Wish List, What do you really desire? Time for some fun :)

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troll16
Posts: 171
Joined: Fri Oct 08, 2004 9:56 pm

Re: Wish List, What do you really desire? Time for some fun :)

Post by troll16 »

First 2 things on my wish list would be
1) the ability to jump
2) the ability to swim underwater


These I feel would make the characters more complete, and give a more 3d feel to the game.
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rushin
Posts: 1889
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Re: Wish List, What do you really desire? Time for some fun :)

Post by rushin »

d29565 wrote:My wish is for faction chat when you are not tagged. I do not want to be tagged all of the time so that I know when my fellow faction needs assistance~pretty stupid to craft in Yrkanis as a tagged kami in the peak karavan time. A faction chat that is up as soon as you are declared, would be very nice indeed.
seconded, and thirded if that's allowed :p
rushin ~ asleep
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mirthd
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Re: Wish List, What do you really desire? Time for some fun :)

Post by mirthd »

troll16 wrote:First 2 things on my wish list would be
1) the ability to jump
2) the ability to swim underwater


These I feel would make the characters more complete, and give a more 3d feel to the game.

and if they gave you a swimming pool for your player house, you could jump in and then swim around underwater :D But while you do.....

I'll just be sitting in the hot tub with the babes, hehe

:) Mirth :)
pugmak
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Re: Wish List, What do you really desire? Time for some fun :)

Post by pugmak »

Someone said earlier about how the male toonage tends to run like girls...

well, how about how our girly toonage runs? It looks like that knees-high, run-in-place double-time with a bit of mince thrown in.

Everytime one of my girlie girls is running along I hear the voice of an old coach yelling in my ear to "get those knees up!!"
Where does the light go, when the light goes out?
tannack
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Re: Wish List, What do you really desire? Time for some fun :)

Post by tannack »

nillian wrote:Isn't that unbalancing it in the other direction? Sorry if I'm being stupid, but 40,000 points per mat isn't in line with ~13,000 points per mat. They are ~27,000 points apart, in fact.
You'd have a case, if and only if guns never wore out. Don't forget that in addition to the cost for ammo, you also have wear and tear on the gun.
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sehracii
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Re: Wish List, What do you really desire? Time for some fun :)

Post by sehracii »

tannack wrote: It needs reducing, it does not need eliminating.
The changes you propose would have little practical effect. A ranger who crafts their own ammo still needs to maintain his craft level at the same level of his fight for maximum damage. If you leveled craft making only ammo, you would make possibly a magnitude greater quantity ammo to level the craft then you would need to level the fight.

Making up numbers as example, say you craft 10 stacks of ammo to gain a craft lvl and use one stack of ammo to get a fight level. Increasing ammo output per mat would mean I'd craft 100 stacks and still only use 1 for my fight lvl- either way the vast majority is just being sold to NPC.

Aside from the very early levels, it does not take much time at all to make a few stacks of ammo for a few hours of hunting. Getting ammo to hunt with isn't the limiting factor- getting the mats to level the craft is.
Last edited by sehracii on Fri Jul 07, 2006 12:57 am, edited 1 time in total.
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calel
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Re: Wish List, What do you really desire? Time for some fun :)

Post by calel »

sehracii wrote: Making up numbers as example, say you craft 10 stacks of ammo to gain a craft lvl and use one stack of ammo to get a fight level. Increasing ammo output per mat would mean I'd craft 100 stacks and still only use 1 for my fight lvl- either way the vast majority is just being sold to NPC.
Personal example:
Level 120-130 pistol, ranged craft on par by crafting only ammo, only using 100/100 ammo.
1600 materials foraged, results in 15.000 bullets (I sell the degrades to npc's); 5 to 6, sometimes even 7 levels progressed in ranged craft (if not more when lucky).
1500 bullets and a pistol, results on right opponents in 2 to 3 levels, at least. After 5 of these trips to collect ammo, I used maybe half of my current ammo and already surpased the quality of ammo my craftskill can handle in ranged fighting.

Sounds like enough damage to me already. Increasing it would mean I' d be churning out more ammo I can' t use and won' t sell.

Lots of ql 110 - 130 100/100 ammo up for sale in the Lakelands at around 100 dappers a bullet (yes, that' s 0% markup; blame my fame or the vendors)
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tannack
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Re: Wish List, What do you really desire? Time for some fun :)

Post by tannack »

sehracii wrote:The changes you propose would have little practical effect. A ranger who crafts their own ammo still needs to maintain his craft level at the same level of his fight for maximum damage. If you leveled craft making only ammo, you would make possibly a magnitude greater quantity ammo to level the craft then you would need to level the fight.

Making up numbers as example, say you craft 10 stacks of ammo to gain a craft lvl and use one stack of ammo to get a fight level. Increasing ammo output per mat would mean I'd craft 100 stacks and still only use 1 for my fight lvl- either way the vast majority is just being sold to NPC.
Gotta disagree with that, and on two counts.

Quick one first. Your argument holds water all the way from level 1 to level 249, however at level 250, it collapses about the same way a ming vase collapses when hit by an express train.

The second problem is that you're assuming that mats dug up are free. As long as you do, you'll continue to make some economic mistakes. If I dig a mat that I could sell to a vendor for 300 dappers, but use that mat to make something, I just spent 300 dappers for the mat. Because my bank balance is 300 less than it would have been had I sold it.

Crafting for grind is a tremendous money loss: cost of goods used via the above metric is much higher than the sale price of end product. Therefore what I'm proposing helps to offset this cost. I'll admit that it doesn't completely fix it, but it sure improves things. Instead of shooting 50% of the ammo I make (and therefore losing it financially), I shoot 0.5% of what I make, thus having more to sell.

Now, granted, cash flows pretty easily in game, but even so .....
calel wrote: Sounds like enough damage to me already. Increasing it would mean I' d be churning out more ammo I can' t use and won' t sell.

Lots of ql 110 - 130 100/100 ammo up for sale in the Lakelands at around 100 dappers a bullet (yes, that' s 0% markup; blame my fame or the vendors)
Nobody's buying it because it's too damn expensive. A ways up thread I cited a cost of 120 dappers per shot, here you are quoting 100 (and you're taking a loss there).

Increase the quantity made per build and the price has to drop (think about it for a sec). At my suggested 2 orders of magnitude, you'd be selling for a dapper a bullet, and probably wouldn't be able to keep the stuff in stock.

Range isn't popular because the cost to the person pulling the trigger is too high. It doesn't matter one iota who makes it, the final cost is borne by the person who shoots. Again, think this through and you'll realize that's the case. Make ammo cheaper, and the whole economic pipeline has a chance to start flowing.
Last edited by tannack on Fri Jul 07, 2006 2:07 am, edited 1 time in total.
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sehracii
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Re: Wish List, What do you really desire? Time for some fun :)

Post by sehracii »

tannack wrote: Now answer me honestly. Who is likely to dig PR supreme mats to make ammo? Didn't think so.
The BEST possible craftable ammo can be achieved with choice mats. Even fine and basic resin can be used and still get max damage, no other stat matters. (Possibly lightness, but that's only to carry a few more pistol rounds in your bag at once)

As for hitting 250, that matters little. Firstly, we have almost no master ranged users, less than 10 I'd wager. Secondly, after you master it you probably need even less ammo. So it's trivial to craft up what you do need with the system as-is. Maybe a half hour of dig for a week of ammo?

Launcher and auto-launcher ammo is another issue entirely- not crafting it, but being able to hold it. But that has to be ballanced well. They are powerful weapons and being able to hold *too* many shots could tip everything the other way.

Perhaps we're getting too far off topic here though. Feel free to PM me to discuss further.

My general point is this:
Ranged would be better served by improving its effectiveness in combat, not by reducing the costs associated with using it.
Last edited by sehracii on Fri Jul 07, 2006 2:19 am, edited 1 time in total.
Sehraci Antodera [Medium Armor & Accessories Boutique]
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0balgus0
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Re: Wish List, What do you really desire? Time for some fun :)

Post by 0balgus0 »

Also would like to see pets aside from just generic meks. I'd like to see other types of mounts. Gubani mounts would probably zip past everything :D
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