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Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:59 am
by russnpam
Well this thread is not to dredge up negativity, and so far everyone has responded pretty positively. I do not want to make Ryzom like everything else, but in the originality that is this wonderful game there must also be options inside the world itself to expand abilities and features. It may be harder to find them due to the fact most are defensive about change
And understandably so. However, I have to say, simply increasing the customization of stanza's would be great. Keep the ideas coming, and don't give up just because you've been told no in the past.
Positive responses and fresh ideas lead the way, even if the inspirations are old school. Like Ultima Online was one of the first MMO's, MUDs were its inspiration. Like EverQuest was the first fully 3D MMORPG, the world was inspired by a Dungeons & Dragons world made up by a once geeky Brad McQuaid in someones basement. I'm simply asking to hear the ideas that come from the inspiration. Everyone seems to have alot on their minds. No matter if I do get flamed, this is a positive thread for the time being. Keep it up!
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 8:57 am
by johntf
Here's some advice for people who moan everytime someone doesn't think their ideas are great.
1. Get original idea's.
2. Get good idea's
3. Take 2 minutes to make a quick forum search to see if someone else has already stated these very obvious and generic ide's before in the several year history of ryzom, odd's are someone did two days ago and people might just be a bit cranky having to give the same replies, and to see them misunderstood in the same way.
4. Learn not to be really upset and suprised when someone doesn't hail you as a genius for your insightful post and praise you for your originality.
Sorry if my post seems rude but I'm sick of the attacks on people who've played and supported ryzom for a long time simply because they expect more than the general momrpg faire for the game.
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 1:56 pm
by truce1
johntf wrote:Here's some advice for people who moan everytime someone doesn't think their ideas are great.
1. Get original idea's.
2. Get good idea's
3. Take 2 minutes to make a quick forum search to see if someone else has already stated these very obvious and generic ide's before in the several year history of ryzom, odd's are someone did two days ago and people might just be a bit cranky having to give the same replies, and to see them misunderstood in the same way.
4. Learn not to be really upset and suprised when someone doesn't hail you as a genius for your insightful post and praise you for your originality.
Sorry if my post seems rude but I'm sick of the attacks on people who've played and supported ryzom for a long time simply because they expect more than the general momrpg faire for the game.
Sorry mate. You guys can not be martyrs in this case. I dont care how long or who you are.
as the OP said.
While implementation is limited by dev staff numbers and financial budgets, your imaginations are not limited. Please post as many ideas as you can.
No one said you guys could judge others ideas just because you have been here longer.
Discuss, yes, Talk, yes, maybe inform someone as to the reasons why...sure.
But the responses I listed, are copouts to discredit others ideas to keep ryzom as the game is solely to appease your own interests.
I´m not against change, I´m not against new features, I´m just against making us a clone of others.
Everyone knows what this means.
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:25 pm
by olepi
I would like to see companions, in two flavors: pets and summoned creatures.
Pets -- create a skill tree that allows us to capture and control pets. Adjust it so that pets that are close to our level, or higher, have a chance to break free and turn on their tormentor, you
Balance the pet with giving up something, like 1/2 of your HP goes to the pet for example. Make the pets controllable, like attack-stay-guard type commands.
Summoned Creatures -- like pets, except they are not captured. You cast a spell to summon a pet-like creature as a companion. These creatures have a specialty, like healing, melee, etc. So you could summon a minor healer to help you, or a minor melee to tank while you heal. Balance this ability with some loss, such as HP, sap, etc.
Adding a companion dramtically complicates and changes the experience, especially when playing solo. For those of us who frequently play alone, adding a companion makes the game a lot more interesting.
Balance it such that a player with a companion, is about as strong as the player without it. The only real advantage of the pet is the extra strategy you can use, and the extra complexity of playing.
Blackavar
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:26 pm
by russnpam
Its ok to be defensive about this but it really is just me trying to put up a positive thread about feature additions that WOULD fit into Ryzom. Thats why I asked everyone for their opinions, since my experience was very limited here.
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:26 pm
by philu
truce1 wrote:Sorry mate. You guys can not be martyrs in this case. I dont care how long or who you are.
as the OP said.
No one said you guys could judge others ideas just because you have been here longer.
Discuss, yes, Talk, yes, maybe inform someone as to the reasons why...sure.
But the responses I listed, are copouts to discredit others ideas to keep ryzom as the game is solely to appease your own interests.
Everyone knows what this means.
All I have read from you are some suggestions that are already in game (such as player houses and guld halls) and abuse. Rather than starting off from a very antagonistic stance and berating players for not giving reasons for their dislike of suggestions, you should take your own advice and expand on your suggestions. For example, we already have appartments and guild halls, what do you mean by you'd like to see them? What new features would you like to see there? Campfires? You never been to Dyron? Or one of the other camps? What do you mean by camp fires?
Starting off with a sarcastic and antagonistic post and calling people names isn't very constructive, so please take your own advice.
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:29 pm
by russnpam
These are all very good ideas.
Keep em coming =) If this were to become a Sticky or just a regularly added to thread it would at the very least be in the back of their minds. =P I have done some dev work and I know it was always easier for me to just pull up the page and glance at ONE thread instead of searching and sorting through a hundred to see what others were looking at wanting in the game.
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:37 pm
by olepi
Housing -- I would like to see expanded housing. I always wanted to live in Natae! Make apts available in all towns. Allow us to improve the apt, with decorations, extra storage, trophies, etc. Allow us the right to let other players into our apts.
Guild Halls -- allow us to build a guild hall somewhere, perhaps at an OP. These player-made GH's could be destroyed in a PvP action, and the winner gets to keep any stored items.
Construction of the remote GH would take a guild a lot of time and effort, and would require upkeep and payment for NPC guards.
OP's -- let us have stables, and working buildings at an OP, including some basic storage. Allow us to "buy" a merchant or hawker to put at our OP. Today, OP's are like some remote factory no one ever visits, shipments just arrive from there. Make the OP's a place the guild would want to go to.
Blackavar
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:42 pm
by philu
I'd like to see some form of postal service or 'warehousing'. Basically, somewhere you can leave an item that can be collected later, possibly even by someone else. It would be ideal for those times you order some cool new gear and have to wait ages to catch the crafter online again before you can collect. You would be able to collect from the 'depot' instead. You could possibly pay a small fee for storage/collection. Maybe the person leaving it could also specify an amount the collector must pay (i.e. the agreed fee for the item) to get the item. This additional amount goes to the person leaving the item.
Not sure how easy this would be to implement but it is based on existing mechanisms. Also not sure if it exists in other games, nor do I care.
Re: Added Ryzom Feature Suggestions
Posted: Fri Sep 29, 2006 2:47 pm
by olepi
Trophies and Badges -- I would like to see some system of bragging included. For example, I went and killed uber boss ABC, so I can display the uber boss ABC badge, or pennant. Or allow a guild team to loot the ABC boss, and make a trophy of him to display in the GH.
Accumulation of certain badges and trophies could give a small bonus, so perhaps ABC trophy in the GH means all guild members get extra 2% regen rate, or something.
Badges -- make different types of badges, with different bonuses. For example, exploration badges: once you get X number of them (by exploring and finding them), you get a 5% speed increase. Or kill badges: once you kill 2,000 gingo's, you get 5% dmg increase against them.
Blackavar