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Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 1:40 pm
by aardnebb
I would list what the more important things are, but I'd just get moaned at for "whining", and since I dont really care that much any more I wont bother.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 1:59 pm
by komissar
wow! Zahan? Wallo? OmegaV
doble Wow
and welcome back mate.
And welcome Jacko
I figured Vanguard is just another everquest but with lots of bugs to go with it
Ain't that right mate?
and as for the OP I'd say Encyclopedia is by far more important but It's not on the list
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 3:23 pm
by katriell
#0: I'd like to see them implement those new missions without ruining the game/community.
#1: I think it would be nice if bug fixes and minor improvements were patched on a somewhat quicker schedule.
#2: After or alongside that, skill improvements would probably be highest priority since they affect gameplay in all activities both PvE and PvP.
#3: And after that, events and invasions. I wonder if there are any event staff gathered yet? In invasions, I'd love to see us actually lose a city or two for a while, yet ideally they should contain ample opportunity for everyone to be involved - including newbies, crafters, and harvesters.
#4: Cool stuff and money sinks, like apartment decoration/visitation, different types of mounts, alternative Elevation Crystal sources, etc. Maybe new types of apartments that are open to general-public visitation, act as crafters' shops, and provide extra storage.
#5: Remedy the Ring's inadequacies - bugfix it out of the betalike stage it's currently in and provide better scenario hosting options.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 3:37 pm
by andypur1
Purely on the question asked, I'd prefer Invasions over the fixes to 1h. But then Zok's 1-handed skills are in need of some improvement anyway
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 4:58 pm
by jared96
I have participated in many invasions....best time I have had playing Ryzom. problem is most were all in the Beta / Closed Beta stage. Didn't seem to be "broken" then......hadn't heard it was broken.
I'd put the Encyclopedia high on the list for four reasons:
1. Most are broken.
2. On the craft related ones, after all that work, there should be something of value. Sometimes there is, sometimes there isn't. For example, the Fyros Weapon crafting one gives you an axe plan. It's kinda boring looking with regard to the standard plans, no special stats that I can determine and the fact that I can sue any race mats just means it saved me some craft skill points that I would otherwise spent (I currently have about 2,000 unused craft skill points). Allowing dual wield or soemthing unique would have made it more interesting.
3. The introduction of factions may have (I haven't checked) nerfed players who came in later. For example, IIRC, there are two focus boost rites - one Tryker and one Matis which are both kara civilizations. Does this prevent a new player who has chosen say Fyros / Zora Kami from doing them ? Please don't say well they could always renounce their faction / civ and start over. The work one has to go through should be same on all aides.
4. Some rewards are handicaps.....like the permanent time bonus on harvesting and tehre's no way to turn it off.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 5:04 pm
by setstyle
Invasions would be great in the short term, and we'd have all those "GameForge Rocks" threads and warm fuzzy feelings... until the week after when we'd have to go back to putting up with all the little bugs, half-developed features, empty encyclopedia... it's these latter things I'd rather see finished. I'm very happy with the announcements regarding 1h melee, ranged combat, and the economy, and would love to see them finally get finished before even considering large-scale invasion events.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 5:26 pm
by sprite
Hmmm, depends I think...
As far as I'm aware, RAID is working, they just didn't do it well previously? If that's true, I'd like to see a nice invasion that meant something and took a while but wasn't a clickfest and didn't kill the game for ppl who just wanted to level (yeah I don't ask much do I?)
If RAID would need to be fixed, I think 1h weaps first because a fix on them would last forever, but an invasion would only last a week at most, then people would get back to whining.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 5:36 pm
by katriell
jared96 wrote:the fact that I can sue any race mats just means it saved me some craft skill points that I would otherwise spent (I currently have about 2,000 unused craft skill points).
Actually, being able to use materials from any ecosystem means you can take advantage of all possibilities in a collection of special materials (might contain multiple origins), which helps recipe experimentation.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 6:13 pm
by final60
Oh the Invasions do work. The first time an invasion ever occured was in Thesos during beta. Its what you might expect but a hundred times better. You see literally hundreds of kitins advancing at you from the hills in the distance. Its like all out war. It really gave me the impression that we really were protecting Thesos from a full on invasion. The whole town, guards and all fighting..really amazing.
The only problem was, there was little we could do at 1 frame per second!
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 6:56 pm
by neniti
jared96 wrote:For example, IIRC, there are two focus boost rites - one Tryker and one Matis which are both kara civilizations. Does this prevent a new player who has chosen say Fyros / Zora Kami from doing them ? Please don't say well they could always renounce their faction / civ and start over. The work one has to go through should be same on all aides.
Yes, there is 2 +50 focus reward rites, but they both matis.
"kami" has other cool rite rewards btw
Check
here. made it little easyer to spot rites already ingame.
I hope they dont implement same rewards for all races. It would be boring.
4. Some rewards are handicaps.....like the permanent time bonus on harvesting and tehre's no way to turn it off.
.. or some does not work at all