What new gameplay would you like to see next

Come in, pull up a chair, let's discuss all things Ryzom-related.
User avatar
sprite
Posts: 3169
Joined: Thu Sep 23, 2004 12:36 pm

Re: What new gameplay would you like to see next

Post by sprite »

magick1 wrote:1. The content advertised on the game box and site.

Bet you didn't see that one comming. :o
I did... I reads the NA forums too much and see them complaining about it ;)

Some of them can't even accept the bit in the manual that says "TP tickets can rez you with no dp" is never going to happen because of balance issues...
"the" spriteh
SoTR
[size=-4]Read it, know it, live it
Remember kids, IOWIYAFOO![/size]
alyssah
Posts: 393
Joined: Tue Sep 21, 2004 2:26 am

Re: What new gameplay would you like to see next

Post by alyssah »

magick1 wrote:1. The content advertised on the game box and site.

Bet you didn't see that one comming. :o
I'll bet you a night's free drinking session I did. And I agree.
Alyssah
User avatar
micrix
Posts: 890
Joined: Sun Jan 16, 2005 9:21 am

Re: What new gameplay would you like to see next

Post by micrix »

Its probably not gamplay but belongs to the game:

1) I would like to group items. So i can for example group my digging-cloth and focus-jewels into one group. It would be easier to swicht gears and i dont need to check if this is my qlvlXXX focus sleeve oder my qlvlXXX health sleeve. Just select focus-gear-group or melee-gear-group and put it on...
1b) Same for tickets. Sort of keychain would be nice. So i have only 2 tickets left in my inventory (one Kami, one Karavan) which open a selectionwindow when klicked.

2) multiline mapmarker with spaces
2b) I would like to zoom in one step more into the map.

3) What you get when selecting "Info" from the menue should be already in the mouseover-text. Should be no big issue for devs...


The behavior of animals is not too bad. Of course there is some a algorithm behind this all. Nature in RL is quite complex. Something you can not easy rewrite in a programming language. To programm something like wandering herds which hunters have to search for (example: north american natives searching for buffalos) you need a ingame area the same measurment as great planes in US. Not easy to implement now (although would be very cool :) )

I guess there is already something like the Kamibar within the fauna. Since sometimes there are no spawns. One just can not see it without a bar.

I would like to learn how to craft picks. This would make me really rich ;)
Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
User avatar
hans1976
Posts: 1346
Joined: Sat Oct 30, 2004 12:55 pm

Re: What new gameplay would you like to see next

Post by hans1976 »

micrix wrote:I guess there is already something like the Kamibar within the fauna. Since sometimes there are no spawns. One just can not see it without a bar.
You could be right about this. We were teaming yesterday and slaughtered at a very high speed:
- Zerx untill depleted
- Cuties but no fun
- Ybers, suddenly spawned where we were standing, upto depletion
- Newly spawned Zerxes untill depletion.
- some plants and cuties
- Newly spawned Zerxes untill depletion
- Cuties untill depleted
- Ragus untill depletion

And then neither the Zerx, Cuties, Ybers or Ragus returned. Seems like we eradicated them badly. If a spawn can be deleted like this, maybe we should put some effort in cerealkilling kipesta's, kinchers and kirosta's?
Frydeswinde
Evolution member.
Founder of the Yubo Liberation Front.
Suspected long lost sister of Neun.
Ryzom Wiki

MMO's: If I wanted to play with myself, I would grab a magazine and a box of tissues.
User avatar
micrix
Posts: 890
Joined: Sun Jan 16, 2005 9:21 am

Re: What new gameplay would you like to see next

Post by micrix »

hans1976 wrote: And then neither the Zerx, Cuties, Ybers or Ragus returned. Seems like we eradicated them badly. If a spawn can be deleted like this, maybe we should put some effort in cerealkilling kipesta's, kinchers and kirosta's?
Any glue how long it takes until the spawn comes back ? minutes? hours ?
Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
User avatar
tomimaci
Posts: 66
Joined: Wed Jan 12, 2005 5:54 pm

Re: What new gameplay would you like to see next

Post by tomimaci »

I would like:

1.: More effects of fame. Like if you are a karavan loyalist, you can buy Tp for free and/or you don't get dp for it. But you couldn't use kami tps. (This way we would need more tps of course). Patrols of tribes would defend/attack you regarding fame. The tribes/kami/karavan should give you missions (but not this get x mat for me or kill x mob type) if you have high enough fame. Maybe like this: kill x player for the kami, or build an outpost for them (or anything like this, which is hard, takes more time and has permanent/long lasting effect). You should get serious boost/very powerful toys for completing these missions. Also the guards should attack you if your fame is too low in cities.
2. Outpost and PvP. I don't say PvP should be on everywhere, but matis arena and nexus/PR is not a good solution, since nexus/PR has too high level mobs. Matis arena is cool, but only for i-can-shoot-you-faster type of PvP. Give payers a reason for PvPing. If you get killed by a player you should get less/no dp. Make peole want to kill eachother, like the mission i wrote of before (that sounded like a total psychoptic murderer, I know :) ) Outposts should have bonuses, like dp free spawn, crafting boost, better mats around, etc. Outposts could be taken, destroyed, rebuilt. You could only take it if you hold it for a certain time, like two days, so you can't raid it in the morning, when nobody is online. Or you could challenge it, and the side who holds it for longer time on three days gets the outpost.

I would have more ideas, I like the ones from frydeswinde too :) . I guess the biggest problem with SoR is that it has the best potintials on the market, and you have to see these potentials get wasted! :(
If any of the devs, lawrence or xavier reads this: Please put outposts in with more content then rites! If you can't make them useful, no reason putting them in game. Thank you.
Loly
Tryker Shield Crafter Specialist
Proud member of Evolution

"You will be like God" (Gen 3, 4)
toneh
Posts: 127
Joined: Mon Dec 06, 2004 9:38 pm

Re: What new gameplay would you like to see next

Post by toneh »

Quite like the idea of mobs on moving to across the plains :)

TBH it think it'll be great to have all area's out side the main city PVP. Have a 500m protected zone still with guards though. Then you'll have police types, who patrol and help people out, and rogue types who just kill players. This would lead to a linch mob after certain players! Prehaps if you kill another player, you instantly get a price on your head, so you can't return to the santury of the main town.

Toneh
User avatar
borg9
Posts: 1976
Joined: Tue Sep 28, 2004 11:47 am

Re: What new gameplay would you like to see next

Post by borg9 »

Outpost:

When they were last discussed, there was talk of the following:

Specialise Outpost trainers, with skills that could only be purchased by the controling guild.

Farms - where harvesters could grow there own mats and even special 'new mats'

NPC guards - so it can still be semi protected even when guild is offline.

Trade NPC - allow people to buy stuff from the guild - money goes to the guild.

Capture via diplomacy - working with the outposts tribe gains you the outpost and the protection of the tribe.

Capture via aggression - killing the tribe gains you the outpost, but puts you under constant threat of recapture.

Stables at outpost - self explanitory

Buildings and structures - this is where it all goes kinda wild ..... Build you own guild controlled town.

Spawn/teleport - please please please we need to be able to get to our outpost to proctect it very quickly....... I don't fancy having to run through Loria to defend an outpost.

Make them a real value add, but make them hard to maintain and keep. I would hate to see outposts captured, and then ignored. Even worse would be that they are added and seen as worthless.

I echo a previous post ..... I and many others have and are still very willing to wait for this feature. Please don't disappoint us, add them when they work and make them worth the wait.
Relocated to www.unnatural-selection.org
Neun

User avatar
micrix
Posts: 890
Joined: Sun Jan 16, 2005 9:21 am

Re: What new gameplay would you like to see next

Post by micrix »

borg9 wrote:
Farms - where harvesters could grow there own mats and even special 'new mats'
Very good point. Atys needs them. My "dream" would be that every race can grow only one and different crop or fruit from other races. There must be a skill to "craft" a good out of the four harvested crop/fruits. Since every crop/fruit is only available at one race this might be something that can start "intercontinental" trading.

Best would be something like a meal (consisting of four ingredence from every race) which is needed by the player like Mektoubs need their food. No food, no hunting, no digging or even instant respawn.

Something like that could start caravans and trade all over Atys. Deployment, lazyness or destroied farms by clanwars would lead to starvinig all over Atys.

This would cause important meetings and conferences between mighty guildleaders.

Buy this is just my dream...
Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
User avatar
kildarin
Posts: 161
Joined: Thu Jan 13, 2005 2:13 am

Re: What new gameplay would you like to see next

Post by kildarin »

would like a fishing profesion, you pulled 10x ql250 Lake kipee fish that gives magic resistant buff or something when you eat it.
Talven
Guildleader of Fluffy Bunnies

Guild: Fluffy Bunnies
Server: New Arispotle
Post Reply

Return to “General”