jared96 wrote:A "do not sell" check box on the info dialog box would serve this goal well.
Also, a pouch in ya bag where all "your stuff" was kept would work. Anything you craft could go outside the pouch in ya bag and being able to go to a vendor and sell off the entire bag (excepting pouch contents of course) would make me dance.
Yes. Either one would solve that problem of keeping track of inventory. I don't think Atysian Homin are so primitive that they can't invent carrying two smaller bags instead of one larger one.
I don't know how the coding is, if you reduce space by not keeping track of empty inventory, but I think even a single index of where the divider between the two bags is would be sufficient and not cause problems.
dazman76 wrote:I absolutely, wholeheartedly agree with all sentiments in that post
I fondly remember being kicked by a few people for suggesting Ryzom needed "more content", but the discussion was usually productive and good-humoured. I like the idea of having some form of directed content for the first X levels (not sure how many, but 100 could be a challenge for any small developer!), and I really think it would help to bring Ryzom the players it will need to survive. I know there is always the "oh god please not the drooling hordes" angle to think about, but Ryzom *does* need more players, and the devs *will* always agree with that - as long as the game doesn't suffer, of course
I'm torn on the issue.
I think large amounts of new quests might only be possible with a new Ryzom Ring that allows players to do most of the work, but currently it's not good enough to duplicate all the quest features in the game.
I like quests. I like being able to find out what to do without too much failure. but I think that's because I'm used to being alone. I think this is an issue for solo players. I'm not sure the current generation of gamers are ready to be forced into learning through other players.
Perhaps if the Silan quests were much shorter, and diversified more.
I know I found it irritating when at later levels of quests, I was forced to spend skill points on a skill I really didn't want, like 50m tracking, prospecting for fine mats only, or the light pants and light boots crafting plans.
I think the 50m tracking especially is a waste of valuable foraging skill points that early on. It's much more efficient to just use the "Fyros method" of foraging, which is to just keep searching everywhere with a range bonus on. 50m tracking just gives you confusing and misleading results that waste more time and focus than they save.
and crafting skill points are a scarce commodity to be wasting on two plans that you might not be interested in. What if you wanted to do heavy or medium armor instead of light? Well it'll be 50 levels until you can actually gain a new branch of XP/skill points from light armor in addition to the one you're invested in.
It would be nice if they gave you a choice. Find the foraging spot either by 50m tracking, or by range bonuses. Craft some armor of any part, and any weight. Adjust the number of armor pieces so that they all require the same number of mats to craft them.
I guess for magic and fighting, it's not as important. Most of the spells seem pretty important, and not ones you would really find use in skipping. and they already give you diverse options when they tell you to get acid 2 OR cold 2.
I think diversifying them early, and then cutting them off and suggesting things... perhaps with only one or two quests past that which they only give minor hints to rather than leading you directly to, will encourage players to be more experimental and get more involved with other players.