New Features for "Saga of Ryzom"

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kaetemi
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Re: New Features for "Saga of Ryzom"

Post by kaetemi »

ark014 wrote:Ryzom is confined to the surface of Atys so space vehicles and space travel would not be appropriate.
http://www.ryzom.com/?page=news&id=865
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... :)
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melita
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Re: New Features for "Saga of Ryzom"

Post by melita »

ark014 wrote:c) The four Ryzom races are too similar, I suggest having racial ability modifiers for each, unique racial items (weapons, armor, etc.), and more creatures that are unique to each race's territory.
I like the fact that i can be any race i wish without having to think about stats. If one race is the best melee choice, it has a tendency of becoming the flavour of the month for melee's and if you choose something else you'll be a tad gimped.

ark014 wrote:e) Going out in the wilderness pick in hand should be for beginning Harvesters. More advanced harvesters should have a survey tool instead, and if a good resource is found, it would have a finite lifetime and would be collected by an automated harvest machine that would be tended by the advanced Harvester player.
That would mess up an already established economy (i dont know what the SoR economy is like because im not rich)

Besides that smells like SWG so much i must hold my breath.

Fields with static harvesters as far as your eyes can see...
ark014 wrote:f) I suggest having ground vehicles, and boats/ships, that can carry passengers and items - in addition to the Ryzom "pack mules", the Mektoubs. Aerial vehicles would be nice too. Ryzom is confined to the surface of Atys so space vehicles and space travel would not be appropriate.
I wouldnt mind a boat or a raft for the Lake lands..when they said that Trykers are a seafaring people, did they mean that they swim a lot?

As for vehicles in general..i dont know..maybe something easy and small, somehow it just doesnt fit in.
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iphdrunk
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Re: New Features for "Saga of Ryzom"

Post by iphdrunk »

melita wrote:That would mess up an already established economy (i dont know what the SoR economy is like because im not rich)

oh, no worries about that because the SoR economy is already messed up...(auctually this is one of my frustrations with Ryzom :P )


some of my thoughts http://www.ryzom.com/forum/showthread.php?t=20016&page=3&highlight=economy

Dirty summary:

* Unrealistic demand from NPC
* Unlimited supply
* Lack of dapper value
* Unexisting mat commerce
* supreme mats and crystals becoming the currency
* Lack of important money sinks, luxury goods, specially for haversters/crafters


PS: sidusar also posted a nice dissertation that fits in this scope, quoting:
"While I agree that there should be something for the super-rich to spent all that dapper on, I don't think it would be a good idea to be able to buy xp catalyzers, or in any other way be able to convert dapper into experience. I personally like about the Ryzom class system that if I, as a level 200 in one skill, decide I want to level another skill, I'll have to put as much time into that as would a new player.

Sure, there's some overlap between related skills. If I have 200 in sword, levelling pike will be easier because I have higher health, dodge, stamina etc. If I'm 200 desert forage, lake forage will be easier because I have more focus and higher stanzas than a newbie. But I'll still have to kill the same of creatures, or dig the same number of materials..."

(now to be taken in the context of OP live). With outposts now producing them, I wish I could buy them with dappers too...
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ariwen
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Re: New Features for "Saga of Ryzom"

Post by ariwen »

Interesting points Amphiaraus,

How long have you played Ryzom??
Have you gotten any of your lvls upto 250??
How can a person judge a game when they have not tried all there is to try?
Forage 250 is hard to get to, adding more things to it would be ridiculous.

The era of the game was not created in our time, it is created simular to our pre-car industries. thus we get not vehicles to drive or fly. We are starting our Races from scratch. Jena and her guards are not going to give use her technology...
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vguerin
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Re: New Features for "Saga of Ryzom"

Post by vguerin »

iphdrunk wrote: (now to be taken in the context of OP live). With outposts now producing them, I wish I could buy them with dappers too...
You remind me of another peeve of mine... all the hoopla about raising prices on the event items without telling us that XP cats were going to be an OP item. I shot my load on XP cats and wish more info had been forthcoming...

They always do things in stealth and that grates on me...
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katriell
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Re: New Features for "Saga of Ryzom"

Post by katriell »

vguerin wrote:You remind me of another peeve of mine... all the hoopla about raising prices on the event items without telling us that XP cats were going to be an OP item. I shot my load on XP cats and wish more info had been forthcoming...

They always do things in stealth and that grates on me...
http://www.ryzom.com/?page=news&id=1446
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g00st
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Re: New Features for "Saga of Ryzom"

Post by g00st »

come on there all the same...ryzom lacks stuff others has just for percieved freedom.....if it wasnt for some homins would ye still be here?

nevrax should pull the finger out not be resting...
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kurita
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Re: New Features for "Saga of Ryzom"

Post by kurita »

well to put this thread back to topic ;)

there ARE some features i would like to see... some of them wouldn´t be that much programming but would have some impact on the game RP and mechanic wise others would need lots of programming and wouldn´t impact the gamemechanics much ;)

some examples?

1.
different kinds of mounts/packers, like gnoof(hell they look like Meks with armor anyway ;) ),
bodoc(if i just could find the betascreenies of Fyros riding them),
Gubani or the like. mind u not all herbs should be mounts but some more would be nice.
with different stats to be sure, like one faster then Mek(Gubani), but less HP and carrying capacity, one slower but more HP and bulk(Bodoc), one just like our trusty Mek´s(gnoof) with just a tad more HP, costing a stiff bit more ;)

2.
editable Guildranks, the GL should be able to name and set what every rank can or can´t do, like:
Rank name:
Quatermaster
manipulate OP °yes no
remove from GH °yes no
invite into Guild yes °no
kick from Guild yes °no
edit Ranks yes °no
etc. yes no, that would take a bit of the purden of the GL´s back and give a bit more responcapility to Guildmembers.
And for the numbers of Officers, hell if the GL wants everyone to be GL too let him... the first time he´ll give someone full rights and this someone blunders the GH or disolves Guild he´ll learn it for the future(just make sure u give amble warning at the page were u edit the ranks)

3.(and thats the heavy one)
a working Guildalliance system.
well maybe it´s not that hard, just make it like a "toplevel" guild.
you´ll have to found it like a guild, only costing more(maybe 5x or 10x more?), maybe with an Alliancehall(too costing more), that every GL or HO(or see 2.) can access and an Alliance chatchannel. Should be treated like a Guild for GvG and OP porposes.
That gives small guilds the chance to "officaly" join up without loosing there own identity and win a OP through it(Mats, Crystals, Flowers go to AH)

thats just some of the things i have in the back of my mind, others are cavalary(meleers on mounts), diving, climbing, jumping, usable furniture, a third faction(hominists) and many more....


well should use "/rant off" command now :D
some food for thought now, have u, now u can flame me if u want, it´s just my wishlist ;)
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vguerin
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Re: New Features for "Saga of Ryzom"

Post by vguerin »

kurita wrote:well to put this thread back to topic ;)
thats just some of the things i have in the back of my mind, others are cavalary(meleers on mounts), diving, climbing, jumping, usable furniture, a third faction(hominists) and many more....


well should use "/rant off" command now :D
some food for thought now, have u, now u can flame me if u want, it´s just my wishlist ;)
I will leave my spell checker off, and imply you didn't put anything back on topic. Your rants belong in a refashioned form in Q & A.

Next folks will want the same wolf to drop the same "Intense Jacket of Speed +4" everytime someone takes the quest. It's not a feature asking to add things that don't fit the storyline... It's a wishlist.
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simein
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Re: New Features for "Saga of Ryzom"

Post by simein »

I wouldn't hold my breathe for new features. They still haven't even put in the encylopedia in working order yet.
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