helomax wrote:They should get rid of the ring altogether, its a big flop and like .001% of the server ever uue it and with any added content to the game it wont be used at all .
You really think the server has a hundred thousand people on it? And that we'll get enough added content to the game to pull even me away from the Ring?
Wow, it's great to see that despite all the trouble we still have people who remain so optimistic about Ryzom's future.
hijati wrote:
So...Basic and Fine Mats are not very good???? well obviously you are not a master crafter...OR your not a good master crafter...some of the best items take basic and fines to balance the high ends of the mixtures to make them the best
I know Fine mats can be used pretty well in mixes but I've never seen or heard of basics being worth anything at all in real game play so thats new to me. I don't know of any basic mat that would be better than a fine in its place. they trash afaik.
helomax wrote:They should get rid of the ring altogether, its a big flop and like .001% of the server ever uue it and with any added content to the game it wont be used at all .
helomax wrote:They should get rid of the ring altogether, its a big flop and like .001% of the server ever uue it and with any added content to the game it wont be used at all .
Now that's just harsh. Sweetmarie and others have created some awesome campaigns in the ring. Sure it's not used a lot, but we do have creative people around.
I know Fine mats can be used pretty well in mixes but I've never seen or heard of basics being worth anything at all in real game play so thats new to me. I don't know of any basic mat that would be better than a fine in its place. they trash afaik.
Well, even me as a "spare time crafter" know one or two recipes where, basic materials do give just the right push in the right direction. Better than fine.
That´s one of the things I love about the whole system, nothing is realy useless.
And a strikt NO to killing off the Ring.
It´s just like thew whole game, full of unused potential.
Damn, I wish I had more time on my hands.
Sorry for the interruption, now back to topic.
CU
Acridiel
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238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
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helomax wrote:They should get rid of the ring altogether, its a big flop and like .001% of the server ever uue it and with any added content to the game it wont be used at all .
We have more than enough creative people. But you can't expect anyone to sacrifice any time they could be playing to just SIT in their scenario waiting for somebody to join... And of course nobody ever goes to the ring terminals if there is never a scenario up. The ring could be great fun, acting out stories and such. Even if only 1% of the people creates a couple of scenarios, that still means we'll have a hundred or more online to choose from. That is, IF the scenarios get the ability to stay online without their owner in them. (maybe even when the owner is offline)
1. Inventory Fixes / Improvements, for example:
a) Ability to make "sets" - When I wanna change from HP to Dig gear, let me change a set of clothes rather than have to double click 15 times. Also when pulling sets of armor / jools from GH, when I pick a pair of boots a "take rest of set" popup would be way nice.
b) Being able to "tag" items as "no sell" ..... hate when I sell those boosted amps or that full set of +165 Focus jools.
c) Add an "Auto Sell all Crafts" option so when I stand in front or raw mat dealer I can click "sell" for each item crafted or at the end of a session "Sell all newly crafted items". Alternate would be a "pouch" in my bag where all newly crafted stuff goes which you could sell the whole pouch in a click. Ability to move back and forth of course must be included.
2. No jumping.....while a functional Z-axis would be nice, the only way I'd accept jumping is if it took like 40% of ya stamina to jump. The idea of waiting at a stable or TP for a trek to start and have 26 people standing there pogo-sticking for 20 minutes would make me puke on my keyboard.
3. Skills - Having only 4 Magic Skill trees bites.....with DA the only one to finish I almost hesitate to look for teams. Having over 10,000 unused skill points also bites.
4. Digging / Crafting - 39 Craft Skill Trees which are supported by only 5 dig trees doesn't work. Need more ways to obtain mats past level 100. Other items for example that would be welcomed:
a) Should be reward for mastering a region ... focus boost, extra mats pulled, more xp per pull the more maters you have .... there is simply no incentive to master more than PR and one above ground region other than being able to brag about doing it.
b) Same for crafting ..... master rings and have an 85% success rate at making 250 QL rings, master a 2nd branch in the jools tree and the 250 succes rates boosts by 2 points to 87 .... master all 6 and your 250 success rate goes to 95%. This would be greatly appreciated by HA crafters to where w/ 216 mats per set, degrades a real drag.
c) Hire an NPC .... Once you have mastered a region, you should be able to hire an NPC digger. This digger will pull mats at a rate equal to a percentage of what you can. Master a 2nd region and the NPC digger will be able to pull 25% of what you pull .....master the 3rd, he can pull 50%, master the 4th, he can pull 75%, master all 5 he pulls 100% .... you can specify what regions mats he pulls but he can't pull PR mats. I don't need to see this digger dude. I could go to an npc, hire the dude at a rate of so many dappers per mat and the mats just appear on the my stuff tab in stuff I have on vendors....I pay for the dude when I retrieve the mats.
5. Game Mechanics / Design:
a) Borders - In many places bitmapping doesn't "line up" with borders. Up by WIthered tock for example you can walk 100m into the Goo w/o damage and in othe rplaces nearby be 100m away from Goo and take damage. Bark Gully is abother one where you hit an "invisible wall".
b) Yes buildings would be most cool.
c) Honor Points - Having unused honor points and the inability to grab a few more to get one of those cool items is a tease.
d) Eliminate Boss Timing / Camping .... love the idea of instanced play for those.....once a season max per account but anything is better than what we have now.
sehracii wrote: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.
QFE
1. See above.
2. More players.
3. More drama (kitin invasions, plague of goo, political assassinations, mutinies, madness, and the like).