Post Patch 1 Wishlish

Come in, pull up a chair, let's discuss all things Ryzom-related.
Locked
User avatar
perrako
Posts: 74
Joined: Wed Oct 06, 2004 11:15 pm

Re: Post Patch 1 Wishlish

Post by perrako »

I would like to see more animations. Not just piercing animations, but watching me swing my sword over in the same way gets dull. If they started to look like real battles that would be great, along with parry and dodge animations.
aldrikoy
Posts: 68
Joined: Tue Oct 26, 2004 4:05 am

Re: Post Patch 1 Wishlish

Post by aldrikoy »

Sure would be nice to be able to buy or just recieve the option of a respec when one goes to the mainland, to be able to correct all those newbie mistakes :)
User avatar
xcomvic
Posts: 607
Joined: Fri Nov 12, 2004 2:51 pm

Re: Post Patch 1 Wishlish

Post by xcomvic »

ability to ZOOM out more from the character... so we can see more of the area of danger around us :)
bizango
Posts: 47
Joined: Wed Oct 06, 2004 11:12 pm

Re: Post Patch 1 Wishlish

Post by bizango »

I agree with the idea of skill respecs for the young homins. Respecs should encourage homins to experiment with different abilities knowing there will be no penalty.

To implement this, I suggest that all the different stanzas you can use in the game have some kind of representation below level 20, even if barely beneficial, just so homins could see how they work. (If not all stanzas, the ones available up to level 75 or so - by then homins should have developed ways to learn about stanzas from other homins)

I suggest major branches be allowed to respec, provided the branch has not exceeded level 20. To allow it at 21 or higher would encourage an abuse where people would tend to level in all of the "above 20" branches so as to earn easier SPs at lower levels to be refunded when they would then refocus the SPs on one branch after the respec.
User avatar
perrako
Posts: 74
Joined: Wed Oct 06, 2004 11:15 pm

Re: Post Patch 1 Wishlish

Post by perrako »

My main complaint as of current is of a severe elemental mage overpowering past level 100. Once they get the double spell template, they are way too strong. A fighter at level 135 can do (maybe) 650 damage. An elemental mage at level 106 can do 1356 damage. It seems horribly unfair, and in any PvP, an elemental mage at level 106 can root, nuke, root, nuke and the other player's dead.

Besides that, everything else is looking great!
User avatar
skylt
Posts: 54
Joined: Fri Nov 26, 2004 5:58 pm

Re: Post Patch 1 Wishlish

Post by skylt »

Edited my post. After gaining more game knowledge, I realize that it was not appropriate to this game design.

Good game. Keep building it to a greater success.

Skylt
Last edited by skylt on Sun Dec 05, 2004 1:42 pm, edited 1 time in total.
Reason: More game knowledge caused revision in opinion.
linuxpro
Posts: 52
Joined: Thu Sep 23, 2004 9:17 pm

Re: Post Patch 1 Wishlish

Post by linuxpro »

I would like to see sap crystals stackable like mats.
User avatar
zumwalt
Posts: 730
Joined: Wed Sep 29, 2004 10:36 pm

Re: Post Patch 1 Wishlish

Post by zumwalt »

Another simple request, a journal or log file for every quest communcation made, or at the very least an accurate log file that does not overwrite itself every time the game loads.

Make it pertinent to only in game events, as in kills, harvests, communications, etc, keep the debug information where it is and seperate from this.

Thanks
piknik2
Posts: 89
Joined: Tue Oct 26, 2004 11:11 pm

Re: Post Patch 1 Wishlish

Post by piknik2 »

Perrako; hit your anti magic shell and then proceed to two hit the mage ;)

Fighters would be more balanced if the damage of weapons actually scaled with the quality properly. A q20 pike does about the same base damage as a q100 pike... seems a little strange.
piknik2
Posts: 89
Joined: Tue Oct 26, 2004 11:11 pm

Re: Post Patch 1 Wishlish

Post by piknik2 »

Cerest; would it be possible, in your continually updated first message in this thread, to designate which items on that growing list are actually in consideration by the devs?
Locked

Return to “General”