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Re: What system or feature would you add to Ryzom?
Posted: Fri May 06, 2005 9:27 pm
by jokque
toneh wrote:Talking of PvP, well someone mentioned it, would it be any better if a guild can declare war on another guild - then they are always in PvP state? Where ever they are. Would that lead to worthwhile alliances? Prehaps when you declare it, you can't back down for 24hours and of course, you'll be a fair game to them too.
Do you think that would work?
what about those in that guild that arent interested in pvp ?
Re: What system or feature would you add to Ryzom?
Posted: Fri May 06, 2005 9:50 pm
by oldmess
jokque wrote:what about those in that guild that arent interested in pvp?
Short answer: Tough noogies
Slightly longer answer: No one is required to stay with a guild that goes off in a radically different direction than they want to go. War is a radical declaration that shouldn't be entered into lightly. If it is entered lightly and that offends the guild membership, they should work within that guild to do something about it or abandon that guild.
I'm not sure how I feel about the GvG war suggestion that you were replying to. Seems to me that even if you open up PvP between openly hostile guilds to the main part of Atys, that there should be areas where PvP is not allowed or strongly discouraged (like the cities).
I do like the idea that a guild that initiated the war can't back down for 24 hours. I can just see a guild leader with a grudge or whatever, initiating a war, griefing a bunch of people that didn't even have time to react to the war declaration and then backing out of it before the attacked guild could regroup.
But, as others have pointed out, there is no reward or penalty for any PvP in Ryzom. I'm not suggesting that WoW's Honor system is the right answer, but at least there's more to PvP in that system than just killing someone, laughing maniacly and waiting for the inevitable recriminations. War should have rewards, penalties, winners, losers, the possibility of negotiations as well as combat victory/loss. War should have an impact on those that are not directly involved in it, encouraging alliances and/or attempts to negotiate peace. It should be more complex than simply blowing someone else up.
One of the reasons that I voted in another thread against most PvP is that it should have this kind of complexity to it. Without that, I don't care where you allow or disallow it. What's the point of it?
(sorry this is kind of rambling, but I just ate way too much food and having trouble digesting and thinking coherent thoughts)
Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 2:50 am
by hunter17
earthforce wrote:I would like to see Race specific mounts/vehicles, after seeing that concept design for the boat ages ago. For example, Trykers have a boat or a glider. Fyros have battle mounts (Meks or possibly Tamed Gingos).
I haven't had much play with Matis or Zorai, so I'll leave that to those that play them and can invision what those races would use.
Almost forgot, even more unique creatures specifically for each land.
Yes, very nice idea, i thought about armored mount types also, crafters could maybe build armor and put blades onto the horns, would be very cool to see this, maybe mektoubs are the high con sorta things while varinx- fyros, torbak- tryker?, and so on, havent been much in other areas, but yeah they would have higher attack power and maybe faster speed but what they carry and their feed rate would be more rapid
Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 3:07 am
by iwojimmy
The game needs an alternative healing skill tree. Those few people who are willing to heal, rapidly level up, and become xp killers. Offensive magic users have 3 trees to swing between

, and I'm not even going to try to count the choices for fighters..
Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 3:10 am
by vinnyq
hey that's a good request. But, how
would you split the tree up? 1h healing? 2h healing? barehanded healing? healing with amp?
I am seeing a healer with a hand behind his back bouncing up and down healing.
HAHA!
Yes, very nice idea, i thought about armored mount types also, crafters could maybe build armor and put blades onto the horns, would be very cool to see this, maybe mektoubs are the high con sorta things while varinx- fyros, torbak- tryker?, and so on, havent been much in other areas, but yeah they would have higher attack power and maybe faster speed but what they carry and their feed rate would be more rapid
OMG yes you know what would be so cool? If there's a mount mektoub attack stanza, so that while you're riding, you can tell your mount to headbutt or trample on the mobs

Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 4:43 am
by hunter17
Competitions and Courses to train pets, maybe even an animal that goes so nicely slow, that people can range/melee off of it, not magic because that requires concentration and "Jumping up and down furiously"
would be fun chasing some guy in PR who aggrod you and tried speeding away, hope on mount and charge

Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 8:57 am
by jipekr
Thing Id like to see more of is invasions - more of those pls =D
Nothing more fun than having to defend your land against the evil invader =)
Another thing is fighting from horseback, Id really love so see that - how cool wouldnt it be to charge the enemy with tilted lances (maybe Im just sold on knights lol) and break up their formations =)
Just thought of another thing - just a simple little thing like adding "talking" in the background when you are near NPCs, they sure are quiet... Imo they dont need to interact very much, just the added "backgroundnoise" of talking would be nice - would make the cities a bit more "living" instead of just packing them with lots of mutes...
Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 10:30 am
by jokque
Yea im a bit concerned about my healing outleveling people as well
So far ive mostly been in 2 man teams, just me and a nuker, nuker is spamming high dmg attacks and im spamming heal. Theres VERY little room to work with, sometimes if i just fail one heal (the incantation of the spell has failed, whatever that is) then the nuker dies
I wouldnt mind, at all, to lvl 2 supportive trees at once, for example healing and defensive affliction (ie instead of healing also dmg prevention from the stun) but this just isnt possible as the insane high dmg output compared to what hp ppl can have in this game requires me to just spam a heal over and over.
Another concern is that, when all the healers are really high lvl and only lvled togather with 1 nuker, means that all other skill trees for players will have a hard time being leveled. Skill trees being used are sword, pike, dagger, ranged, elemental, defensive affliction and offensive affliction. Unless every team has 1 of each of these players + a healer we will have a unbalance sooner or later in that skill trees that are not elemental simply wont find healers (yea i know im exaggerating a bit, not everyone is interested in lvling all those trees, etc)
Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 11:57 am
by moulije
Dampers betting systems.
Allow people to bet on the outcome of other people duel or there own duel.
Re: What system or feature would you add to Ryzom?
Posted: Sat May 07, 2005 12:21 pm
by sidusar
jokque wrote:Another concern is that, when all the healers are really high lvl and only lvled togather with 1 nuker, means that all other skill trees for players will have a hard time being leveled. Skill trees being used are sword, pike, dagger, ranged, elemental, defensive affliction and offensive affliction. Unless every team has 1 of each of these players + a healer we will have a unbalance sooner or later in that skill trees that are not elemental simply wont find healers
Sooner or later? I'd say that's already the case, look at how many avatars of destruction and celestial guardians there are, compared to how many 250s in other combat skills. But if you're concerned about that, the answer is simple: Don't hunt in a two man team with just one healer and one elementalist. Hunt in larger teams where there's also room for people using melee, ranged or affliction. Ofcourse, the drawback is that the experience will be slower.