Dungeons

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1mage
Posts: 189
Joined: Tue Nov 09, 2004 11:40 am

Re: Dungeons

Post by 1mage »

a02chrha wrote:What I want is to have scenarios like this:
Im scouting PR alone, sneaking into holes and pits and ruins and stumple across a small tool or something on the ground. If you click it you "activate" some sort of quest, that (in the end) will give you hints of the tools original use and "whoops" in the end of the quest it turns out it was a material locator giving bonuses to tracking skills... used by the royal excavators of the past.

This quest should NOT be found at the same place again after I have found it!!! Thats the whole thing really, by creating lots of secret objects and stuff to discover, and making theese unique. The world should really be an interesting place to live in!

What this concretely mean is that stuff and info should "litter" the world here and there, lots of unique stuff that spawn once and then dissapear when someone finds it. It can even be crappy useless items that just has a funny story bound to it... I dont need "rewards" that gives you a bonus to foraging or make you a better fighter. The idea of discovering remnants of the past, there can be societies of explorers sharing info about the stuff they have scavenged together. Large guilds can cooperate with scientiffic personell and responsibilities in the common interest of all races.


Hehehe, this is some of my visions of Ryzom in the future!
All this stuff are things I though would be in the game in retail concerning all the things I read on the lore before I bought Ryzom. I feel that I need more of this to keep interest and keep me hooked enough to continue the same online hours I spend each day.
Love it... unique bits are the way to go, and like you say doesnt have to have to a uber weapon of war and and 6 year source time bonus. Just nice little trinkets we can find and treasure :)
SIAFI ~ Member of the Samsara
Adv Desert Forager
usinuk
Posts: 392
Joined: Thu Sep 23, 2004 12:43 am

Re: Dungeons

Post by usinuk »

One other thought on this - I would love to see an instanced mission where no standard weapons/amps/armor worked, and specific mats and weapons (e.g. you need a mission mat autolauncher to kill the mission boss) had to be harvested and crafted on the spot. Make it involve more than just pounding on something.

However, while I'd love to see instanced missions, there are so many more things that need to be done in this game first. Fix the bugs. Then add glitter. Pretty simple formula.
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marct
Posts: 1154
Joined: Wed Nov 10, 2004 12:22 am

Re: Dungeons

Post by marct »

I think the point here, that some of you are missing is that yes dungeons or quests have their place. However Ryzom is dynamic. I think the best implementation is to have the "instance" (which I do not like) or the quest not be the same every time. Let it be less scripted. Multiple ways to complete with different results, etc. And as everyone claims, me doing it today should have some effect on the world. And possibly it could have some affect on how it can be performed in the future. Thus changing the Script.

That is Ryzom!
~ Noinossalg (Noin to most) ~ OmegaV ~ King Of Nexus ~
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