run past the "occupied" predators :D An exquisite innocent looking kind of instrument that one really has to know how to use :D

And you could be gettimng this stance through a series of quests involving protecting and directing herds of armas, bawaabs and gnoof :)
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acridiel
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Re: Ryzom 2.0 how would it look it according to you ?

Post by acridiel »

akovylin wrote:I don't think that its good adea to make smth easy :) it still a team game... And don't think we need shattred mechanics like in WoW where any single new change makes tons of previous changes be bugs :)

Aggro makeng hard to dig - not sure its cause of aggro, maybe lets look on the fact that we need to dig toooo much to level up craft?

Or that we always have to dig same place with same mobs? i'd find it more interesting that resources are not needed in such great quantaties and so can be located much more randomly, more valueable resources in more dangerous places :)

btw - hate these resources maps - make world not fun make it like "map says my uber puper needed mat is here wtf nevrax/gf made aggro mobs here i want these mats" - why not go and find other mats :)

Yeah, we don´t want to repell the aggro Mobs here ;) That realy would make it all too easy. Being constantly aware of your surroundings is part of the fun while digging!!! ;) :)

And the gereat quantitys are mostly quite logical. Amber, or Animals eyes aren´t THAT big to beginn with, ligaments are quite small (okay maybe not from a Shala XD ), Bones usefull in making wapons or delicate Gloves would either have to be quite delicate themselves or quite sturdy and big. Same goes for Bark. And oil or sap form the ground (plant oil it must be then) would logically be in relatively small quantities too. Unless you´ve accidentally dug up some Yubos loo ;)

And while we´re at it, people tned to overlook the fact that it says: "you optain X fragments of...."
So you don´t use 20 whole bones, or 10 whole eyes or 30 large sheeds of bark or fiber. (In case of eyes it might be rather gross, but I´m thinking "optical lense" here)
No, Homins just use relatively small amounts and fragments to craft their stuff.
Most homins acting like packrats, doesn´t mean that your Guildhall is stuffed with whole Shala Tusks (maybe some), or jars full of pickled eyes (just parts ;) ), or has whole (unprocessed) Bodoc skins hanging from every ceiling.
Making leather isn´t as easy as just stripping the hide of an animal.

No, I rather imagine it being whole drawers full of small stuff. Many things would simply be too large to fit into anything a Crafter could build, if you compare the parts and the end product.

It would be an interesting addition, if the step of real leathery would be implemented, but well ....*thinks of some Homin technology level fitting methods and cringes at the thought of the SMELL!!* Thank the GODS for small mercys!!

And well... some lines of work... well...

http://www.ctrlaltdel-online.com/wallpa ... r_1024.jpg

http://www.ctrlaltdel-online.com/wallpa ... t_1024.jpg

http://www.ctrlaltdel-online.com/wallpa ... r_1024.jpg

http://www.ctrlaltdel-online.com/wallpa ... n_1024.jpg

;)
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Acridiel
Take a look at the collected Works of Ryzom Players all over the World!
At"Ryzom Movies"!![highlight]
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xtarsia
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Re: Ryzom 2.0 how would it look it according to you ?

Post by xtarsia »

it would be "world of warcraft" in a ryzom skin with ryzoms craft system, lore and with ryzoms player base.

WoW > this neglected failure of a game that COULD have been awesome.

Shame tbh.


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whiterider
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Re: Ryzom 2.0 how would it look it according to you ?

Post by whiterider »

Nice entrance X...
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gcaldani
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Re: Ryzom 2.0 how would it look it according to you ?

Post by gcaldani »

Sorry, if something was already suggested, but just i summarize what i would see in game:

1. Complete Encyclopedia Rites, to cover the History amd Knowledge of Atys with nice quests. The quests should have an increasing difficulty, with the final rite involving something hard. These quests should be shared by the entire team. The page filled in the Encyclopedia would be granted to whole team, while the rewards only to team members that met the requirements (fame).

2. Make 'tweaking' possible as this is one of the things that always have a big success in most of MMO. Tweaking examples: Some buff (as flowers) gives you the ability to wear/use better stuff, till u unwear for some reason. You should have accomplished a specific rite to be able to use the flowers. Flowers should be ecosystem dependant and only some special kind (rare) can give the tweaking buff. Introduce new crafting line for tweaked lvl 250 homins, that can produce higher stuff.

3. Make Tribes more important. Actually the only importance of raising tribe fame is to use safety their camp. Add some new behaviour: a guild with an overall very negative fame can have OP attacked by the enemy tribe (this is a PvE situation). The tribe can, randomly decide to attack the OP even if there is a PvP war established (this add some random odds to the PvP war). Also, put some special quest for friendly tribes that can give a special reward.

4. Add buyable storage to put into apartment/gh. Containers should have the renaming options. Special containers should be used for jewels, so you can group and name a set, and trade the whole set at once. Same can be done for armors.

5. Remove the way actually drills produce OP stuff and put them automatically in GH (more later).

6. New kami/karavan npc can give special quests to gain honor points. (see point 12 if u are neutral)

7. Make bosses randomly appears at different places in their region. With a knowledgeable random values: ie: "kirokya have a chance to spawn after 1 day=5% 2 days=20%". Make special actions in region that can 'trigger' the appearance of the boss (ie: it can increase the chance to spawn, just to say, from 75% to 100% depending on the actions).

8. Make "Spires" without affecting non-tagged players (no changes in the PvE aspect of the game). The actual timer to untag (and use tp's) is enough to prevent the abuse of the untag system. Eventually, every bonus/buff related to the towers would apply to tagged players only (incentive for a full PvP environment, without wasting gameplay to PvE lovers).

9. Make OP battles without the timer(the flag, not the start of war). Entering/exiting the contested area, instantly change your flag. In this way we solve the camping problems, new strategies can be involved with such behaviour (had experience in AO-Notum Wars and i can say this can work well). NPC guards will not be attackable outside of the contested area (the pvp area). Remove the 'neutral option' in the side-choice window. if you don't want to be involved into the war, just stay away.

10. New buildings at the Outposts: a stable that can feed animals sold by the guild. The guild decide the price (depending on the region the op is) and earn the dappers. The service would be free of charge for members, of course. A guarding tower that can prevent aggro mobs, so we can solve the aggro dragging behaviour. In this scenario, aggro dragging became an accepted tactic, so to incentive guilds to build the tower. A special building that, with a constant 'charge' of something (to decide what) can give the guild some specific dig spot near the OP. This should involve dappers, special stuff to insert in the building and production time.

11. Personal merchants and auction house. Nothing more to say. this should involve specific costs.

12. It's time that trykers learn how to surf with boats.

13. Outposts in PR. With special new mats. In a previous post i suggested the use of caravans composed by 1 or 2 cars with these rules: look here http://forums.ryzom.com/forum/showthread.php?t=30483&highlight=cars for more (and forget the mentioned 'goo' as seemed cathced a lot of complains, but the idea is about cars not the goo, that can be substituted with anything else).

14. Make neutrals a real faction, with specific npc for the faction quests (to get honor points). TP agreements with high powers can change during time with an evolving lore. Make neutrals taggable.

15. Make Ring useful, at least for social purpose. This can be the core for customizable apartment, customizable gh.

16. Add a new crafting line: social clothing! To craft something nice to wear but totally useless in combat (no stats, no requirements)

17. Make random events triggered in game, without human intervention (no event team involved). Special bubbles chat from npc in towns can advice about 'rumours' till something happens: an invasion, a kitin concentration in some point, a special kitin boss (rare) appears somewhere, etc... these can be easy hardcoded similar to the bosses spawning rules.

18. Some new stanzas, earnable only with a mastery (or at certain levels, ie when u get the title) (and a quest/rite of course): charming, to gain a social pet - summoning (we already got the title, right?), to summon temporarily a combat pet (this involve the development of a pet system, so i just put the idea, nothing more).

19. Some new behaviour in the AI system: let the mobs very low in hp try to escape instead of suicide. This should put more fun in seeing animals interacting each other.

20. A real event team that can move the lore forward, with the help of us poor homins

21. Give us a path to the Canopy! I'm sure there are some valuable and unknown mats there and probably some new nasty creature!! Also, i wish to take some screenshot of Atys from that point of view!!

22. Put back the sound frequency of the environment and simply change the 'kipee' sound to be less annoying (not just overall dumby lowered). Put back the 'feeling' of Atys!!

In general, all of things mentioned should be done with a new economy balance, with high costs when needed, upkeep costs, etc...

Quests, being them not necessary but wanted, in some case, would be appreciated by casual gamers, not changing the real sandbox nature of the game.
Caravans and eventually boats can put more life in the world (that's already awesome).

I'm sure i forgot something, but, anyway.... Let's dream!!

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