Page 6 of 15
Re: Post Patch 1 Wishlish
Posted: Wed Nov 10, 2004 6:10 pm
by tobaran
There are many great suggestions mentioned in this thread. Here are a few more that I would like to suggest:
* Dual Wield of any 1 handed weapon
You already have the mechanics for it with dagger & sword combo. I would
like to see other combos such a dagger & axe, dagger & mace, 2 swords,
2 axes, etc.
* Boost stanza to Parry/Dodge/Damage
Mobs are tougher now, and will probably get even tougher. Have the
trainers or special teachers give more training in certain aspects such as
increased parrying ability or dodging ability, or to deliver a more damaging
blow. Perhaps have this open to all level homins with 5 levels with each
level getting progressively easier: eg lvl1 - 50stam +25%stam pt used,
lvl2 - 50stam +20%stam pt used, etc...
* Beneficial Affliction Spells
Have mages to be able to link with fighter and boost certain aspects such
as increasing armor defense rating, increase parry/dodge ability, increase
striking damage, or if mage increase spell power. Possibly make this able
to self target, or to have separate self targeting affliction spells. While I
was envisioning a mage/fighter link, I think this idea could be expanded to
other types such as mage/forager or mage/crafter.
Hope you give these suggestions some consideration
Re: Post Patch 1 Wishlish
Posted: Wed Nov 10, 2004 9:04 pm
by bkwrm13
-Ability to edit crafted object name and modified icon appearance
Maybe not allow the primary name to be changed, but have a comment field as part of the properties. Having currently hidden properties displayed would also be nice.
For jewelry (or other crafted items) with an attribute bonus, it would be nice to have modified icons that show a small colored drop (red for health, green for sap, purple for stamina, blue for focus). This would not only help with the merchant system being flooded with identical seeming jewelry, but also when equipping from multiple sets of jewelry.
Re: Post Patch 1 Wishlish
Posted: Wed Nov 10, 2004 9:11 pm
by parisg
Stanzas that are given by NPCs for completing quest arcs. These quests should be more than the normal go out and kill x quests, incorporate lore of Atys and award you with unique stanzas for the tree you have selected. Possible is also that these stanzas still need to be bought for SP in order to have players focusing on one tree.
Re: Post Patch 1 Wishlish
Posted: Wed Nov 10, 2004 10:24 pm
by wayas
dont add DP when ryzom crashes and toon dies cuz it dosent defend itself!
Re: Post Patch 1 Wishlish
Posted: Wed Nov 10, 2004 11:30 pm
by zarzen
Ryzom is a survival game. This means that a player has to specialize to stay alive. This is especially true of equipment. If you want to fight, you have to use heavy armor, especially in small groups. If you want to cast spells, you wear light armor.
So what about medium armor? There's no need to remind me that in groups, medium armor does the job well enough for fighting, I use it myself now and then. However, there's not denying the heavy armor does the job far better.
My wish is that medium armor be given an advantage of some sort, that brings it's level of usefulness to that of heavy and light armor. Simple suggestions might be: bonus dodge value, attack speed bonus, movement speed bonus, etc.
Re: Post Patch 1 Wishlish
Posted: Thu Nov 11, 2004 4:58 am
by bzzzz
Fighting :
Actually only Weapons and increase dam ( always*2 ) change something in fight.
Strengh only affect the weps you can wear... no dam base
Only 2 hand weps do some dam , no balance daguer use and 2handweps.
More we got skill to buy , more we need to play for got it....actually in fight only the Level are important , most of the aura are useless.
*Add dam base from strengh ( not a lot but some like 10% of the strengh )
*Add by tree skill all 20 level a (improve damage +5%) working only on one sort of weps...( 1 hand slashing / 1 hand blunt / 2 hand piercing ) this skill can be used for improve the bleeding/stun....
*rebalancing armor / weps...
Armor weight affecting the speed run and the attack speed rate...and add..
*A skill "wear armor" a reduc the action% lost on armor
*A skill "Move" increase the base movement.
So we can see Heavy armored fighter who tank ! and light fighter who pull and fight in satelit.
Actually we do more dammage/time rating/stam cost with a 2hand weapon....mob are close to auto hit , so dodge and parry are pretty useless , only 2 thing count ! Can touch ! and Do max dam ! ( no fighting tactics.... only heal / tank )
*The degrade on weps/armor are insane , add skill who degrade this by 10%... max 50% on it.... one for weps , one for armor.....The jewelry never lose any life point....why it s not degrade like armor or weaps? Actually most of the fighter fight naked , coz of the degrade of armor....
Actually i got a problem : you are fighter level 110 2 hand weapons so you can get high strengh. And use weaps QL100+ sword in one hand....Are you armsman 2hand or 1 hand...Or only level is important....title are joke....and work other tree are only grinding SP. No style fighting.
Magic :
Why not add a "buff" lign?
*maybe coz stat not affect fight. only QL usable.....
But why not add a Magic Link Buff system...
* Damage , absorb dam , accuracy , dodge , boost HP , boost Stam ect...
You cast it on a teammate ( or guildmate ) and you pay /sec the link
You cast to many buff , you lose a lot of sap , you run out , all buff are down , you die all buff are lost...
* All fighter can got this spell too , only the higher "buff /type" used count , cost more sap cost (armor/weps). those speel are never selfspell....
More out fight speel :
*speed* 5% speed run / level. Spell start level 20+
*partial invibility* reduc the aggro range. Spell start level 50+
*teleport/territory* use a ticket without lose it. Spell start level 100
*linked teleport* can teleport someone. Spell start level 200
*Summon* can summon in the same team , same region. Spell start level 150
Crafting...
Actually the QL is the limit on add usuable on stuff...
Add a skill *weaponsmith* *armorer* *jeweler* , a skill for can increase the add on one object without increase the QL... so can make a sword QL90 with 45HP and 45 stam....
Can affect the weapon stat... like we add HP or stam for user... add dam/dodge ability with a skill.
Pay with a skill the color if we not got the good mat.
So we can got like that many sort of weapon smither and armor crafter.
Got a skill for can use other race mat....pay it 5sp per 10QLmat/race usuable.
So can use differente race mat on an armor or weapons ( actually they all got the same stat ).
Re: Post Patch 1 Wishlish
Posted: Fri Nov 12, 2004 5:17 am
by realg50
-background music would sound good in some areas of the game.
-It would be cool if you could control certain animals to use as allies when you solo (gingos, kipis, yubos, etc.) even if they were lower levels, that would be pretty cool to have.
-if there were a way to repair armor at one of the crafting levels or take to someone to be repaired. (buy supplies to repair it. if you don't have the skill, then just pay someone who does).
other than that, I think the game is great!
Re: Post Patch 1 Wishlish
Posted: Fri Nov 12, 2004 5:28 am
by roadgoat
-Should be able to self heal while stunned, or tone down the stun a little.
-Blacksmiths that repair items.
-Summon creature spells (i know this is asking alot, but it would be cool).
-What's the purpose of high fame with the green seed when you can't sell or buy anything from them?
-More ways to customize your character from the start (faces, hair).
-More incentive to start out with fighting package (if you start out with all crafting, you can sell enough stuff to buy good gear right from the start; all you get from the fighting package is a damned dagger).
-I'm sure it's been said, but some things hit way too hard.
-I know you cant have raids all the time, but they are a selling point of this game, lets see more of em.
-Dungeons, not just the roots.
-Hidden places in the game (dungeons) that give you items relevant to your level (as treasure hunting is nill in this game).
-The upper branches (expansion pack of course) would be a cool land mass addition.
-I dont know if this is fixed, but i remember being shot at by bandits from a LONG ways off, this was annoying.
i'll think of other stuff later. oh, and by the way, there is so much more stuff that is great about this game; good job with the story, armor, atmosphere, raids, trade system (patch 1), types of creatures, guild halls, and open ended leveling.
Re: Post Patch 1 Wishlish
Posted: Fri Nov 12, 2004 11:14 am
by keriann
before reading any suggestion contained in this, please bear in mind that NONE of these are urgent in any way, PLEASE FIX THE AGGRO DAMAGE RATES FIRST the game as it is is umplayable and frustrating for who wants to solo like me.
after playing WoW a bit.. I noticed that a few things misses in this game:
1) BUFFING SPELLS I'd like to see buffing spells. you can add time (not credit, but cost) to make them last 10 mins or up to 1-2 hours at best. to buff people hp or regeneration, or dexterity (dodge rates), or armor absorbion of damage, and so on, this will make defensive wizards ALOT more useful.
2) more worked and indepth quests, with an actual story, npcs that gives a quest after you completed the other, and so on. this would be cool (but not easyly implementable). Also I'd wish that quests would give XP besides the ones you make to complete it. you complete a kill mission? you get a number of xp (compared with the monetary gain) based on the skill used to kill the monsters. you do crafting quests to make armor? you will get xp in armor crafting upon completition of the quest. on the same line I'd like to see quests for defensive wizards to go in x place and heal the y npc in the Z camp in preparation of a raid to somewhere. then the seargeant of the npcs healed can ask if you want to help with the raid removing monster sentinels or removing x aggro monsters on the way to minimize their losses. possibilities are endless, this will make the whole world feel more 'alive'
3) you have a fine collection of meats in the game... why not make them non quest items and add skills like 'cooking'? they could provide some kind of buffing, minor of course, but still buffing aimed to reduce the boring wait times between monsters. Also you do have fibers, that could be perfect to make banages, much needed by soloers, that can be a nice addition to the self heal power stanza. These can be easyly integrated in the crafting skill tree, and even have their own sub tree, both for cooking and healing.
Re: Post Patch 1 Wishlish
Posted: Fri Nov 12, 2004 5:24 pm
by martinr
Id like to see player created raids.
For example.
Players go out hunting, killing kipees and the like, or other kitin like things. This adds to an "angry level" of the kitin. When it gets so high, we get a kitin raid. (Quite like the opening story)
Or, players exhaust sources, and this angers the kami, so we get a mad kami raid.
More routes to places. Not just the one portal to other continents (perhaps more underground routes to other areas) (this will likely be undoable as it would require changing many of the maps) but would add variety to the "circuit"
Actually in general, more underground places in the continents, which will provide black and white mats, but not Supreme (you would still have to go to Roots or Nexus for supreme)
------
Armour/Weapon variants.
e.g. You make a set of armour or weapons from Kitin parts, then the armour style or weapon style should look like it was made from that. Not just the standard. And when you make it from a particular beast, should provide you with extra protection from it. Or if you make a weapon from a higher up beast than the one you fighting, extra damage.