Things We Would Love To See Added/Changed

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sidusar
Posts: 1331
Joined: Tue Dec 21, 2004 4:38 am

Re: Things We Would Love To See Added/Changed

Post by sidusar »

akovylin wrote:From other point of view i think there can be found ways to introduce useful buffs/debuffs in Ryzom mechanic with links:
I fully agree (de)buffs in Ryzom should work via some kind of link system... to prevent the situation Keiko points out, where it just becomes a "must" to have every buff up on every party member all the time.
arfindel wrote:I strongly believe Ryzom needs continous fine tunning not large scale revamps.
Yes, that's a good point. If you want to make mobs more damage type dependent (for example), don't instantly make every mob immune to all but one damage type, start by giving them 10% resistance and see how that goes.
arfindel wrote:They did that to some extent on the new newbie island and it was later revamped at the cryes of certain newbies that it was too hard *sigh*.
I can't really blame the newbies for that. If you're just learning the game mechanics, it's fine to have everything work on everything. Complication is for the higher levels. :)
iphdrunk wrote:(NPE, to be added to the acronyms list)
Already stands for New Player Experience and Non-Player Enemy :p
Last edited by sidusar on Thu Jul 24, 2008 6:38 pm, edited 1 time in total.
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arfindel
Posts: 571
Joined: Sun Nov 06, 2005 8:14 am

Re: Things We Would Love To See Added/Changed

Post by arfindel »

sidusar wrote:[...]I can't really blame the newbies for that. If you're just learning the game mechanics, it's fine to have everything work on everything. Complication is for the higher levels. :)


Already stands for New Player Experience and Non-Player Enemy :p
Well ... errm, yes and no. All SWGers who came with me came on the old newbie island and those who chose to stay stayed precisely because it was hard. Of course we were biased by Sony's obsession about "fast/easy". So... dunno really if for newbies it's good that everything works smooth, some people might just leave because of that. The new newbie island had one only yubo type and one only other herbi special, I think it wasn't a bad tunning. I heared a lot of vets who went there, took fast the first mission, ran into a yubo, any yubo and attacked him only to get being made yubo salad fast, it was the wrong type of yubo of course. And they were all extremely amused by the happening.

The basic mobs for first levels should be smooth, but having some exceptions might help perception of the game, otherwise you'll get the accuse of being too grindy, just my impression.

Anissa, wonderful post, nothing to add, just that you made my hands itch even worse to play again :)
>>> FAA - TS <<<
primus inter pares

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"Since once I sat upon a promontory,
And heard a mermaid on a dolphin's back"
sidusar
Posts: 1331
Joined: Tue Dec 21, 2004 4:38 am

Re: Things We Would Love To See Added/Changed

Post by sidusar »

arfindel wrote:The basic mobs for first levels should be smooth, but having some exceptions might help perception of the game, otherwise you'll get the accuse of being too grindy, just my impression.
You are correct, my bad, 'higher levels' suggests 100+. I was thinking more the second half of the newbie island, say 20+.
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arfindel
Posts: 571
Joined: Sun Nov 06, 2005 8:14 am

Re: Things We Would Love To See Added/Changed

Post by arfindel »

One punctual thing I'd like to see changed is the influence of the bonus of power on amps in casting afflictions . As there is now the speed bonus is to a certain point useful, while the power only decreases sap consum during a link, id est useless...
>>> FAA - TS <<<
primus inter pares

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"Since once I sat upon a promontory,
And heard a mermaid on a dolphin's back"
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