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Re: Production: New Missions

Posted: Tue Mar 06, 2007 3:44 pm
by philu
While I agree that the ML missions could do with some improvement, I feel a step in the direction of too much hand holding would be a mistake.

Welcomer missions that guide the newly arrived player to the locations they need to go - trainers, market places, TP, other mission givers - would be good. However, I wouldn't want it to take them too much further.

I tried the trial version of one of the more hand holding games (it rhymes with CleverNest Glue ;) ) and wasn't impressed. It felt way too directed. Go here, do that, do this, go there, do the other, go crazy with boredom!

One of Ryzom's major strengths IMNSHO is it's freedom to do what takes your fancy today, rather than what an NPC tells you to do.

Some missions should be a brief pointer to life on the ML and the rest should stay in similar vein to how they are now (or better still fill in the blanks in the Encyclopedia!). Don't hold their hands too much or you lose the Ryzom feel.

Re: Production: New Missions

Posted: Wed Mar 07, 2007 10:05 pm
by dcrispo
Well, I left another game after they implemented a new player mission process. After an initial starter starbase, you were sent planetside and then did this series of boring, repetitve missions to reach such and such a level.
This game, at one time, boasted about its community and player aid to new arrivals. Now all that is gone and a great many of those gamers are now here on Ryzom and loving it.
Change for changes sake can be both harmful and game ending. Allow the current trend of meeting experienced players and learning the gameplay through them as it is. It preserves the comradery that pervades all lvls of Ryzom and ensures the game's future growth. New Homins arriving in our cities can attain lvl 50's much quicker with experienced players then any mission/reward could and you wind up with a new player being satisfied and an experienced player feeling rewarded by their efforts to help.
Just an Ole Man's thoughts....

Re: Production: New Missions

Posted: Sun Mar 11, 2007 3:22 am
by seawe
Well I really think hand-holding-missions on mainland are not needed at all. RoS starter land does this very well imo. (if someone doesn't know how to play after RoS then they abviously didn't pay much attention ;) .) And they especially don't need loot/items once on mainland, if anything a few more dappers at low lvls is most helpful.

What really would be cool and needed i think is for the new missions to teach the new refugees about thier cities and customs, and life in general, including history. Get it out of the website and ancient texts and into game!

Re: Production: New Missions

Posted: Tue Mar 13, 2007 5:16 am
by odofitzg
seawe wrote:Well I really think hand-holding-missions on mainland are not needed at all. RoS starter land does this very well imo. (if someone doesn't know how to play after RoS then they abviously didn't pay much attention ;) .) And they especially don't need loot/items once on mainland, if anything a few more dappers at low lvls is most helpful.
Hmmm. I just started a few months ago (right after the hiatus in paid subs) and I have to say that I had plenty of dappers from RoS, and harvesting is a quick (but potentially boring) way to make as many dappers as you want. There were things that did get me periodically in the first few days -- the major aggro of ragus and gingo and the cooperation of herbivores if you got too close whilst killing one.
seawe wrote:What really would be cool and needed i think is for the new missions to teach the new refugees about thier cities and customs, and life in general, including history. Get it out of the website and ancient texts and into game!
Amen. This is what confuses me. How do I know that Matis are concerned with physical appearance more than some other homin? I read it in an article on the website that I happened on by <b>accident</b>. It would be nice to have more of it show up in game.

What I would really like to see is a place where people would gather looking for group. It shouldn't be that hard to set up an NPC "matchmaker" who when you enter conversation starts out with: "A young homin like you shouldn't be wandering around alone out there. It's dangerous. I can put you in touch with other young homins who are around right now." You then enter your name and what you do, and look for potential partners without the commitment of guild.

Re: Production: New Missions

Posted: Tue Mar 13, 2007 8:58 am
by philu
odofitzg wrote:What I would really like to see is a place where people would gather looking for group. It shouldn't be that hard to set up an NPC "matchmaker" who when you enter conversation starts out with: "A young homin like you shouldn't be wandering around alone out there. It's dangerous. I can put you in touch with other young homins who are around right now." You then enter your name and what you do, and look for potential partners without the commitment of guild.
Agreed, I've seen this elsewhere and think it is a very useful feature. It could be one of the military NPCs, stationed near the gates of each capital city. Only problem I can see with an NPC though is that you would have to travel to wherever he is stationed to flag yourself as looking for a team.

It would be a very useful feature but needs thought on how to implement it. All depends on whether you wanted it to fit within the game play and lore or just be a game mechanic.

Re: Production: New Missions

Posted: Tue Mar 13, 2007 9:20 am
by japamala
philu wrote:Agreed, I've seen this elsewhere and think it is a very useful feature. It could be one of the military NPCs, stationed near the gates of each capital city. Only problem I can see with an NPC though is that you would have to travel to wherever he is stationed to flag yourself as looking for a team.

It would be a very useful feature but needs thought on how to implement it. All depends on whether you wanted it to fit within the game play and lore or just be a game mechanic.
but then, it makes sense to go to a bar/taver/pub to find party members...

Re: Production: New Missions

Posted: Tue Mar 13, 2007 12:06 pm
by nstotler
seawe wrote:What really would be cool and needed i think is for the new missions to teach the new refugees about thier cities and customs, and life in general, including history. Get it out of the website and ancient texts and into game!
Yes! More story in game would be wonderful! There is so much depth to the tales of atys and it's inhabitants that you would never have a clue about if you don't read up on the lore sections etc.

If implemented swiftly, it might just give some more RP basis ;)

Re: Production: New Missions

Posted: Tue Mar 13, 2007 1:43 pm
by philu
japamala wrote:but then, it makes sense to go to a bar/taver/pub to find party members...
And there you go, problem solved. :D

That would give a good back story to the NPC.

Re: Production: New Missions

Posted: Tue Apr 03, 2007 4:03 pm
by ffxjosh
I would like to see somthing like this for starter mainland quests.:

*New players jumps in cap city*
Within 10m of the homin is a welcomer (there is in most cities tho the Zora/Pyr one is a bit hidden ;) ) How then asks:

"Hail young homin, i am [insert name] and i am here to help guide young homins on their way around atys. now tell me, What interests you the most?"

Then the welcomer goes onto sction into craft, forage, magic, melee or gen info(locations of people etc) giving the person the option to chose what they would like to learn first. once a path is selected the wleocmer then marks the new players map with people to talk to. (trainers, merchnats, mission givers etc) then giving the new player the option to do what they want. They have all been thru the silan ritual and know how the game works.

The mission givers for early game i would like to see, just mark the map with locations. Melee - locations of gingo etc, magic - locations of plants etc, forage -locations of materials, craft - locations of peple who need items crafted.

Sure most of the missions will start off with "bring/craft/find me xxxx" some missions will require a partner (to help improve team playing) but ultimatly in the end of the mission chain the missions move onto more lore based missions, I.E fyros missions about the dragon etc, exploring the lands etc etc findingout about history.

Rewards for first mainland missions. - EXP, if people are gunna spend time on them they need exp (IMO). at the end of a mission 'chain' (say 15 missions in one field of expertise) they are rewarded with one item (non tradeable or sellable) that relates to that field. I.E a boosted HA helmet, a boosted caster caster pants, a focus boosted gloves.

Once the first set of 15 missions is done, the original city wlecomer is like "no more mate" etc. he will still poitn out places etc and give general guidence. HOWEVER :

Once a person reaches the next city they get a new oppitunity. Say they are a fyros, and they get to Zora. the city welcomer is like "Hey, you made it this far wtg! what would u like to know about?" he then gives the options again, similir missions etc.

This is where rewards change, if the first time sum1 chose they want to learn about fight and then on the second welcomer they chose they want to learn about fight after the 15 missions they get given somthing better, so instead of a boosted helmet they get a exe sword (or sumthing better relitivly speaking) once the missions are done they cant chose any more.

this carries on for each welcomer, so if you chose fight by end of all 4 city welcomer your final prize would be somthing very nice (I.E lots of cats and a exe armor - again non tradeable or sellable)

Doing this will limit the amount of lower Q "uber" stuff thats going about.

This can be done for the Kami/kara welcomers in the cities as well.

Once all 4 cities are done the welcomers only give directions to other mission givers. there could be up to 5(melee magic craft forage and exploration) mission givers in each region. but only EXP/cats for basic missions and then op mats/single peice of armor/op pick/op craft tool for rewards for completeing their mission chain. (by OP i mean OP-esq. i.e give bossts or sumthing). the idea for the mission givers is to help mark maps etc.

Ok so thats lower level mission givers

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Higher level mission givers.

from level 100+ the mission givers are not set out in maps. Although fixed NPC's they shouldnt be too easy to find. not all mission givers should be in the zone of their level. I.E level 200 mission giver in a level 50 zone.

depending on the race/faction of the giver depends on what they ask. A matisian woman may need you to talk to the Kami leader of a bandit camp for her. etc etc she gives you cats/exp. this mission you can do once every 48 hours. the Kara guard at a friendly camp in dyron needs you to kill xxx and in return he will offer you exp.

I would like to see some missions only doable once. - but if so, they are VERY hard to find, in a dangerous place, have several parts to their mission and offer a high reward (nothing that is not craftable tho - again, non-tradable and not sellable)

There should be mission links. I.E complete one mission (or a few missions) for one person and move onto the next person - preogressivly harder, but only the last mission on the last chain gives a 'decent' reward.(non trade not sellable) then that chain is not doable again for a month.

It helps bring out a more solo-able element to ryzom, it means if people wanna get a nice(ish) weapon but dont craft they can complete a mission chain and get one, but it means they have to be careful not to overuse their weapon etc. and even if they did it, every month they only have 12 weapons that make them no profit. If they had no intention of buying off a crafter then its a win-win situation.

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Levels. currently there are restrictions on levels and fame KEEP THEM - but also ADD AN UPPER LEVEL CAP. I.E cant complete a mission if you are above a certian level in craft etc.

EXP. keep it low. people will gain exp while on the mission (I.E having to dig/craft/kill) anyways. no more than 8K a mission. (IMO is a good amount)

Cats. cats are rewarded on LOWER LEVEL CAP I.E if you have to be level 150 in forage, you get Q150 cats. makes sense.

other rewards. Yes, the rites were REALY getting there with some of their rewards I.E boost total HP/focus/sap etc. as well as special aura's. expand the enclopeadia. BUT MAKE THE RITES HARDER, where you have to team at least.

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On a side note ryzom needs a /lgf (or similir command) where you type /lgf and "lgf" appears above your head and your name gets put into a pool of people.

omgosh, it appears ive written a ton.. sorry ;)

Re: Production: New Missions

Posted: Tue Apr 03, 2007 4:26 pm
by katriell
ffxjosh wrote:<snip>
:eek: ... :( ...