Top 5 Things 'We' NEED Fixed

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gralen
Posts: 466
Joined: Thu Sep 23, 2004 1:04 am

Re: Top 5 Things 'We' NEED Fixed

Post by gralen »

alystra wrote:2. Degridation of armor. IF this is a true problem it should be fixed. I only say if, because I am not of the appropriate level to know and wonder if it is happening only to the tanks (people who get hit alot in teams) or to every one in the team.
Mage using light armor and not being hit, thank you tanks!, and the armor falls right off your body. Personally, I'm switching to a nice set of "show" armor and then just some plain store bought junk to sew my boosts into for actual fighting.
ralgur
Posts: 39
Joined: Mon Oct 11, 2004 11:17 pm

Re: Top 5 Things 'We' NEED Fixed

Post by ralgur »

(1) The con system is anything BUT intuitive for me. Trial and error is the only clue I have. It shouldn't be risk free to wander around in the wild, but as it stands, the current con system is useless to me.

(2) The conditional attacks such as "hit after critical hit" and "hit after dodge" are nice, but the visual cues are not. One of the things I enjoy about combat is watching my character flip around and such. Now, with the conditional attacks, I get to stare at the icons to see when they light up. This really kills immersion.

(3) Lack of Tryker mats over quality 50.

(4) Harvesting - Where are the visual clues? Wandering around for hours trying to find resources is not what I consider fun. I want to do harvesting, and it shouldn't be a "gimme", but as it is now, it's a fun killer.

(5) Fix the ignore function. As a whole, I've been very impressed with the community. However, it only takes one bad apple to ruin the bunch, so to speak.

(6) In game text descriptions of what skills do should be improved dramatically. You should also allow a "surrender skill" option to give up skills you do not want.

Lots of other issues have been listed. Please hurry on this stuff in this thread. No mmorpg is perfect on release. This one is no exception. My "free" month is going to be up. I'd like to be out of beta. :p
sputniik
Posts: 15
Joined: Fri Oct 01, 2004 1:58 am

Re: Top 5 Things 'We' NEED Fixed

Post by sputniik »

1) A more intuitive, working con system. This is needed especially in SoR because the mobs don't stay in designated spawn points and wander about.

2) Key mapping: having to add a new action once you overwrite (usually unknowingly) it with another function.

3) Inventory bugs!

4) Tryker issues.

5) Visual clues for harvesting.

Now get to work! ;)
oddie
Posts: 128
Joined: Wed Sep 22, 2004 6:04 pm

Re: Top 5 Things 'We' NEED Fixed

Post by oddie »

1 armour and weap degradation Yes let it wear out, but with the high expense of items, there needs to be some balance somewhere

2 fix the trykers They deserve to be on the same playing field the rest of us are on

3 inventory bugs It is a pain logging in and out to get to what you need, or doing without cause it is a hassle

4 I think the rest is just wants atm..................
Oddie
One day I will have it all
gules
Posts: 37
Joined: Sun Oct 03, 2004 9:40 pm

Re: Top 5 Things 'We' NEED Fixed

Post by gules »

Viable ranged weapons.
stygeon
Posts: 142
Joined: Thu Sep 23, 2004 10:11 pm

Re: Top 5 Things 'We' NEED Fixed

Post by stygeon »

I would like to thank everyone who has posted so far. Thank you for your time and thoughts. I knew that we as a community could come through in this.

I hope that more of you will add more weight to some of the thing already mentioned or add more of your own.



Please share your thoughts.
"There is more imagination in one's life than there is in all of one's dreams."

Christopher Columbus
daleknd
Posts: 102
Joined: Sat Oct 02, 2004 9:45 pm

Re: Top 5 Things 'We' NEED Fixed

Post by daleknd »

Another one I'd like to add to the mix that I have not seen mentioned is how ressurection and aggro tie together.

I can live with the design decision that you only get healing exp for healing folks you are grouped with during the actual battle. It's a matter of risk vs reward.

The problem I have is that you basically cannot ressurect some corpse you find out in the wilderness. If some guy gets himself killed by anything other than harvesting, it is suicide to rez him. Whatever killed him instantly attacks you. If the risk vs reward says no exp for drive by rezzes, it seems very wrong to me to inherit the corpse's aggro.

Dalwin
humble forager of the Fyros
qjahe
Posts: 13
Joined: Mon Sep 27, 2004 11:14 pm

Re: Top 5 Things 'We' NEED Fixed

Post by qjahe »

the top #1 is fixing Tryker mats.
but that'll never happen.. EVER.
They leaving us in the ditch for more than a month now..

Nevrax as bad priorities, their all over the wrong places.

Its sad.

Reboon
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dewdman
Posts: 19
Joined: Thu Oct 14, 2004 10:38 pm

Re: Top 5 Things 'We' NEED Fixed

Post by dewdman »

The soundscape, in my opinion, is severely lacking. I know this isn't a big issue concerning the mechanics of the game itself, but for the pure sake of immersion and general visual/audio aesthetics there needs to be a serious overhaul to the sound engine. The sound of wind and rain and the occasional call of wildlife is really all you hear regularly. Indoors I feel like i'm walking into the vacuum of space. Where is the crackle of torches? The creaking of doors? The whispers of hushed voices, or just the sound of breathing in general? Anything? It's just dead silence. Speaking as someone in the industry of designing and developing games, dead silence is something you want to avoid like the plague.

Overall I'm finding sound in general (or the lack-there-of i should say) to be a major distraction while playing. Nothing takes me out of the immersion and experience a game is trying to absorb me into more than hearing next to nothing in heated combat. There are no audible cues aside from the occasional thud to give you an idea of what is happening in game. It might aswell be text based combat when it comes to what your character is doing.

And maybe its a bug but my character doesn't even have footsteps (and i know it isn't a problem on my end because I have the latest drivers and have done many tests to try and rectify the problem). Hopefully Nevrax isn't disillusioned enough to believe they're done with their sound engine in any way shape or form and will continue to improve and add to it. Its nice to see them adding a soundtrack, but please, add a respectable soundscape first.
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