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