1. bugfixing
2. to be able to craft out of gh and apartment
3. more space in apartment and gh
4. kitin lair
5. benefits from mastering more then 1 mage skill, harvest, melee, craft like 50 more hp each melee skill 50 more sap each mage extra stanza for throwing only sources 20+ with all lands mastered in harvest better success at all skills mastered in one kind of armor several weapons and so on
Your top 5 "wants"
Re: Your top 5 "wants"
That one dear devs, that one!yrd250 wrote:1. bugfixing
2. to be able to craft out of gh and apartment
3. more space in apartment and gh
4. kitin lair
5. benefits from mastering more then 1 mage skill, harvest, melee, craft like 50 more hp each melee skill 50 more sap each mage extra stanza for throwing only sources 20+ with all lands mastered in harvest better success at all skills mastered in one kind of armor several weapons and so on
Re: Your top 5 "wants"
sehracii wrote:1] Huge influx of people so new players completely outnumber vets
2] Revamp of storage, inventory, and merchants with more options, including player stores.
3] Massive overhaul of combat skills. Introduction of many new abilities. Opening of new branches.
Cycling acc attack/increase damage or the same nuke over and over is mind numbing. I know there is a lot of customization possible, but that is nothing more than optimization. For combat to be interesting, we need to be able to do something different (and useful!) every swing of the sword. We need to do more at 250 then we did at 50, besides just hit higher level creatures (And even then, our effectiveness vs enemies our own level does not change at all!)
I need not mention that an entire skill branch of only 3 skills for 50-250 is absurd! (DA - and that's really only 2)
A complete system of buffs/debuffs would be great.
4] Improved boss challenges. Some of our current ones are better than others of course, but I absolutely abhor anything that boils down to nuke/heal with maybe one tank. Give me a boss that's immune to elemental damage and absorbs any heals cast in its immediate vicinity. That would be fun!
5] Dynamic world. Cross continent migrations. Bosses are never in the same place twice. Over hunting causes mob shortages- under hunting causes population growth. Killing kitin triggers invasions. No more stationary hunts- your endless pool of easy prey will start to dry up if you sit still, forcing you to travel around looking for more. Helping tribes increases their presence in regions. Etc.
Give me any one of those and I'll sub.
QFE
wordsforpostinglimitthingy
________________
Nightblade
________________
Nightblade
________________
Re: Your top 5 "wants"
Out of Game:
1) Full disclosure about the company that currently owns Ryzom and its intentions with the game.
2) A clear and well organized development schedule that is adhered to. There will be some delays from time to time, but rough dates should be given for the development goals. Ryzom vets have seen way too many "soons" or "in the near futures" for us to be comfortable with any more. More often than not we will simply write off the feature as 'not going to happen at all'. This schedule should be at a decent clip as well. Development of the game overall has been at a snails pace and considering major bugs or half-completed elements of the game have been present since release, many of the players are unwilling to wait around when old issues are suddenly repainted as new issues.
3) Direct and open communication between the development staff and the player base (or portion of it... say the big ATS players). For those of you who were in the WoW expansion WOTLK beta, you know how much this can help keep players motivated and help developers balance out the game. For WOTLK beta, the head developer was active of a special set of forums and was pretty good at keeping an open dialog/addressing concerns from the players. Not everything was always answered, but if enough interest was shown, usually the developer would step in and answer some questions or correct information.
4) Marketing for the game. If you want to turn a profit, you'll have to spend some cash in getting the game noticed. Ryzom has earned itself a reputation for both bankrupting companies and for being unfinished. If you want to convince players this isn't the case any longer (which means you'll have to actually fix all those issues first), then you'll need to actively go out and raise awareness of the game. Ryzom will never be a WoW, but with the current player base, then the game will fail since there aren't enough players to generate income to make the game profitable.
5) Once the player base has grown to warrant one, bringing back the ATS would be great. Currently I believe its not needed as the people who are re-subbing right away are almost assuredly of the fanboi type. They would be the type to be on ATS and since setting up and running the ATS would cost time/money, I'd rather that time/money was invested into developing the game overall... so for right now, patch the main and let them test it out. But once the player base starts growing, set up and run the ATS.
In-game wants
1) Overhaul of Outposts - New ways to win them that doesn't revolve around total number of players. Also reputation with the local tribes should play a part in the war... be it having them help in the battles, increased/decreased cost to declare, etc. We have tribe fames and yet we don't really do anything with them. There should also be more buildings available and I'd love to see it where the guild has to build the buildings themselves. Use quest and non-quest mats to create the buildings (including the drills). Buildings could include a GH storage increase, vendors, stable, etc. Total number of OPs should also vary with population of the shard. On high population shards, more OPs are available. On lower shards, less are available. That would help remove the current situation where there are so few people and so few guilds that virtually all of them have an OP.
2) Dapper sinks and making Dappers actually worth something - Go crazy with the dapper sinks... or massively reduce the cost of selling crafted goods to the vendors... or both even. There should be costs associated with keeping an Outpost, guild hall, apartment, and mount. The higher level the OP, the higher the cost of upkeep. Guild hall storage could be increased at a high price and the size of the storage would be related to the upkeep as well. You want tons of space? Go for it, but you'll have to pay a hefty upkeep cost on it all. This would also help prevent the alt-bank theme many guilds seem to have and would help prevent a one person guild from being able to hold a GH, apartment, OP and packers without running the risk of going bankrupt.
3) Finish the encyclopedia and create reputation rewards - currently there is no point to having high fame with tribes. There should be some benefits to working fame. Vanity items, different looking mounts (or warpaint on them), information on mats in the area, titles, new crafting plans (different models), etc. As for the encyc, its been FUBAR'd for too long. Quests trigger a chapter that doesn't have a reward, unable to finish chapters due to the stupid goo quests, etc. Its time all that was worked out.
4) Kitin lair and other end-game content - Currently there is no end-game, save camping bosses or the few and far between kitin invasions. Give us something to do with the skills we ground up (in regards to PVE, that is... PvP we have OPs). The Ep. 1 style events, kitin lairs, Kitin invasions would all be welcome additions for higher levels to do. Most importantly, a large variety of different things to do end-game need to be added to avoid player burn-out and reduce player turnover.
5) Finish the partially completed content and fix old issues - there is so much in-game that is only half there and has been talked about since day 1. Put in the guild trainers/vendors (someone say guild tabbard?), finish the encyclopedia, fix ring, finish or replace the goo missions, etc. Also, there have been some bugs that have been in-game for far, far, far too long and need to be fixed. Compass bug, players on map in wrong spot, confusing the server into thinking the player is invulnerable, french text or code names in mission texts, mobs randomly stacking on top of each other in corners of certain terrains, weather and sound effect syncing, etc.
Edit: thought of one more thing
Jumping - it bothers me that we can't jump. I can obviously take my feet off the ground as I can see my feet lift off when I'm running. So why oh why can't I step over a 4 inch crack in the dirt? or jump up 6 inches so that I'm not running into an invisible wall? Put in jumping and fall damage. if I want to jump off a cliff to my death then let me! If I want to gamble between "will this jump kill me?" and "I wonder if I can nuke the cuttler in focus LA" then let me! The cost of seeing people constantly jumping around town is worth all the other benefits it provides.
1) Full disclosure about the company that currently owns Ryzom and its intentions with the game.
2) A clear and well organized development schedule that is adhered to. There will be some delays from time to time, but rough dates should be given for the development goals. Ryzom vets have seen way too many "soons" or "in the near futures" for us to be comfortable with any more. More often than not we will simply write off the feature as 'not going to happen at all'. This schedule should be at a decent clip as well. Development of the game overall has been at a snails pace and considering major bugs or half-completed elements of the game have been present since release, many of the players are unwilling to wait around when old issues are suddenly repainted as new issues.
3) Direct and open communication between the development staff and the player base (or portion of it... say the big ATS players). For those of you who were in the WoW expansion WOTLK beta, you know how much this can help keep players motivated and help developers balance out the game. For WOTLK beta, the head developer was active of a special set of forums and was pretty good at keeping an open dialog/addressing concerns from the players. Not everything was always answered, but if enough interest was shown, usually the developer would step in and answer some questions or correct information.
4) Marketing for the game. If you want to turn a profit, you'll have to spend some cash in getting the game noticed. Ryzom has earned itself a reputation for both bankrupting companies and for being unfinished. If you want to convince players this isn't the case any longer (which means you'll have to actually fix all those issues first), then you'll need to actively go out and raise awareness of the game. Ryzom will never be a WoW, but with the current player base, then the game will fail since there aren't enough players to generate income to make the game profitable.
5) Once the player base has grown to warrant one, bringing back the ATS would be great. Currently I believe its not needed as the people who are re-subbing right away are almost assuredly of the fanboi type. They would be the type to be on ATS and since setting up and running the ATS would cost time/money, I'd rather that time/money was invested into developing the game overall... so for right now, patch the main and let them test it out. But once the player base starts growing, set up and run the ATS.
In-game wants
1) Overhaul of Outposts - New ways to win them that doesn't revolve around total number of players. Also reputation with the local tribes should play a part in the war... be it having them help in the battles, increased/decreased cost to declare, etc. We have tribe fames and yet we don't really do anything with them. There should also be more buildings available and I'd love to see it where the guild has to build the buildings themselves. Use quest and non-quest mats to create the buildings (including the drills). Buildings could include a GH storage increase, vendors, stable, etc. Total number of OPs should also vary with population of the shard. On high population shards, more OPs are available. On lower shards, less are available. That would help remove the current situation where there are so few people and so few guilds that virtually all of them have an OP.
2) Dapper sinks and making Dappers actually worth something - Go crazy with the dapper sinks... or massively reduce the cost of selling crafted goods to the vendors... or both even. There should be costs associated with keeping an Outpost, guild hall, apartment, and mount. The higher level the OP, the higher the cost of upkeep. Guild hall storage could be increased at a high price and the size of the storage would be related to the upkeep as well. You want tons of space? Go for it, but you'll have to pay a hefty upkeep cost on it all. This would also help prevent the alt-bank theme many guilds seem to have and would help prevent a one person guild from being able to hold a GH, apartment, OP and packers without running the risk of going bankrupt.
3) Finish the encyclopedia and create reputation rewards - currently there is no point to having high fame with tribes. There should be some benefits to working fame. Vanity items, different looking mounts (or warpaint on them), information on mats in the area, titles, new crafting plans (different models), etc. As for the encyc, its been FUBAR'd for too long. Quests trigger a chapter that doesn't have a reward, unable to finish chapters due to the stupid goo quests, etc. Its time all that was worked out.
4) Kitin lair and other end-game content - Currently there is no end-game, save camping bosses or the few and far between kitin invasions. Give us something to do with the skills we ground up (in regards to PVE, that is... PvP we have OPs). The Ep. 1 style events, kitin lairs, Kitin invasions would all be welcome additions for higher levels to do. Most importantly, a large variety of different things to do end-game need to be added to avoid player burn-out and reduce player turnover.
5) Finish the partially completed content and fix old issues - there is so much in-game that is only half there and has been talked about since day 1. Put in the guild trainers/vendors (someone say guild tabbard?), finish the encyclopedia, fix ring, finish or replace the goo missions, etc. Also, there have been some bugs that have been in-game for far, far, far too long and need to be fixed. Compass bug, players on map in wrong spot, confusing the server into thinking the player is invulnerable, french text or code names in mission texts, mobs randomly stacking on top of each other in corners of certain terrains, weather and sound effect syncing, etc.
Edit: thought of one more thing
Jumping - it bothers me that we can't jump. I can obviously take my feet off the ground as I can see my feet lift off when I'm running. So why oh why can't I step over a 4 inch crack in the dirt? or jump up 6 inches so that I'm not running into an invisible wall? Put in jumping and fall damage. if I want to jump off a cliff to my death then let me! If I want to gamble between "will this jump kill me?" and "I wonder if I can nuke the cuttler in focus LA" then let me! The cost of seeing people constantly jumping around town is worth all the other benefits it provides.
Morgaine
∞ Infinity ∞
"Stay smart. Stay cool. It's time to prove to your friends that you're worth a damn. Sometimes that means dying. Sometimes that means killing a whole lot of people."
Avatar of Destruction ∞ Mind Lord ∞ Heavy Armorer Master ∞ Master Pikeman ∞ Master Desert Harvester
Expert Prime Roots Forager ∞ Master of Life ∞ Executioner ∞ Expert Light Armorer ∞ Master of Torment
"Stay smart. Stay cool. It's time to prove to your friends that you're worth a damn. Sometimes that means dying. Sometimes that means killing a whole lot of people."
Avatar of Destruction ∞ Mind Lord ∞ Heavy Armorer Master ∞ Master Pikeman ∞ Master Desert Harvester
Expert Prime Roots Forager ∞ Master of Life ∞ Executioner ∞ Expert Light Armorer ∞ Master of Torment
Saga of Ryzom: In public Beta since Sept '04!
Re: Your top 5 "wants"
Jumping would be nice, mostly for dealing with odd terrain.totnkopf wrote: Edit: thought of one more thing
Jumping -
What I want to see first though, in the same vein:
Line of sight mechanics.
If you don't have a clear line of sight, you can't cast on it.
If you're not visible to that najab, it won't aggro you.
Etc.
*Wanders off dreaming of popping out behind trees at OP battles to fire a few auto shots then ducking back to reload and cancel all the nuke casts that were just initiated in retaliation*
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Your top 5 "wants"
Hmm Top five wants.
1. More communication from the Devs. Not even necessarily a schedule, but a little more openness.
2. More variability in mob behavior when the herd is being culled. Once the herd has been cut down, the remaining mobs are going to be more nervous and may exhibit running away activity for instance.
3. More Lore. Expansion into the area of PR which are where the refugee camps are. Possible Guild missions to rescue npc refugees and get them out.
4. The canopy. (Not necessarily Kitin dominated, but obviously should be a q250 level or higher, mostly.) There must be different mobs and mats up there.
5. More people in the game. We are getting some new people, and each new face is a good thing.
Not a want: A lot of people are complaining about lack of flexibility in combat, but I've looked at all the stanzas available for melee and I think that it is pretty clear that the devs intended for high level melee to be on the complexity level of an actual fight. Not bang, bang, bang, bang, but bang, but using your dodge ability (or whatever) to actively gain advantage.
1. More communication from the Devs. Not even necessarily a schedule, but a little more openness.
2. More variability in mob behavior when the herd is being culled. Once the herd has been cut down, the remaining mobs are going to be more nervous and may exhibit running away activity for instance.
3. More Lore. Expansion into the area of PR which are where the refugee camps are. Possible Guild missions to rescue npc refugees and get them out.
4. The canopy. (Not necessarily Kitin dominated, but obviously should be a q250 level or higher, mostly.) There must be different mobs and mats up there.
5. More people in the game. We are getting some new people, and each new face is a good thing.
Not a want: A lot of people are complaining about lack of flexibility in combat, but I've looked at all the stanzas available for melee and I think that it is pretty clear that the devs intended for high level melee to be on the complexity level of an actual fight. Not bang, bang, bang, bang, but bang, but using your dodge ability (or whatever) to actively gain advantage.
Re: Your top 5 "wants"
He can smell you from far away.sehracii wrote:If you're not visible to that najab, it won't aggro you.
And he can hear you as well.
- Kaetemi [Kami] [Fyros] [Elder of Atys] [NeL Developer]
Rebuild the Kami faction and save Atys from the Karavan! Join the Kami Alliance! Freedom to the Players!
Rebuild the Kami faction and save Atys from the Karavan! Join the Kami Alliance! Freedom to the Players!
Re: Your top 5 "wants"
Well, that wouldn't be the case for all creatures- the many canine species would certainly smell you, etckaetemi wrote:He can smell you from far away.
And he can hear you as well.
I chose najab as they look like they rely heavily on vision-
Another good example would be javing, as echo location doesn't work so well through solid objects
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Your top 5 "wants"
1: Regular updates on Ryzom status.
2: Guild Missions
3: Kittin Lair
4: Kittin Patrols
5: More Craft Trees (build houses, stuff for your apartment, extra space for the guildhall utalising the 2 spare spots n op's)
2: Guild Missions
3: Kittin Lair
4: Kittin Patrols
5: More Craft Trees (build houses, stuff for your apartment, extra space for the guildhall utalising the 2 spare spots n op's)
Re: Your top 5 "wants"
1. a chance to respend my magic skillpoints, played around too much with useless stuff in low levels being stuck a bit now
2. mergeable rawmaterials
3. enhanced crafting (like mix more and set priorities but lose condition, like go for full protection but have a destroyed set after a few hours, perfect for events, leveling)
4. NO kitin patrols , it's thrilling enough down there
5. fixed range fight
2. mergeable rawmaterials
3. enhanced crafting (like mix more and set priorities but lose condition, like go for full protection but have a destroyed set after a few hours, perfect for events, leveling)
4. NO kitin patrols , it's thrilling enough down there
5. fixed range fight
wenn ein mensch wahnvorstellungen hat, dann nennt man das eine psychische stoerung
haben viele menschen wahnvorstellungen, dann nennt man das religion
haben viele menschen wahnvorstellungen, dann nennt man das religion