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Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Thu Jan 08, 2009 12:30 am
by meryan
They could make the cost of certain items be based on your lvl. Kind of like the DP is.. so that a TP would be significantly less for those with lower skill lvls and higher for those that are masters... could be offset by working fame.
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Thu Jan 08, 2009 9:38 am
by totnkopf
meryan wrote:They could make the cost of certain items be based on your lvl. Kind of like the DP is.. so that a TP would be significantly less for those with lower skill lvls and higher for those that are masters... could be offset by working fame.
the majority of reputation items don't even have to be something that can be useful in-game. Make pets or shiny sparkler sticks or other vanity items that aren't useful for anything other than showing off around town. Make it so there are a few new armor styles that can be learned from having high rep with certain tribes (like the encyc shield). that alone would get the crafters interested. The vanity items would snag a big portion of the remaining folks.
Considering that rep would basically be another form of grinding, it had better have something to keep folks working on them. Mix up the way to earn rep from quests to items that drop off mobs (like "Varynx pelt" or something) that can be turned in for rep. Say 10 pelts per turn in or something. Scouting and killing the opposing tribes patrols could be another way to earn some rep.
For the major cities, rep could be used to adjust the price of things. Dapper sinks need to be introduced so that dappers actually mean something (a crafter having over 100 mil is common). Make the OPs have substantial costs involved (both dappers and mats), GHs should have varying levels of storage and costs associated with them, guilds should be taxed a fee depending on the size of the guild (a guild with 10 members would pay less than one with 100), upkeep costs on apartments and mounts, etc. Then have all these costs be affected by your fame and the guilds fame. And don't make the grind for fame so painfully slow that you want to tear your hair out, but rather make it fluid. If you grind Fyros fame to the 60s and then don't do anything for them for a while, wouldn't it be a natural change to have it slowly (and I do mean slowly) decrease over time? Make the fame easier to acquire, but something that also must be maintained.
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Thu Jan 08, 2009 11:20 am
by seawe
totnkopf wrote:
Mix up the way to earn rep from quests to items that drop off mobs (like "Varynx pelt" or something) that can be turned in for rep. Say 10 pelts per turn in or something. Scouting and killing the opposing tribes patrols could be another way to earn some rep.
For the major cities, rep could be used to adjust the price of things.
This is or was already the way fame works in the game, "go collect 5 varnix bones...". Although the rate of gaining fame was painfully slow from missions.
totnkopf wrote:
And don't make the grind for fame so painfully slow that you want to tear your hair out, but rather make it fluid.
ditto. they were also extremely unrewarding in benefits.
totnkopf wrote:
If you grind Fyros fame to the 60s and then don't do anything for them for a while, wouldn't it be a natural change to have it slowly (and I do mean slowly) decrease over time? Make the fame easier to acquire, but something that also must be maintained.
or get access to special tribal armours, weapons and plans...
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Thu Jan 08, 2009 9:14 pm
by totnkopf
seawe wrote:This is or was already the way fame works in the game, "go collect 5 varnix bones...". Although the rate of gaining fame was painfully slow from missions.
Yea, I realize there were quests like this. I meant outside of the quests. You're out grinding on Cuttler in FF. Every 6 cuttler or so, you get a mat that is similar to a the quest item. You just don't have to have a quest to obtain it. Once you have enough of them, you can go turn them in for some rep.
It would be another way of earning rep. An indirect benefit of going out hunting.
As for the major cities rep, I realize that the fame affects prices. I meant the fame would affect the new dapper sinks that I suggested above. The current dapper situation makes it so that having fame for a certain area is a nice price reduction, but by no means necessary. Crafters are drowning in dappers, so saving a couple thousand on a packer isn't that big of a deal. When there are multiple dapper sinks involving large amounts of cash or mats, then the price reduction granted from fame becomes more important.
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Fri Jan 09, 2009 4:50 am
by seawe
yep dapper sinks are needed for both the economy and lvl 250 players. Crafted items could take more mats to create based on the item's lvl... Personally I think Basic and Fine mats need to be boosted to the point of being actually used, its silly to have a whole category of materials that are basically used _just_ for grinding crafts, its a waste and detriment to the market.
It would be really nice if High lvl players were given the incentive/job of guiding player trade-caravans from region to region, Atys and its history is heavily based on intercivilisation trade and this could be made into a major feature of the game. TPs kinda kill this with instant access to all regions, so major incentives should be given to actually form caravans and foot it! High lvl players would always be needed for this type of transport.
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Fri Jan 09, 2009 5:53 am
by flynnkd
New content is the only progression, or alternatively, change of content. Things have to CHANGE in a game or anyone will get bored. I've played lots of MMO's and every now and then you find one with some really good ideas, only most of them failed as the overall game had flaws. An eg is Horizon, it had a truly good crafting system (in my opinion only) and combined that with Community level building - you had to rebuild bridges, temples, walls, buildings etc and when you did the world actually changed.. a new bridge appeared etc. It required the efforts of dozens of players of different crafting skills, plus people to guard them as they worked in hostile areas etc etc etc.
Thats just one good idea from one game.
One of the things I love about Ryzom, which seems to wonderfully simple, is the four seasons... the world changes before your eyes... I suspect it is simply a colour layer change... why dont other games do this?
Why not have epic tasks... rebuild the great Karavan Temple of Blah
Why not have epic quests... all q200+ wood resources dry up until some group undertakes a quest to ...wherever... and restores them.
Why not have epic looks... costumes/weapons/looks, uniqueness is a reward in itself, we all strive to be unique... make quests that give unique looks
Invasions (surely this can be duplicated in some degree by simply saturating an area with greater mobs rather than a complex invasion schema), they destroy or limit something, that need to be driven out. They dont HAVE to be solved by players, they may simply time out by themselves.
And surely a time when the economy is thrown out of balance a little bit by restricting access to something is all part of a game... certain woods dry up for a time, those who stockpiled make a killing, others who know how to travel find other sources... people move around. This is how the real world is.
Anyone those are just some ideas that popped into my head.
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Fri Jan 09, 2009 6:26 am
by totnkopf
flynnkd wrote:An eg is Horizon, it had a truly good crafting system (in my opinion only) and combined that with Community level building - you had to rebuild bridges, temples, walls, buildings etc and when you did the world actually changed.. a new bridge appeared etc. It required the efforts of dozens of players of different crafting skills, plus people to guard them as they worked in hostile areas etc etc etc.
Why not have epic tasks... rebuild the great Karavan Temple of Blah
There was an event in-game that had players digging specific mats in a special region (it changed throughout the event) that lead to the creation of the kami/kara temples. While some didn't enjoy the pvp aspect of the event, I don't know of a single person that didn't enjoy the ability to shape Atysian history. To decide which temple was built first, if a zone would be allowed two temples, etc.
That event is still one of my most fond Ryzom memories and I can still remember being excited to log on and see what was happening in-game. Can't say it was always the case once the event was over.
More events like that or even an in-game ability to rebuild the destroyed OPs or something would also add a little something for players to do. Again, there would have to be an incentive though. Just rebuilding the OP and making it look pretty wouldn't be enough. Perhaps even allow building of new buildings on OPs (extra storage, vendors, etc) would help give something for folks to do.
Granted the point of this thread is end-game stuff, but I think we also need to keep in mind that for any of this stuff to work there would have to be a substantial increase in server population. I've heard time and time again that Ryzom is a niche game and should be left to the niche-players. That's fine if you all wish to have the cost of running the servers divided up amongst you, but I somehow don't see you all paying that much monthly. Even at its height, Ryzom was not profitable, so some major changes have to be made to get more players in-game and keeping them there if this game to survive another company. Personally, I'm not subbing up again in Feb. I've wasted enough time/money into a game that I believe will go no where. I think there is potential for a Ryzom in the MMO market, but I think the game engine, graphics, system performance hogging and bugs that are present in the current game need to be scrapped and a whole new game created using the old ryzom concepts. Its going to be an uphill battle to get people to sub on to a game that's over 4 years old and hasn't seen an major updates in over a year.
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Fri Jan 09, 2009 2:53 pm
by kalindra
I think there is potential for a Ryzom in the MMO market, but I think the game engine, graphics, system performance hogging and bugs that are present in the current game need to be scrapped and a whole new game created using the old ryzom concepts. Its going to be an uphill battle to get people to sub on to a game that's over 4 years old and hasn't seen an major updates in over a year.
I wouldn't mind if they did it, but I'm not spending another year without a game to play. And that is more likely to take 4 years than one. I wonder who has that kind of time and money. I don't, do you ? I'd rather they fix some compatibility issues with modern technology than scrap the engine and start from scratch. Pseudo "next-gen" engines are in some cases worse ressource hogs than Ryzom even on recent machines without even giving the same "alive" feeling, just prettier cardboard graphics without a soul.
I've wasted enough time/money into a game that I believe will go no where.
I wonder what you're still doing here if you have no intention of playing the game once it relaunches. Saying the game has potential just after saying it's a waste of time and money on a game that will go nowhere, isn't that paradoxal ?
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Fri Jan 09, 2009 4:57 pm
by totnkopf
kalindra wrote:I wonder what you're still doing here if you have no intention of playing the game once it relaunches. Saying the game has potential just after saying it's a waste of time and money on a game that will go nowhere, isn't that paradoxal ?
The games concepts and lore have potential. The current manifestation of them does not. The game will fail in its current form. Anyone can see that. Ryzom has bankrupted 2 companies, had its population constantly dwindle down to a minimum (logged in last night for all of 5 mins and saw maybe 20 people total from Dyron, Pyr and Yrk.... not unpopular places usually), has a flawed pvp system, no end-game, etc. There has been little to no development that has helped increase the population, save the free Silan trial isle. But even that hasn't really helped the population at all due to the high player turnover. Ryzom gained enough players to cover the ones that got fed up and left. Unless some major changes are made, the cycle will continue with another company becoming bankrupt or pulling the plug on the game.
There is massive potential for ryzom (concepts, lore, even the game itself)... just a whole lot of work needs to be done in order to it to be a viable game that will produce enough profit for a company to continue keeping it live.
As for why I'm here.... why not? its free, at least for this month, and I played for an extended period of time. I played in a large guild that basically did everything. We had 2 high level OPs, were the best pvp guild on both Windermeer and Arispotle, we dug the supernodes, hunted the bosses, crafted virtually everything (some of it for free to Kamis), trekked, single handedly built the Zora Kami temple, etc. The list goes on. In short, I've done it all (yea, yea... lamps/flies, I know....) and have a pretty good idea of about what is broken, whats good and what should just be removed. And considering that some of the folks I talk to on a regular basis are people I met in Ryzom, its a natural conversation point from time to time.
As a result, I'm here voicing my opinion regarding the game. I'm a fan of Ryzom and want it to succeed... so I voice my opinion on the matter, even if its not always all rainbows and happiness
Re: Ideas for not leaving the game after being lvl 250 for a while ?
Posted: Sat Jan 10, 2009 8:21 pm
by ambika
What Morgaine said about end-game aspect of Ryzom is spot on. Reason why WoW still has my soul at the moment...ok that and the ability to collect so many pets. *sighs*