What this game needs....
More attractive women
More alchohol
More mind bending drugs to appreciate the graphics
Less trolls
Shorter posts
What this game needs....
Re: What this game needs....
Een
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
Re: What this game needs....
borg9 wrote:To simplify thinks for the 'I need to know in advance crowd':
When you start the game in newbie land - you know zero about the mobs!
What did you do?
.....................
Hope this helps ..... but the above is just common sense to me!
Excellent, excellent advice Neun.
Might I suggest you post that to the "Player Guides" section so it gets preserved for posterity?
Reading through the forums (I'm a masochist) it's clear that for many players, Ryzom is only thier first or second MMORPG experience - and compared to other MMORPG's SoR is a significantly different (a GOOD thing!).
Consequently the "metal attitude" that was appropriate for FPS games and other MMORPG's won't necessarily work in Ryzom, which is something many people don't seem to have cottoned on to.
This is the sort of post that gets people eho "don't get it" pointed in the right direction .
Re: What this game needs....
jaggarot wrote:Excellent, excellent advice Neun.
Bows
If I didn't have so much to to in game (Helping peeps, harvesting, exploring, crafting, more exploring, attempts to reach Fyros, helping more peeps, trying to get ALL the teleports in the roots, trying to get enough sps to get all the Medium look plan (yep I mean ALL the plans), getting fame, making money, find good mat spot everywhere, etc). I would love to spend a little time writing guides ...... but I only HUNT on the forums .. when I can't play the game
Also ... The type of people that read the newbie guides have enough sense already not to rush in
Feel free to take the text, tidy it up and post it there - you can even take the credit.
I am a guardian of Ayts .... I enjoy the chase here as much as in the game. I have come across a few 4 (big star) posters here that have given me some DP.... but I have a pact with the Karavan to keep me coming back
*** I do like pickled eggs really ***
Re: What this game needs....
maybe, how about a 10 char min, 11 char max rule !!borguk wrote:What this game needs....- agreed (there are some really nice ones already tho )More attractive women- maybe (not for under 18's here under 21's over the pond tho)More alchohol- DONT DO DRUGS (look at the Wombai - to see why)More mind bending drugs to appreciate the graphicswhat no trolls - I would have nothing to Hunt thenLess trollsShorter posts
Re: What this game needs....
You know it realy tickles me when i see a reply to what is just some ones idea of making the game more enjoyable for them .
for Example :
*****************************************************
Seems to me this is another case of 'make it easy for me' - really, how many pointers do you want when you play this game?
You're basically asking for an accurate guage, which places a 'weanling mektoub' on a big chart of mob difficulty. Why do you want this? If you were out wandering in a strange place, and you came across a monster you hadn't seen before, you would *not* know the monsters strengths and weaknesses, nor would you know it's aggro levels. .
*******************************************************
If you lost you would also be DEAD . You wouldnt learn a thing 6 feet under .
You want realism then make the game so that if you die you lose your char and have to start over again or is that too realistic for you and you like the easy aproach of being able to respawn ? .
Get real its a game so dont quote what would happen in real life . A guy makes a suggestion then answer it without sarcasm or dont answer it at all .
Goffa
for Example :
*****************************************************
Seems to me this is another case of 'make it easy for me' - really, how many pointers do you want when you play this game?
You're basically asking for an accurate guage, which places a 'weanling mektoub' on a big chart of mob difficulty. Why do you want this? If you were out wandering in a strange place, and you came across a monster you hadn't seen before, you would *not* know the monsters strengths and weaknesses, nor would you know it's aggro levels. .
*******************************************************
If you lost you would also be DEAD . You wouldnt learn a thing 6 feet under .
You want realism then make the game so that if you die you lose your char and have to start over again or is that too realistic for you and you like the easy aproach of being able to respawn ? .
Get real its a game so dont quote what would happen in real life . A guy makes a suggestion then answer it without sarcasm or dont answer it at all .
Goffa
Re: What this game needs....
lol, I guess some people need to be spoon fed with these things.
My previous MMO experience was in an established game (AC) with lots of spoiler sites, player guides and experienced players to tell me everything. One of the things I enjoy most about Ryzom is the lack of information out there about the finer details of the game. AC was more or less turned into a science (hunt in x or y dungeon for max xp, choose bow or mage for uber template).
With Ryzom we have to find things out through trial and error. I much prefer to wander around testing my skills on different mobs than simply hunt the mobs/area which somebody told me is good for my level. So what if I get my ass kicked by a monster? I'll go back in 5 or 10 levels and have my revenge.
Have you tried Shooki Bud yet?
My previous MMO experience was in an established game (AC) with lots of spoiler sites, player guides and experienced players to tell me everything. One of the things I enjoy most about Ryzom is the lack of information out there about the finer details of the game. AC was more or less turned into a science (hunt in x or y dungeon for max xp, choose bow or mage for uber template).
With Ryzom we have to find things out through trial and error. I much prefer to wander around testing my skills on different mobs than simply hunt the mobs/area which somebody told me is good for my level. So what if I get my ass kicked by a monster? I'll go back in 5 or 10 levels and have my revenge.
borguk wrote:More mind bending drugs to appreciate the graphics
Have you tried Shooki Bud yet?
Salamus - Fyros Adventurer
The Divine Council of Pyr
In order to be at one with the Static Cosmos, one must achieve a state of supreme stillness.
This state is known as Apathy.
The word APATHY derives from the Atlantean.
A-PATH-Y.
A meaning A.
PATH meaning PATH.
And Y being an abbreviation of WHY.
Quite literally A PATH TO THE MEANING WHY.
The Divine Council of Pyr
In order to be at one with the Static Cosmos, one must achieve a state of supreme stillness.
This state is known as Apathy.
The word APATHY derives from the Atlantean.
A-PATH-Y.
A meaning A.
PATH meaning PATH.
And Y being an abbreviation of WHY.
Quite literally A PATH TO THE MEANING WHY.
Re: What this game needs....
For starters id like to note that this thread has went one direction, the target gauge problem, whilst its meant to be a idea box for the entire game.
secondly id like to note that i do not have much experience in ryzom (lvl 50 main skill. average lvl 30 all other skills) so i apolagise for any untruthes i may say.
Shortly about the target gauge thing:
Personally i did enjoy the lack of info and discovering things myself, as noted before. However when talking about realism and learning by trial and error, i disagree. Anyone can make a basic estimation of a creatures strength by looking at its shapes, muscles, teeth and other physical aspects. Naturally this estimation would be a rough one (for the unskilled) but as it is in-game right now is a far too rough estimation for me.
some mobs with the same rating are completely uncomparable, plus imho the system of stars and colors is a bit unclear.
Then other things id like to see implemented:
Quests:
clearly. Game depth is rather low, train your char and walk around, thats about it. Story based quests, would greatly increase options.
Let me name a few examples of possibilities:
Race based missions: gain fame and fortune, special stanza's and items unique to your race by engaging in the needs of your race on epic quests for all levels involving solo or teamwork. These missions could require a variety of skills, not only combat, therefore being accesible for the tradeskillers as well and encouraging people to use these skills as well.
Guild missions: to gain the guild capital, fame and influence, perhaps awarding the guild certain services, structures, items or abilities.
Neocron had a system of smaller competing factions (aside from race, or city in neocron) which each had their respective missions, which in the end led to special items and bonusses, it created a lot of mission opportunity
i could go on and on about different missions, but i wont.
Social interaction possibilities:
Bars, dancefloors, customizable housing, social clothing, musical instruments? a place where the combat weary can sit on a chair, chat a bit, use funny emotes, dance, get drunk etc. I recall AO and AC2 both having fun social options.
Items:
id like to see armor dye, i hate walking around in rainbow colors with armor of the same type but with a different color due to mats used.
furthermore id like to see some real item drops, rare weapons, armor etc. it creates a new venue of opportunity, hunting for items. hopefully the "camping" syndrome can be avoided by proper drop division or by making rare items good, but not irreplacable as tends to be the case in other games.
(maybe there are rare items in game and i havent noticed yet tho..)
associated with items: crafting:
Atm crafting isnt profitable enough(at low lvls at least), make the item prices atleast the sum of the used materials, price loss is just silly.
Also id like to see that the quality of items the npc sells isnt so much more expensive and drasticly weaker than player made items, a bit weaker ok but not close to useless in comparison. the problem with a low player base is low availability and this could solve it. id also like to see some more ql diversity with npc items, atm all i can buy is ql 50 or ql100 npc armor, nothing in between.
Emotes:
why 20 times the same emote with a diff name!??! did they think it would be clearer? all it does is confuse me to say the least, picking an emote from the jungle of emote-names now is a pain.
Creatures:
Gingo repellant please? ^^ hows about a tad expensive potion that repels certain predators depending on its ql for a certain amount of time?
in RL the smell of the urine of a strong carnivore will drive weaker ones away, so pour me some =P
cant think of much more to fit here atm.
Skills:
please, oh please make range fighting a viable solution. ammo is impossible to get unless u craft it urself, and then it usually still sucks untill ur high lvl, so make it cheaper and ATLEAST sell it in full clips :S.
also id like to see the guns auto reload.
IMHO the gun should determine the damage and the ammo should have the modifiers for range and damage.
See it as the diameter of the barrel that determines the damage, a 70mm howitzer will do more damage than a 9mm pistol, even if they use the same type of ammo (albeit a considerably larger sized one for the howitzer )
same is true for barrel length and accuracy( equals range to a certain extent). So the gun itself really is the main factor.
This would severely lessen the problem of needing awesome unnafordable bullets for some decent damage.
THen one last thing, theres a unique stanza for ammo crafting but no skill in the tree? (same for shield crafting) Either make it use its own skill tree or let it be craftable with the range wep craft stanza.
I think my rant is long enough, wonder if anyone will read it as it is.
Corrections appreciated
secondly id like to note that i do not have much experience in ryzom (lvl 50 main skill. average lvl 30 all other skills) so i apolagise for any untruthes i may say.
Shortly about the target gauge thing:
Personally i did enjoy the lack of info and discovering things myself, as noted before. However when talking about realism and learning by trial and error, i disagree. Anyone can make a basic estimation of a creatures strength by looking at its shapes, muscles, teeth and other physical aspects. Naturally this estimation would be a rough one (for the unskilled) but as it is in-game right now is a far too rough estimation for me.
some mobs with the same rating are completely uncomparable, plus imho the system of stars and colors is a bit unclear.
Then other things id like to see implemented:
Quests:
clearly. Game depth is rather low, train your char and walk around, thats about it. Story based quests, would greatly increase options.
Let me name a few examples of possibilities:
Race based missions: gain fame and fortune, special stanza's and items unique to your race by engaging in the needs of your race on epic quests for all levels involving solo or teamwork. These missions could require a variety of skills, not only combat, therefore being accesible for the tradeskillers as well and encouraging people to use these skills as well.
Guild missions: to gain the guild capital, fame and influence, perhaps awarding the guild certain services, structures, items or abilities.
Neocron had a system of smaller competing factions (aside from race, or city in neocron) which each had their respective missions, which in the end led to special items and bonusses, it created a lot of mission opportunity
i could go on and on about different missions, but i wont.
Social interaction possibilities:
Bars, dancefloors, customizable housing, social clothing, musical instruments? a place where the combat weary can sit on a chair, chat a bit, use funny emotes, dance, get drunk etc. I recall AO and AC2 both having fun social options.
Items:
id like to see armor dye, i hate walking around in rainbow colors with armor of the same type but with a different color due to mats used.
furthermore id like to see some real item drops, rare weapons, armor etc. it creates a new venue of opportunity, hunting for items. hopefully the "camping" syndrome can be avoided by proper drop division or by making rare items good, but not irreplacable as tends to be the case in other games.
(maybe there are rare items in game and i havent noticed yet tho..)
associated with items: crafting:
Atm crafting isnt profitable enough(at low lvls at least), make the item prices atleast the sum of the used materials, price loss is just silly.
Also id like to see that the quality of items the npc sells isnt so much more expensive and drasticly weaker than player made items, a bit weaker ok but not close to useless in comparison. the problem with a low player base is low availability and this could solve it. id also like to see some more ql diversity with npc items, atm all i can buy is ql 50 or ql100 npc armor, nothing in between.
Emotes:
why 20 times the same emote with a diff name!??! did they think it would be clearer? all it does is confuse me to say the least, picking an emote from the jungle of emote-names now is a pain.
Creatures:
Gingo repellant please? ^^ hows about a tad expensive potion that repels certain predators depending on its ql for a certain amount of time?
in RL the smell of the urine of a strong carnivore will drive weaker ones away, so pour me some =P
cant think of much more to fit here atm.
Skills:
please, oh please make range fighting a viable solution. ammo is impossible to get unless u craft it urself, and then it usually still sucks untill ur high lvl, so make it cheaper and ATLEAST sell it in full clips :S.
also id like to see the guns auto reload.
IMHO the gun should determine the damage and the ammo should have the modifiers for range and damage.
See it as the diameter of the barrel that determines the damage, a 70mm howitzer will do more damage than a 9mm pistol, even if they use the same type of ammo (albeit a considerably larger sized one for the howitzer )
same is true for barrel length and accuracy( equals range to a certain extent). So the gun itself really is the main factor.
This would severely lessen the problem of needing awesome unnafordable bullets for some decent damage.
THen one last thing, theres a unique stanza for ammo crafting but no skill in the tree? (same for shield crafting) Either make it use its own skill tree or let it be craftable with the range wep craft stanza.
I think my rant is long enough, wonder if anyone will read it as it is.
Corrections appreciated
Last edited by nameles1 on Thu Nov 18, 2004 3:47 pm, edited 1 time in total.