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Re: Added Ryzom Feature Suggestions

Posted: Sun Oct 29, 2006 3:57 am
by iwojimmy
auto assist can be done by macros, most keyboard cammands can be changed ingame..

Re: Added Ryzom Feature Suggestions

Posted: Sun Oct 29, 2006 5:51 am
by nephy13
I saw several people discussing stealth/invisibility and claiming, quite reasonably, that it would not be in the spirit of Ryzom to have an "easy-mode" of travel.

I would suggest splitting stealth into silence, invisibility and unscented. These would then need to be exclusive (e.g. with a shared timer). This way, you can spend time working out whether a gingo has a good sense of smell (like a hound) or good sight (like a raptor) or good hearing (like a er...I can't think of one off the top of my head, but I'm sure there must be some). This is similar in practice to the actions you perform working out what spells/weapons are most effective against which creatures. You would never be totally on "easy-mode", since you couldn't be undetectable to everything at once.

You could even make it have a very long (30-minute) cooldown like some of the other actions; it could then be used to shake off pursuers or dash past a particulary fearful creature.

Sadly, I think that this would require too much work to implement at this stage in Ryzom's development, but I thought I'd like to give a Ryzomeque solution to the original suggestion (rather than simply dismissing it as a "WoW-idea").

Another problem is that only invisibility would be effective in PVP and very effective it would be; I could only see that these silence-powers would need to be innefective against homins (and before someone complains that PVPers wouldn't get it, it seems that they have a lot more exclusive content than PVEers anyway).

Re: Added Ryzom Feature Suggestions

Posted: Sun Oct 29, 2006 2:14 pm
by khyle
soulbear wrote:I definately want a /hug and a /kiss emote!
scarazi wrote: or a /me does something naughty to Deny

read more, cry less:
Marjo wrote: We're improving the emotes system to allow you to write your own emotes, to associate the existing animation of your choice and to play the animation without any text.
  • To write a text without an animation: we will add a new command, /em.
;)

Re: Added Ryzom Feature Suggestions

Posted: Sun Oct 29, 2006 10:50 pm
by iwojimmy
The only kind of stealth power I would like to see (oxymoron ? ) in Ryzom, is a "radar jammer" for the PvP enthusiasts, so it doesnt detract from the PvE challenge.

This "jammer" would be an aura, and on the same timer as your protection auras.. requiring the user to make a tactical choice.

Possible ways for the effect to work.
1. team members under its effect simply dont show on radar. most elegant solution.

2. they show as animals ( orange dots ). easiest to implement solution.

3. everyones radar fuzzes out. too powerful and open to abuse.

:)

Re: Added Ryzom Feature Suggestions

Posted: Mon Oct 30, 2006 12:23 pm
by acridiel
seph686 wrote:I don't have time to read through this entire thread and I'm still a new player to the game. However I feel some of the best insights can come from new players, before they get too aquainted with what they are playing. Here are my suggestions, some of which are things that jumped out at me in the first hour of play.
seph686 wrote: KEY CUSTOMISATION

The lack of key customisation shocks me. I have played SWG (Pre NGE), World of Warcraft and City of Heroes, each one has enabled me to customise my keyboard and mouse exactly how I like it. Not Ryzom, this is the first MMORPG I have played that I haven't been able to customise properly.
- My multibutton mouse that I bought for these games works with my other MMO's, however Ryzom will not recognise any of the buttons at all, making most of them unusable.
- I hate using 'Enter' to initiate chat, I wish to change the key to something else!
- I want to reconfigure my 'escape' key to clear targets and clear text, it wont let me :-(
- The way the game switches between strafe and turn depending on if you have held the right mouse button down is extremly annoying and unfriendly to me. Please let me turn it off.
It´s there for the earger. ;) Just hit your k key and see the world of Key-remapping. :) Almost everythings remapable here.
But I don´t quite get what you mean with your last ament? If you don´t want to strafe, simply don´t hold the button. Oo
seph686 wrote: GROUPS

- please make it 'auto assist' when in a large group its a major pain to have to right click on someone and then select 'assist' to target their target. In other MMO's if you click a friendly then attack it automatically attacks their target.
Like it´s been said earlier Auto assist can be done by Macro. with <shift>k and a bit of reading and try and error :D
seph686 wrote: MUSIC

- Can we have battle music? music that kicks in when we are in combat, this was used in SWG to very good effect, it let you know when you were in and out of combat and made the musical score more intersting and varied
Didn´t find the InGame mp3 player yet? Look under k for its key. ;)
Or just let your winamp run in the background with your favorite tracks.
Or let it play SoR-Radio :D

seph686 wrote: RADAR

- Can we have a simple backgroud to the radar? green for land and blue for water? or maybe something a little more complex to show variations in land. it makes for a much more imposing and intersting radar and gives a bit more information as to your surroundings. The black hole looks a bit empty and bland.
I agree with you here, a bit more color woud be nice in the radar, but you´ll get used to it until such time. I´m sure. :)
seph686 wrote: VENDORS

- The crafting in game is very good, the game screams out for player vendors :-) Maybe we could have designated buildings or spots that people could place their own vendors?
I don´t know how it is on Arispotle or Cho, but here on Leanon many players sell their own stuff exclusively and even set up shop in for example some small house in Yrkanis. Every Wednesday the Guild Rising Phoenix hold a Market there, and the "Fahrenden Händler (roaming merchants) Guild even holds an Outpost to sell goods traded by players to them. It works great :D
seph686 wrote: BADGES

- I don't see any badges? do we have any? You could have badges for reaching certain stages of development along a particular skill tree. Badges for exploring a certain area or completing a certain quest line.
Don´t see a real need for that, sorry. We´ve got titles. ;)
seph686 wrote: Im only 3 days into the game, but felt I wanted to contribute. This is the first MMO in a long time I've been excited about, congratulations on a great game. I feel this game has amazing scope for further development and improvment, I hope you continute to do so. :-)
Thanks for your contribution, but as some of the others allready said:
It takes a while to change code and even more to impliment completely new code.
I hope I could help you with some of your questions :)

CU and have Fun
Acridiel

Re: Added Ryzom Feature Suggestions

Posted: Mon Oct 30, 2006 1:28 pm
by diyanna
I find it interesting that you can fairly accuratly guess the games someone has played in the past just by looking at their 'ideas' for features

Re: Added Ryzom Feature Suggestions

Posted: Thu Nov 02, 2006 8:40 pm
by jared96
How about this:

An economy. It's been a long time since the dapper had any meaning in game except for:

1. TP tickets.
2. To buy ya 1st set of mount/packers
3. OP battles if ya into that sorta thing
4. Buying ya way to level 100 in every crafting skill

Right now, I rarely see items, especially hi end items offered for sale in dappers, it's always "be my dig slave for a week and give me xxxx mats"

One use for dappers might be an "Atysian College". I wouldn't want to reduce the effort it takes to get a Master title but if you say craft jools or armor, you essentially have to master 5 ot 6 trees to be useful. If you make amps or axes, you have a marketable skill for the public. If you master helmets or diadems, basically you have to repeat that effort 5 more times in order to be marketable.

So in such instances where the master title gets you part of the way to usefullness, the idea of an "Atysian College" seems workable. In the RL profession of engineering for example, a total of 12 years experience is required. In many US states, this can be accomplished with 12 years of "on the job " training or one can use each year of approved education as 2 years credit. A person obtaininga degree in engineering after 4 years therefore gets 8 years credit and then serves an internship of 4 years before he / she can be licensed.

On Atys, after one obtained their preliminary "education" grinding up to a certain level in all skills, methinks one could then attend college and double their experience credit....or simply "buy" a level. Of course the higher the level, the higher the cost.

Again, the idea behind this is threefold:

1. To give some relevance to the dapper.
2. To lighten the repetitive nature of gringing up 5 ot 6 levels of the same thing in order to have a marketable product.
3. To eliminate the boredom of digging X hundred thousand mats after you have already mastered an surface region and PR.

With regard to the last, if I should say start doing another craft skill tree, I'd start doing another region and bring that dig up with the craft tree concurrently. But when you master say diadems and are 200 in every other jools skill.....the idea of starting a new region at level 51 is hardly going to be productive for some time.

Again, not suggesting an easy ride....the cost of college should be high enough to prevent that.....but there is the reality of the fact that having 100 million dappers is useless and that jools and armor crafters are unique in that it's 5 or 6 times the effort before they have a marketable product.

I guess the same argument could be made for say 2h weps or 1h weps, but my thought is that they are in a different position as after completing one skill tree, they do have a marketable product....and they could start digging a new region and bring up both at the same time.

But right now the only use i have for dappers is handing them out to RoS graduates so they can grab a set of pack animals. Something, and this is only one idea, needs to be added to give the dapper some relevance. Other ideas might be:

-grind mats above QL100
-hiring npc's as healers, dig slaves, whatever
-merchant sale of OP equivalent mats (high cost of course)

I like the dig slaves option even better that the college .... go to union hall...pay some daps, come back in a week, days whatever and pick up order....limit QL of mats that could be obtained to buyers max dig level. So say I wanna make set of Tryker armor and I am 250 in desert at 75 in lake, send out tryker dig slave to collect necessary QL 250 mats. NO PR mats could be obtained and nothing above choice. And of course higher the QL level, higher the cost.

Re: Added Ryzom Feature Suggestions

Posted: Tue Nov 21, 2006 10:52 pm
by shemnon
I am new to this community and thus have no idea what is beyond the newb lands and what has already been discussed. I have read and searched for anything on macroes and on prospecting and from what I can tell most people are after astetic changes and not utility changes. The few Utility change ideas have been shot down very quickly and rather harshly, having said this, I propose a little of both... I've noticed that the 'Track Minerals' seems to be *very* lacking. I mean that in this sense: Using resource tracking....I would love to see an area of the ground terrain change color depending on how close I am to a resource instead of a popup message every 3 seconds telling me in meters how far away a resource is. I wouldn't mind as much if it actually worked but most people I have talked with (myself included) have spent more than enough time trying to track that 'fine' amber for the newb quest and most were led to bogus places. Perhaps it works great, but the help files are lacking, but I am a visual person and so I would do *much* better with using my tracking and having the ground turn red in the area of the resource I am tracking or what have you for the duration of the tracking session. In addition it seems that another vissual aid could be used to show where/what might be blocking you from a successful prospection. I have spent a bunch of time fairly close to buildings/trees/whatever trying to pull up a resource node only to have wasted my time and focus to get the message 'something is blocking you' or whatever the 'official' message is. If it seems like I am 'venting' I assure you, I am not. I'm just suggesting things that would only make the skills less tedious and perhaps more interesting with added visuals. As far as macroes go.....I have seen the macro interface and from what I can tell....most, not all, but most of the 'macroes' you can make are already made you just have to either bind them or know what the right key to push using the keybindings. I would love to see a macro that auto loots or that casts self heal if you get to under %20 health...? Just thought of something else for prospecting.....it might be nice to see how volitile a node is *before* begining a harvest session on it, ie you can target it and see what the number is so if it is higher risk than you want, you can just leave it or if it is low enough risk you can begin extraction.

Re: Added Ryzom Feature Suggestions

Posted: Tue Nov 21, 2006 10:58 pm
by shemnon
diyanna wrote:I find it interesting that you can fairly accuratly guess the games someone has played in the past just by looking at their 'ideas' for features

...what games have I played in the past ;)

Re: Added Ryzom Feature Suggestions

Posted: Tue Nov 21, 2006 11:00 pm
by acridiel
shemnon wrote:I am new to this community and thus have no idea what is beyond the newb lands and what has already been discussed. I have read and searched for anything on macroes and on prospecting and from what I can tell most people are after astetic changes and not utility changes. The few Utility change ideas have been shot down very quickly and rather harshly, having said this, I propose a little of both... I've noticed that the 'Track Minerals' seems to be *very* lacking. I mean that in this sense: Using resource tracking....I would love to see an area of the ground terrain change color depending on how close I am to a resource instead of a popup message every 3 seconds telling me in meters how far away a resource is. I wouldn't mind as much if it actually worked but most people I have talked with (myself included) have spent more than enough time trying to track that 'fine' amber for the newb quest and most were led to bogus places. Perhaps it works great, but the help files are lacking, but I am a visual person and so I would do *much* better with using my tracking and having the ground turn red in the area of the resource I am tracking or what have you for the duration of the tracking session. In addition it seems that another vissual aid could be used to show where/what might be blocking you from a successful prospection. I have spent a bunch of time fairly close to buildings/trees/whatever trying to pull up a resource node only to have wasted my time and focus to get the message 'something is blocking you' or whatever the 'official' message is. If it seems like I am 'venting' I assure you, I am not. I'm just suggesting things that would only make the skills less tedious and perhaps more interesting with added visuals.
First, please don´t be offended if I suggest that you change your writingstile a bit and use spaces between the sentences, its much easier to read :)

Then, to visual confirmation, yes nice Idea.. But practical the problem is that you won´t see it if your prospection reaches further then your maximum sight onscreen. :)
shemnon wrote: As far as macroes go.....I have seen the macro interface and from what I can tell....most, not all, but most of the 'macroes' you can make are already made you just have to either bind them or know what the right key to push using the keybindings. I would love to see a macro that auto loots or that casts self heal if you get to under %20 health...? Just thought of something else for prospecting.....it might be nice to see how volitile a node is *before* begining a harvest session on it, ie you can target it and see what the number is so if it is higher risk than you want, you can just leave it or if it is low enough risk you can begin extraction.
Sorry, but auto loot will only lead to ninjas and great trouble.. *sigh*
Saw it happen often enough, fairness of the players is the best "loot-devide" system for me ;)

And your last point: This IS ingame, you may learn it later with the so called "Source- knowledge" skill. :) Just keep practicing.
prospecting will, as paradox as it sounds, get more complex, but easier as you progress. ;) :)

CU and welcome to Atys

Acridiel