Page 10 of 18

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 11:23 am
by michielb
Jessica Mulligan wrote:Specific comments/reasons on what you liked or didn't like about the events so far is very helpful to us; we're meeting daily here to discuss the comments we see on all the forums (French, English and German) and also the comments of the event managers, so we can make adjustments where possible.

And, we want to learn as much as possible from you so, going forward, we do events and episodes more to everyone's tastes, as well. It is a learning process, in that sense. No, we're not experiementing on you, just doing what a good business does; listen to the customer and make adjustments.

-Jess

hmmm ok lets give it another try...

Reasons why I didn't like it

Reason 1: It's all about PvP no way to get anything out of it without PvP. Where's the neutral option?

Reason 2: Little room for advanced strategies. Game mechanics promote nuking everything that moves from a distant. There are no faction channels to organise bigger groups...

Reason 3: I hate putting people on my ignore list but PvP attracts the type of player I don't want to be around.

Reason 4: From my prespective a lot of dev efford has gone into developing content that is of no interest to me and it looks like more of it will "go to waste" perfecting this system...

Reason 5: I'm forced to "take it, or leave it"

Suggestion 1: The neutral option. Give neutrals something. For instance: have them build a peace monument. "rules of engagement" would be similar to what currently in ep2 only without the PvP...

Suggestion 2: Mounted combat to add more of a challenge to the PvP battle. Two types of mounted fighters, ranged fighters with either rifle or pistol and lancers.

The lancers can charge melee and nukers at speed doing massive damage both with their lance and by using their mount (armoured mektoub or maybe even a gnoof?) as a weapon. most effective against the lancers would be a 2 handed pikesman as he alone has the ranged to atack and stay out ofreach of the lancer.
Lanchers would force groups to use melee as a team of nukers is easily over run by them...
The mounted rangers could quickly move around and attack nukers in the back protected by a line of melee fighters. Mounts used by rangers would be faster then those used by lancers as they would not be armoured (mount armour new craft tree...)

Sugestion 3: Make launchers and auto-launchers usable as they will make the battlefield look more diverse and provide an other heavy damgage option besides nuking.

Suggestion 4: Reconcider the "balancing" changes made to magic as currently they look more like a dirty ole nerf. The stamina and Sap heals are way to powerful now and the more effective(?) AoE heals and deminised double spell do not promote smart healing. One healer should be able to keep a team of more or less equal lvl up with the use of a single bckup healer to keep him/her "sapped up". It makes no sense to have more than two healers in a team as you will want the largest number of combatants in a team (yur not playing "field hospital" or MASH here...)

Suggestion 5: "Shiny things"
Role play items like, clothing (new craft tree?), foods and drinks (new craft tree?), sitting on chairs, sleeping, bring back the /whisper, more and longer dance emotes with matching aminations, agriculture as a means to obtain craft mats, campfires to keep (most) aggro mobs away from a small area (all but kitin and the very very hungry preds), torches to light you on your way and to deter aggro while on the move (though must less effective as a campfire), fireworks (new craft tree?), the ability to give other people access to your appartment, the abbility to decorate you appartment, the abbility to buy a bigger more luxurious appartment. The ability to share an appartment (marriage anyone?)


Suggestion 6: Outposts that don't involve PvP (trade posts, diplomatic outpost, farms)

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 11:39 am
by veilelb
Those are some pretty nice ideas :)

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 11:43 am
by rob01
I've not had chance to play the extra content yet and from what I've read in this thread I'm not sure I want to.

I think that much of this community is actually playing two different games within ryzom; the PVPs and the nonPVPs* - I hope you all kind of understand what i mean. In that sense, these are the two real factions that exist.

I expect the ideas that have now been implemented sounded fantastic across a boardroom table at Nevrax hq, but I'm sure that around half (judging by the poll) would agree they might have been best left as ideas.

I hope they can somehow make changes to appease every player who wants to be involved in their new content, but we'll have to wait and see.

*maybe I'm not quite right here..I'm sure there isn't such a clear distinction as PvP probably has its uses at times.

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 11:47 am
by cloudy97
michielb wrote:The ability to share an appartment (marriage anyone?)
You're very sweet and handsome in a way, but... think of the children. (Is this the honorpoints we pass down to coming generations, when implemented?)

Edit: I'll join magick1 in a Machieltje-cheer!

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 11:48 am
by magick1
rob01 wrote:I've not had chance to play the extra content yet and from what I've read in this thread I'm not sure I want to.
Give it a go, it might be enjoyable to you. Only you know what is entertaining for you. :)

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 11:51 am
by magick1
To Machieltje (Michielb), lots of great ideas. I hope Nevrax takes notice of your splendid ideas.

/target Machieltje
/cheer

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 12:04 pm
by micrix
rob01 wrote: I think that much of this community is actually playing two different games within ryzom; the PVPs and the nonPVPs* - I hope you all kind of understand what i mean. In that sense, these are the two real factions that exist.
Looks like. But why ? Two questions come int my mind.

1) Why is anyone enjoying PvP in SoR ? I cant help myself, but this is s stupid environment for PvP. Every (modded) id game is far better if you like PvP

2) Is it, that there are not enough RPers worldwide to keep up one game in terms of money ?

Today i got a newsletter from another company about a game we all know. They again can not release in november, but in another 6 months. All they offer now is a ligth version with PvP and "outposts". ;) So maybe the effort on PvP in SoR was not a complete wrong decission. Q4 is also about release and the question is, how many of those who enjoy PvP atm in SoR will be online when Q4 is out ?

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 12:13 pm
by kgrieve
Jessica Mulligan wrote:Specific comments/reasons on what you liked or didn't like about the events so far is very helpful to us;
-Jess
The land was too simple and as far I can see was designed for maximum PvP. Putting the mats in the centre of a circle gave very poor defensive positions. It was too easy to kill the diggers and too hard to defend. I am guessing it was easy to avoid the attackers (moving dots) and get to the diggers.

It was very easy to find the foragers as all the mats were in the center and the area was small.

There was no exploration. The land could be understood in a blink.

No strategy. I was digging when a blue dot approached, at 50m it went red and a fraction after I was dead. No strategy except get in range and nuke the diggers. It was very difficult to complete one dig before being killed as the time between attacks was very short.

The points system favoured killing opposing foragers and not defending your own foragers.

Aelius was crass compared to the rest of Atys. There was nothing interesting to see, no new creatures, no subtlety at all. This simplicity was an insult compared to how much the communuty has been able to discover and map.

The story and build-up looked good but the Aelius event was shallow. I was led to expect far more than was actually there.

Suggestions:
The lands need to be bigger with the materials difficult to get to, maybe getting through mobs, like bounty beaches, to find materials on the other side. This would make the fighters work to get through to the foragers.

Honour points should be based on XP.

For fighting, use the existing points system but subtracting 1000 points from XP so that a 200+ fighter get negative Honour points for killing a 1* blue Homin. That should make the fighters think a bit and add some strategy. For the same mobs, the higher level fighters would get less honour giving the lower levels an opportunity to participate.

There should be honour points for killing the mobs.

It would be nice to get honour points for healing. No, I don't know how that could be done within the existing framework.

Some low level mats should pop just outside the camps. The higher level mats should be nearer or beyond dangerous areas.

Make it more difficult for fighters to find the foragers so they have to explore. This would give the foragers time to dig mats. This can be done by making the lands larger and more difficult to navigate.

Place the Kami and Karavan camps away from the walls and place the mats in more locations. This would make it harder to locate the foragers and otehr fighters.

Have more locations for mats, but fewer mats in each pop. This will keep the foragers moving around and more difficult to locate.

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 1:13 pm
by hans1976
Agree on most things kgrieve mentioned. I would like to add the biggest fun thing from WoW (why be a bad copycat when you can be a good thief?):
Communications and navigation.

- Faction channel. I dont want to be called a noob in region because I am in digging gear with lvl160 melee backing me up by some sorry powerlvled ganker. Actually, I dont want to be called a noob at all. Actually, I dont even want to be able to *know* how and what the Kamihuggers are chatting about. Yes, this means disableling all channels but guild and opening faction when entering the zone.
- No enemy on radar or proper information. I dont want to view every blue dot as a potential enemy. Either make them red all the 250m or dont show em at all or dont make em red. Especially the 50m range is really pretty ****ing useless. Half baked implementation, how much I hate that.

And my pet peeve for the weeks to come: Misuse of language. "Honour? There is no honour here, there is only death."
- Dishonour points. Killed a homin more then 50 lvls below you? Boom! That was a blow to your score, you sorry griefer! That would make me screwed with my 235 digging and highest combat lvl at 160, but I consider that my problem.

Re: Episode 2 Poll

Posted: Tue Oct 18, 2005 1:29 pm
by cloudy97
Why should the incidents in the PVP-area be isolated from the rest of the planet?

Characters with high honorpoints in one faction should be considered criminals and murderers by the opposite side. Preferably killed on sight by the guards of enemy towns on the "mainland". That would actually add some RP to the warzone. Not something you can switch on/off. Permanently tagged as hostile!

Action = Reaction?