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Re: intresting info
Posted: Mon Apr 21, 2008 7:27 am
by whiterider
We could just set fire to some trykers, almost as good.
Re: intresting info
Posted: Mon Apr 21, 2008 8:04 am
by stijn
whiterider wrote:See now, I'd lynch you for that; but my highest skill is heal, followed by desert dig, so I think I'll just leave that bit to others
Just heal him till his head explodes. And i bet you can hurt him with that pick too.
But anyway, I'll grab my axe and amps too! Dead to cash shops!
Re: intresting info
Posted: Mon Apr 21, 2008 6:39 pm
by whiterider
stijn wrote:And i bet you can hurt him with that pick too.
QFE. Sounds good.
Re: intresting info
Posted: Mon Apr 21, 2008 10:46 pm
by rajron
Bad BAD Nysha!!
*gets buzzcut and warpaint tats*
*digs out ele amps*
*grabs a few stacks of sap crystals*
*calls out the pups*
that was my favorite LA you burned!!
Well... alright... so the pants were stam-boosted... but STILL!
Re: intresting info
Posted: Wed Apr 23, 2008 11:34 pm
by lmcready
Im sorry...Did I say pointless? The only thing the "ingame economy" will be remembered for -it reserved all our precious lil mats in limbo at prices well above any amount anyone was willing to pay for. How ludicrous was that? If anything a mutually acceptable game exploit. Cmon!...You know its true. I was there.
Whoever paid for "those", was a dumbass!

Re: intresting info
Posted: Wed Apr 23, 2008 11:37 pm
by lmcready
...Whoever sold "those"...was a retarded dumbass

Re: intresting info
Posted: Thu Apr 24, 2008 3:32 am
by rajron
Only thing I ever sold mats for was more mats ;P
(grind for sups)
can you imagine wasting all that digging time just for DAPPERS??
Re: intresting info
Posted: Thu Apr 24, 2008 8:51 am
by desertt
dappers are used to buy hay from the stable guy or give a round of firewine in the bar ^^
Re: intresting info
Posted: Thu Apr 24, 2008 9:26 am
by bruare
My 2 dappers:
I'm no big fan of GF and highly suspicious of GF's motives
for buying Ryzom and bitter about the financial state of Ryzom that GF created. But still I'm very appreciative of how long GF kept the game running for free at the end.
I think it will be very hard to make Ryzom profitable.
I don't see the game supporting even a small team of developers.
It would probably have to be just a 1 or 2 person team developing Ryzom till the player base increases.
So new content will be out for for prob a year or more.
Small changes that are easily implememnted are probably the only hope.
A few ideas
Allow packers and mounts to TP with the player. I personally think that would be a very nice "wow" factor to the basic gameplay. As is now, both packers and mounts are mainly just storage facilities in town.
Change TP bulk to 0.
Expand map marker system and have it stored on client comp. No limit on number of map markers. Multiply color choices for map markers.
Concentrate on making the UI more user friendly.
Cleanup a few locations in the zones where PCs cann't
go over a small rise would be nice too.
Major work on new zones, exp balancing, quests, range weapons, fight actions stamina use, etc... is just unrealistic.
Cleanup some quests on both Silan and ML. Especially the
counts while doing newbie quests on Silan. And remove the quests on ML that can no longer be done -- like the Goo related quests. Really a bummer when someone takes a quest and spends 5+ hours trying to find Goo creatures that just don't exist.
If a new owner is able to make some small changes that
start to grow the player base then gradually more developers can be employed.
A real focus on attracting and keeping new players is needed. Find out why new players leave.
Personally I think it is doable and eventually Ryzom could grow to a 500K+ player base and be making some owners
some very nice money and
I COULD BE PLAYING RYZOM!!!
Want a way out idea -- Have mercinaries for hire so that a player can hire a NPC to group with. So rather than just soloing, a player could take along a healer, meleer, or nuker NPC to grind exp up. Yep, I bet that would grow the player base fast. Hey, don't even charge for em -- have it like sort of like help out the community quest but no quest. It would be a major development effort but would really bring in the players i bet.
Well that's my 2 dappers and you can all rest easy now -- I don't have the RL money to buy Ryzom.
Re: intresting info
Posted: Thu Apr 24, 2008 1:52 pm
by katriell
bruare wrote:Want a way out idea -- Have mercinaries for hire so that a player can hire a NPC to group with. So rather than just soloing, a player could take along a healer, meleer, or nuker NPC to grind exp up. Yep, I bet that would grow the player base fast. Hey, don't even charge for em -- have it like sort of like help out the community quest but no quest. It would be a major development effort but would really bring in the players i bet.
That'd be as out-of-place as outposts were, and it'd have the same effect: Community is hit for 300-500hp; no regeneration. Sorry. The rest of your ideas sound good.
As for your...idea, lmcready, the objection is not so much about economy. A cash shop could be set up selling only fluff items that could never be crafted before anyway, but it'd still be bad, because it'd effectively make the RL income of a few players quite visible, attacking immersion. But that's not the worst part. The worst is that, yes, we'd be flooded with players, but most of them would be frankly bad players who aren't worth their database entries, who would never pay, and who would finish destroying the community that has been prized for so long.