Outpost - cats

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iwojimmy
Posts: 967
Joined: Sat Oct 16, 2004 10:00 am

Re: Outpost - cats

Post by iwojimmy »

xzizoux wrote:my Idea for Cats would be ,that we still get them at the Kami/Karavan Temple with Honor points ,lets say with Missions ,we go to the temple ,we make missions and with the missions we earn Honor Points and with these Points everyone can buy his own cats when he/she wants some

the Points should be so

Q250 stack 250 points
Q200 stack 200 points
Q150 stack 150 points
....
...

a mission in a blue zone gives 5 points(per missions)
a mission in a yellow zone gives 10 points(per Mission)
....
....
.... and so on
......

this is my Opinion
so no cats for neutrals ?
or no fame requirement for cat missions..

I still like Sashtans suggestion, where players had to dig Cats at outposts, and the owning guild got cats for every cat dug by friendly diggers, but hostile diggers could still dig there but be open for PvP
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iceaxe68
Posts: 611
Joined: Wed Jan 10, 2007 8:59 pm

Re: Outpost - cats

Post by iceaxe68 »

katriell wrote:What would be ideal is not a desperate-time-filler-until-inevitable-end-of-subscription for those who've grinded maniacally and would otherwise now find themselves bored. What an MMOG, particularly Ryzom, needs is an (or preferably more than one) interesting, unique, and community-sensitive staying-hook activity that includes and appeals to all skill types (not just combat skills). Not senseless, not repetitive, not pointless, not lore-baseless, not illogical, not imbalancing, not hastily-implemented or ill-thought, not too easy, not divisive, and not greed-encouraging.
Just brainstorming here:

Give master level crafters the ability to create new things to add to the game. New patterns, new items. This would simultaneously give them a creative outlet and add new content. Maybe just decorative stuff, or maybe items with similar capabilities to existing ones but a different look.

Maybe establishing new towns, clearing the aggro from an area after sufficient amounts of PvE combat, and then creating buildings - stable, guild halls, apartments, etc. That could also be a pre-cursor to adding new territory to explore, once a sufficient amount of existing land is "settled". Very Saga oriented.

Let players create vendor shops of their own, to sell their own wares or those of others. Hire an NPC to vend, stock it with your own merchandise, of whatever kind.

Here's a thought, which would require no dev intervention at all. High level players hiring themselves out as hunting or foraging guides, organizing sightseeing outings, TP treks, or other outings. This might require some type of valuable reward, which brings us back to the topic of dappers...

How about another invasion? :)

Any more ideas?
Sasi
[size=-4]The Happy Trykerette[/size]



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iceaxe68
Posts: 611
Joined: Wed Jan 10, 2007 8:59 pm

Re: Outpost - cats

Post by iceaxe68 »

Back on the topic of OPs and cats -

Make the OPs more work to own. Require actual player maintenance and/or make it possible to build an OP into a town. Allow OPs to make income in mats or dappers for the owners in proportion to services rendered or work done, not just cats & mats for time owned.

Throw cats in the dustbin and maybe - just maybe - increase XP gains by just a small amount. And remove the 3k cap so you get extra credit for whacking tougher mobs. That would be the way to accelerate XP - by doing more demanding things.

OPs should be valuable for strategic or economic purposes, not for unexplainable game mechanic bonuses.
Sasi
[size=-4]The Happy Trykerette[/size]



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