intresting info

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desertt
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Re: intresting info

Post by desertt »

bruare wrote:My 2 dappers:

Expand map marker system and have it stored on client comp. No limit on number of map markers. Multiply color choices for map markers.
your marks are already stored on the client computer
you can even backup them
i would prefer them to be on serverside cause as soon as you instal ryzom somewhere else or you pc crashes
and you have to reinstall it and dont have a backup you lost al your waypoints
The Zoraïs are feared mystics from the dark and hidden jungles. In their search for spiritual enlightenment.
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whiterider
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Re: intresting info

Post by whiterider »

katriell said it best. I would prefer Zom be a small community, owned by a small company which isn't the best and doesn't do everything we always want it to, because it just doesn't have the cash - but still have Ryzom and still have this mature and pleasant community that we're blessed with; than have a hugely successful game, with beautiful mechanics, and a community reminiscent of World of W**kercraft.
Making Ryzom F2P would be a horrible mistake - at that point I doubt even the ridiculous product of whatever pea-brained idiot decided that making games half-free with item shops would be a good idea could actually manage to damage our home further.

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gcaldani
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Re: intresting info

Post by gcaldani »

Here are my opinions on your ideas:
bruare wrote:Allow packers and mounts to TP with the player. I personally think that would be a very nice "wow" factor to the basic gameplay. As is now, both packers and mounts are mainly just storage facilities in town.
I don't agree. I got a lot of fun when i was in need to move my animals to other continents. I never sold one to buy another in another land. Trekking is one of the best features of Ryzom and it should be encouraged. Enhance animal trekking with 'open fields' where you can feed or add guild stables building at OP's. You should never feel the need to rush to the cap, just as wower that need to show quick his uberness. Ryzom should be seen more as a "virtual world" than a simple game (and i'm sure most of you think that). I believe, many old and mature mmorpg players are now demanding that. Of course Ryzom need a lot of more features to fully accomplish it, but it's unique 'living system' pwns every mmo around.
bruare wrote: Change TP bulk to 0.
Agree. No logic in that choice.
bruare wrote:Expand map marker system and have it stored on client comp. No limit on number of map markers. Multiply color choices for map markers.
As pointed out, the markers are already saved on client side.
bruare wrote: Concentrate on making the UI more user friendly.
Personally I always hated the 'fantasy' UI of most MMO, so occlusive. If I could I would play any MMO without any UI. But it's impossible. Ryzom UI is not absolutely bad. Need some improvements, as the possibility to save personalized actions in a 3rd tab of the action window, but I like it's minimal behaviour. Actually, I'm playing VG and the first thing I did is to download a mod UI, totally different from the default,and absolutely minimal.
Probably the best choice would be to leave the players change and improve UI at will.
bruare wrote:Cleanup a few locations in the zones where PCs cann't
go over a small rise would be nice too.
Uhm, didn't understood what you mean with 'cleanup', are u referring something specific I don't get in my mind now?
bruare wrote: Major work on new zones, exp balancing, quests, range weapons, fight actions stamina use, etc... is just unrealistic.
Agree. Fix things first.
bruare wrote: Cleanup some quests on both Silan and ML. Especially the
counts while doing newbie quests on Silan. And remove the quests on ML that can no longer be done -- like the Goo related quests. Really a bummer when someone takes a quest and spends 5+ hours trying to find Goo creatures that just don't exist.
Agree. This is a major argument. The game need a full revamp of the quests, with Encyclopedia rites as a specific lore-quest line available only after a certain goal is reached and with useful perks as rewards.
bruare wrote: Want a way out idea -- Have mercinaries for hire so that a player can hire a NPC to group with. So rather than just soloing, a player could take along a healer, meleer, or nuker NPC to grind exp up. Yep, I bet that would grow the player base fast. Hey, don't even charge for em -- have it like sort of like help out the community quest but no quest. It would be a major development effort but would really bring in the players i bet.
I don't agree. That feature would means a total revamp of the game balance, and as you mentioned early, that's irrealistic for now. The game is soloable, just depends by your choices and your knowledge of the fauna. I would improve the choices for the last levels, where you actually have very few choices and they are only for group: shallas, plods, bolobi and madakam).

Personally i loved Ryzom because of some good choice:

- Game experience (not the xp) really matters. That means: geography knowledge, fauna knowledge, resources knowledge.
- You don't need to be at cap to experience the game. Also when capped, you still can experience low level content, because of the insane numer of skills you can use. Except very few exceptions, old players could still group with newbies using some skill without artificially rebalancing your skills to match the friend's skills.

About the 'costraints' in the world and lack of jump:

How you feel about this is due to the way devs implemented some textures, nothing more. I explain: consider a game with a jump, if some part of the land couldn't be accessible, the textures are just 'high enough', ie: a rocky mountain (using simple words, not technical as this doen's involve only the textures).
Because of the way devs implemented Atys, it's normal you have that constraints, just as part of the whole 'world knowledge' quest. Try to travel in HH without any knowledge of the territory and you'll easily find yourself trapped (that's a quest!). What they missed was just to implement the constraints allowing the jump (personally i never felt missing anything without jump).

The economy: I think the answer here is more simple. The problem is just that 'prices' were too low... To make a guild was too cheap, to maintain an OP was just cheap, and so on.... Make upkeeps for Apartments, GH and for OP's, increase the overall value of specific items, put more costly features and the economy could have been fixed long time ago.
Another solution was, really, already found by the players: resources can be the currency. You want an apartment? give the city major the resources he need, want a packer? let's see what the stable boy need for that, maybe some amber could make him happy.... and, of course, players exchange stuff for goods, as already happened in game. Just enable NPC with the same behaviour....

Uhm, i think I could continue posting as the more I write the more things appear in my mind.

No fear!! The post ends now :p

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desertt
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Re: intresting info

Post by desertt »

gcaldani wrote:....
decides not to quote :P i fully agree with above poster
The Zoraïs are feared mystics from the dark and hidden jungles. In their search for spiritual enlightenment.
Suai Shun
Elder Of Atys
guardian of the tree
twisting the words
Whispers Of Aria
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komissar
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Re: intresting info

Post by komissar »

The "Open fields" for grazing that Gilga mentioned are a reallly cool addition imho...

Though i agree with bruare about mercenaries for hire - dappers are worthless anyway and having some support - rangers or afflictionists with you would be a lot of fun :) not casters/meleers or healers tho - that'd be nerfing the game a lot...

It could be made as a civ fame bonus: You have higher civ fame - get these "hired helpers" but you still gotta pay for em...

That is if you are above 100... If you are below 50 you can get a healer bodyguard from the state aswell but you gotta pay for him...
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lmcready
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Re: intresting info

Post by lmcready »

You forgot to add longer fangs to Vorax... Anyway, you guys sound more like RP'ers, than problem solvers; like they give a fk what we think. Gilgamesh, you attention whore, i just won't read it! But, you had better be pretty! It's like trying to read the "StarWars" intro from fifty feet on a 13" screen. Summarize?

It's not just the "community", it's the whole shabang! I miss the game just like all of you, and it makes me sad, and happy at the same time that there is not another one quite as unique as this one.

And about cash items...how can millions of WoW subscribers be wrong? THEY...are all still playin, happily, to no end.

-Another 2 dappers dropped.
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bruare
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Re: intresting info

Post by bruare »

On the landmarks being stored on the client.
My bad sort of -- yes they are and files can be backedup and renamed for other chars.
But there are limits on how many landmarks you can have.
And nothing worse than a new player going to Ryzom.raum,
spend hours coping mat dig locs to landmarks,
log off, log on, find lots of landmarks gone due to landmark limit.
I personally kept losing trek landmark locs that were pretty precious to me.
Sure landmarks can be backedup on backup files.
But the point is -- MAKE THE GAME UNFRUSTRATING __ KEEP PLAYERS __ DON"T DRIVE EM AWAY

that's the basic point I'm making
pay attention to the customers
find out what retains customers
and what drives em to a competitor.

quest counts on Silan missions not working or confusing -- losss of customers
Foraging Quest missions on Silan extremely difficult -- loss of customers
what's with that anyways -- hardest digging done is Silan dig missions -- was for me anyways
increase the frequency and number of dig spots for those missions
Get to ML and pick up some missions -- more frustrations -- more loss of customers
Unability to move an action from 1 action bar to another action bar -- more loss of customers
Is this a complete or whole list? -- by no means

Finally get enough dappers and buy some packers and a mount -- then find out that it is easier to just run and TP back rather than ride out and ride back.
So mounts are just for a thrill ride rather than daily use.
Well until you have a high range weapon skill and then have your packers follow you around at an OP batttle.

Having a companion or mercenary would be a major project I would think but I threw that in as what I think would be a very good possibility of really attracting and keeping customers.
1: I would make it so you could only use 1 companion at a time and only when you were only grouped with it and no one else . Not as good as grouping with another PC but solo friendly -- simple but functional.
2: EXP is same as if you are in a 2 PC group
3: Allow em to CP for you when you dig using a CP aation that you make. Not as useful as you might think as you can get exp approx 50% faster solo digging but nice to keep the wear and tear down on RL carpal tunnel.

As for a large or small community -- small community is fine by me -- but what about the developer that is putting their whole life 24/7 into Ryzom?
And what about really having Ryzom evolve into what it could be?
I've heard rumors that 3 planets were eventually planned.
Encyclopedia missions could really be expanded -- especially utilizing all those cool tribes out there -- what could those Masters of the Goo teach you and what rite would they put you thru to learn it?

As for terrain cleanup -- there are a few spots that are really annoying -- like in Void at the base of the hill where Dai-Den roams; the path thru the big root has a catch if you hang tight to a certain side.

For me Ryzom is just great as is -- but the point is Ryzom was up and running for 3 years or so and never developed a large enough customer base -- and that has affected my ability TO PLAY RYZOM.

I don't want Ryzom nerfed. But making Ryzom less frustrating and more fun sounds good to me.

I guess I could be wrong and no matter how much is done to make Ryzom more customer friendly, Ryzom is doomed to failure.
But I just can not believe that -- all the other MMOs I have tried after palying Ryzom just seem like dead worlds in comparison to Ryzom.
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whiterider
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Re: intresting info

Post by whiterider »

lmcready wrote:And about cash items...how can millions of WoW subscribers be wrong? THEY...are all still playin, happily, to no end.
By virtue of being mostly idiots. Also, I thought WoW was just a monthly sub?

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katriell
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Re: intresting info

Post by katriell »

lmcready wrote: And about cash items...how can millions of WoW subscribers be wrong? THEY...are all still playin, happily, to no end.
1. World of Warcraft is not a cash shop game.

2. To help you who do not care to read a large amount of normally-sized text: THIS IS NOT WORLD OF WARCRAFT, SILKROAD ONLINE, LAST CHAOS, CABAL ONLINE, OR ANY OTHER GAME. IT IS RYZOM. TO IMITATE OTHER GAMES IS TO DESTROY WHAT IS RYZOM.
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rajron
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Re: intresting info

Post by rajron »

we tend to be a bit snobbish/elitist here ;P
but yes, Ryzom is like nothing else - and thats how we want it ;)
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