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Re: Most Desired Improvements

Posted: Thu May 26, 2005 3:59 pm
by vinnyq
I'll make it easy for you sehracii, just post a new poll with the following options:

- revamp missions so that they'll affect the game world
- revamp missions so that they'll affect the game world
- revamp missions so that they'll affect the game world
- revamp missions so that they'll err ... affect the game world?

Re: Most Desired Improvements

Posted: Thu May 26, 2005 4:25 pm
by b00ster1
- Easier inventory managment (GH<->Appr.<->Pack<->Bag).
- Ability more customise crafted items look.
- Very expensive "special stanzas/actions" (1000 SP+) available after lvl X/or after lvl X in Ytree and X lvl in Z tree
- Special stanzas/plans/abilities after lvl 250 (missing/dublicate atm in some trees).
- New Titles (eg. Deff. Affliction 200 + Off. Affliction 200. or Pike 250 + Elemental 250)
- "Bonuses" for using skill after lvl 250 (smaller xp? xp for sp?)
- Fame, more affecting play style / More significant role of Kami/Karavan following (80% constant PR "population" - "True" Jena disciple followers with Karavan fame "+100"?)
- "Personal" merchants / Improved filter (by name.etc)
...

Re: Most Desired Improvements

Posted: Thu May 26, 2005 5:44 pm
by marct
aylwyne wrote:If it were up to me, I'd have the RAID engine running all the time with events similar to the big invasion. At least that'd be something to tide us over until things like outposts get added.
I agree completely. Why not have little things going on all the time. We cover a year in ryzom in roughly 2-3 weeks. Seasons change environment changes, why not have plant get out of control in this area, something else happeneing over there, resources depleting faster in a certain area due to some factor, etc.

Just some thoughts.

Re: Most Desired Improvements

Posted: Thu May 26, 2005 6:02 pm
by marct
petej wrote:To be able to move a mob spawn (maybe each spawn has a number of possible locations) , atm once a spot is cleared of agro they just respawn there making the clearance worthless for harvesters

Example :- your harvest spot is under agro , so you kill them all off , they dont respawn at the exact same location and eat the harvester but 25-50m away ,maybe ontop of another harvest spot of the same type?

This way harvesters will have a real use for teams of hunters and our actions will have an effect on Atys

Maybe theres a need for different types of spawns , agro guarding material spots should be movable , agro blocking passageways should have a slightly delayed respawn to the same spot
Awesome, while you are at it, let's change there behavior a bit too. Let's have them spawn before they are all gone. I.e. you kill 2 of 6 and 4 more spawn, there were 6 and now 12 spawn. the spawn area changes in size, the roam path changes in size. They become enraged and roam more wildly. Go crazy make it super living. They call in help from there nearest spawn group of animals they are friendly with.

Why don't aggro attack Kitin, or Kitin attack aggro? Why don't plants get eaten by some animals?

From another post the apartment access: How about being able to give more people permission to take from the Guild Hall. A temporary pass or something. Maybe it is another option for a guild ranking and the leaders can assign and unassign it at will.

noin.

Re: Most Desired Improvements

Posted: Thu May 26, 2005 6:08 pm
by marct
b00ster1 wrote:- Very expensive "special stanzas/actions" (1000 SP+) available after lvl X/or after lvl X in Ytree and X lvl in Z tree
- Special stanzas/plans/abilities after lvl 250 (missing/dublicate atm in some trees).
I have also said this before. It gets stale after 100 in most braches as too many people know. Make there be many many skills. Learn which you want, etc. 2 to 3 times the skills as your available SP in any branch. Make the first version of a skill "affordable" so you can play with 80% of them, or not so you have to say If I want to try this, it will limit what I can do later.

Maybe this is where the +lvl 250 xp and sp come in. You don't earn much SP but it would give you the ability to pick up some of the things you ignored.

Noin.

Re: Most Desired Improvements

Posted: Thu May 26, 2005 6:25 pm
by sehracii
It seems popular that there should be some variety and control implemented in mob spawns. This I understand can be a very tricky task for implementing into the existing game though.

For the purpose of this thread and the poll that will follow all the suggestions regarding it will be considered "mob spawn variation"

Also, regarding the poll and priority list, I think it's better if we keep the big items semi-generic. We'll let the devs know where we want to see improvements but not tell them exactly how to do it, basically because we won't all agree and there are just too many options.

Feel free to continue including specific ideas though, perhaps they'll come here for ideas and run with what they think will be easiest to implement.

I agree to:
Expensive high level skills
Special Guild Hall access list
Combination titles

I'll add:
It's never made sense to me that a mob will wait for you up to two minutes after your death and if you're rezzed at 1:59 he'll come back for you, while at the same time all it takes is two seconds in water. I think they should forget about you sooner if you're dead but also wait longer for you if you run to water. Maybe meet in the middle at like one minute each (Actually, it would make sense if the water was longer... with death the mob thinks it killed you and moves on) Could even have the time vary between mobs.... hungry carnivores hunt you longer but defensive herbivores are more likely to move on sooner and avoid more conflict.

Re: Most Desired Improvements

Posted: Thu May 26, 2005 6:43 pm
by thurgond
For players to affect world, the game needs institutions which players can belong to and participate in running/governing. Right now there are generals, corporals, etc. but no army, temples with no priesthoods, rulers with no toadies, jesters, tax collectors etc.

If you want people to roleplay, you need to give them a role. Give a person a sword, and he'll roleplay a swordsman. Let someone take a position within society and he'll assume that role and play that role.

This can be attached to missions. Deliver enough messages and become a junior diplomatic messenger, 4th class. Deliver enough orders and become a military messenger. Spot the izam a few dozen times and you too can be an apprentice scout. Collect enough mission mats and you get a promotion from prospector to shop steward of the Diggers and Burrowers Local 312, Dyron Chapter. Feed enough kittin morsels to the local Kami/Karavan representative and become an acolyte. You want to lead your civilizations armies against the kittin/infidels/heritics? Then work your way up through the ranks soldier.

Until this happens, our roles are all killer/digger/maker of things.

Re: Most Desired Improvements

Posted: Thu May 26, 2005 6:47 pm
by altomesa
martinr wrote:Id like to see different classes of armor created from an optional mat slot (not required to be filled to make the item)

Adding Armour Shell to Light Armour provides more protection.

Adding ambers to crafting pattern adds in increased resistance to magics.

Adding Cloth to Heavy adds more decorative look to the items.

Adding extra Armour Shell to Heavy Armour provides even more protection.

This would therefore create additional types of armour classes.

Mage Light Armour (complete with hood :P )
Warrior Light Armour

Superheavy Armour
Very nice Sinister. I would also like to see more flexability in crafting.

To take it a step further, as it is now, there is no real reward or upgrades for reaching lvl 250 in crafting other than title and success %. I would like to see a system implimented whereby at lvl 250 you have the ability to design/edit certain armor design parameters to create something unique and save them to a specific stanza you can then use. Something akin to UO's House Design tool, only for armor. :)

Would also be nice if the foraging interface was redone to be more user friendly. As it stands now, it's difficult to see the "source content" for raw material sources, especially when they are stacked on top of each other. Source contents range from 10-30, yet the blue bar always starts at 100%, I'd like to see this changed. If the max content is 30, then 30 is 100%. If the source content is 15 then the blue bar should start at 50%. This visual change would make it much easier for foragers to choose the right sources to dig.

MQ and HQ jewelry plans that would of course require more mats but also increase jewelry durability.

Total revamp of the mission system. Ryzom's missions are very drab and boring and almost always not worth the rewards. Missions should tie in with the story line, pull you in and make you feel like you are a part of the story and making a difference in the world (think WoW's mission system). Rewards also need to be redone. Rewards like exp that can be applied to a chosen tree, SP's that can be added to one of the 4 categories, unique items, etc. Give us interesting things to do other than grind lvl's killing the same mob's over and over or digging the same nodes over and over.

Re: Most Desired Improvements

Posted: Thu May 26, 2005 7:02 pm
by dc77066
martinr wrote:Id like to see different classes of armor created from an optional mat slot (not required to be filled to make the item)
...
I'm tempted to add "set limits on light armor and jewelry so that low level crafters have a market available to them" but I haven't gotten my q250 light armor/jewelry set yet.
-Raku

Re: Most Desired Improvements

Posted: Thu May 26, 2005 7:25 pm
by cygnus
I would like to see a Tool Crafting skill . Prime tools would have very little chance of failures, more chance of success in the lower crafting success percentages, last longer etc. Item ql usable would be limited to your particular level for that tools use.

In anticipation of this I will pay millions for a pick with Super-Duper Turbo Boost & Hoover Mats maxed ;)