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Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 8:44 am
by iphdrunk
grimjim wrote: Please no.
Live events and specials are so much better than scripted missions.
What you say is all well and good until you realise that that person has been told their brother has died around 100 times per day for a year. That sort of takes the sting out of it. If she knows, why is the mission still there? Why is it being repeated ad infinitum? It renders the whole thing completely meaningless.

This is something I think Ryzom has done right, getting away from that but there need to be more tools (R2 and RP tools) for getting by without.
While I see your point, and I admit live and immersive events are superior to scripted and instanced events, I don't agree with the opinion of not wanting them and I still fail to see how it will be possible to deliver a streamlined, global and coherent live events with current and incoming (most notably Ring) tools:

* As far as I know, the main use of the ryzom ring is to create scenarios, and I still see scenarios, as shown in ring teasers, as instanced quests, for I am guessing that avoiding the feeling of "repeated quests" will mean a significant effort to scenario creators. If a player creates an scenario and opens it to other players, what is it other than an instanced quest? in order to avoid the feeling you mention, are the scenarios supposedly "run-once"?

* Live events do not scale, specially with a growing player population. There are not enough resources to provide live events (and specially events designed to small groups) unless it becomes a theater show (e.g. "all gather at Pyr stage where emperor Dexton will give a speech"). For some players, the feeling of actively participating in something is more clear in a rite than listening to the later Wyler give a speech about tryker freedom.

* It is harder for casual or time-constrained players to follow them (eek, it started like an hour ago... oh it's over)

That said, scripted events do seem to have some advantages tho:

* Some players enjoy them. Really.

* They are supposedly available anytime. Not only weekends at 20 PM GMT.

* They are mostly "self contained", with a well defined introduction, history arc and target, instant reward.

* They can be done in a small team, or solo, without the feeling of "I am one more within a crowd of 40".

Yet, I agree, once you have done the existing events, you get the feeling that there's nothing left to be done, thus it requires an streamlined regular update, as much as for live events. True, the little princess has been rescued 100 times, but maybe it is not as bad as "there was a little princess but she has already been rescued".

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 8:59 am
by acridiel
sehracii wrote:It's not really one time if every player can do it. You lose all sense of immersiveness and continuity if every player goes through the same story on their own.
For roleplaying, imagine how silly it is to talk to another player about the quest you completed. It becomes obvious the brother gets saved 10 times a day. Sure, someone new bails him out every time, but how much trouble can he get into in a day?
I would be very disappointed if they introduced missions that didn't make sense to be repeated like our current hunt and gather tasks. I think the rites manage the balance between "questing" and repeatability very well.
You mean like this ? :D

Yeah, that would be pretty daft, but It will happen. *shrug* But, and this is a mayor but for me, as evreyone can get to every Player created Sceanrio, who forces you to to just ONE over and over again? ;)
Maybe if its a particularily enjoyable "Quest", but if not, why repeat it?
Brows through the Missions Players offer and find those you like.
And there will be new ones every few day at least (hopefully).
So I don´t see R² as limited.
Everyone´s got other ideas for it.
There may come similar Scenarios for sure, but none will be completely like the other. So I´m not worried at all.
AND the Scenarios Creator can change it on the fly. So maybe one day you fight against a horde of Bandits, the other agains Kitin, the next agains Yobus :p
I´m not worried.

We´ll see what happens.

Acridiel

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 9:38 am
by blaah
rushin wrote:I haven't hit the limit yet, and i have every single mat spot and boss marked in GoO, EF, ToT, US, SC, LoC, FD as well as many others elsewhere for npc's, tp's, etc..
normal landmark limit is 255 (i think), tryker rite gives extra 20 landmarks (or so).
to hit the landmark limit (275), is easy if you actually have digged in every region (i have tryker and fyros maxed). even only on q250 region you can hit the limit if you actually explore and not just dig in "resin hill".
mostly my landmarks are choice pop (exact) spots all over region.

PR and race lands are not comparable. there should be 47 harvested mats, pr needs 1 flag per mat spot (in reality, safe zones etc take a few too) + tribes/bandits + 2 tp +mission mat spots. (probably goes over limit if you have them all)

race land, has 6 to 8 zones counted as one 275 landmark pool, 47 excellent spots, tribes/bandits, 2 tp per region, 2 portal (not needed, but makes new ppl life easyer) per region + choice mat regions (not pop spots) + mission mat spots.
oops, by adding excellent mat spots, you already over limit.

happy are those who dig in one region (q250) from start and in one little area.

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 11:11 am
by iwojimmy
is it too much to ask for, a server status flag on the home page that shows the actual game servers, and not just the ATS ?

the only way to check patch progress as it is now, is repeatedly hitting login button
X(

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 11:30 am
by rushin
blaah wrote:normal landmark limit is 255 (i think), tryker rite gives extra 20 landmarks (or so).
to hit the landmark limit (275), is easy if you actually have digged in every region (i have tryker and fyros maxed). even only on q250 region you can hit the limit if you actually explore and not just dig in "resin hill".
mostly my landmarks are choice pop (exact) spots all over region.

PR and race lands are not comparable. there should be 47 harvested mats, pr needs 1 flag per mat spot (in reality, safe zones etc take a few too) + tribes/bandits + 2 tp +mission mat spots. (probably goes over limit if you have them all)

race land, has 6 to 8 zones counted as one 275 landmark pool, 47 excellent spots, tribes/bandits, 2 tp per region, 2 portal (not needed, but makes new ppl life easyer) per region + choice mat regions (not pop spots) + mission mat spots.
oops, by adding excellent mat spots, you already over limit.

happy are those who dig in one region (q250) from start and in one little area.

i have a couple of master digger titles actually, but digging above ground is rather pointless unless you are picking up colors for armor and those i have marked in void/scorched corridor :)

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 12:50 pm
by blaah
rushin wrote:i have a couple of master digger titles actually, but digging above ground is rather pointless unless you are picking up colors for armor and those i have marked in void/scorched corridor :)
my point is that 47*6 = 282 (just excellent mats in q50-q250 zones), but there is only 275 landmarks per land allowed.

foragers who want to have every mat in map, are being punished to stay in one region and/or in one spot to dig until they ding to q250.

i personally, stopped running around and hiting prospect when i hited first landmark limit (way before i even got to 250 in forage). it's really dissapointing to read that message over and over again.


btw, i think that waiting weather in pr is pointless (i'm 203 in pr i think). yes, knowing that mat X is down, then mat Y is up is valuable, but then again running from mat to mat and having min 3 rl minute window to dig something... maybe in 36 forage levels above ground, but then again maybe not.

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 1:20 pm
by regna666
A non girly run on male's !! seriously cant stand the way all the races run.

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 6:24 pm
by tannack
sehracii wrote:It's not really one time if every player can do it. You lose all sense of immersiveness and continuity if every player goes through the same story on their own.
Your argument sounds good on paper. However, you'd be amazed at the number of players in WoW that got to the end of the quest chain started with an innocent conversation with "Thomas the altar boy" in Stormwind Cathedral, and say "Holy smoke, I never knew that was why we have a regent in the throne room!" In practice, in the two games I've played that had really good scripted content, even in the presence of "foreknowledge" the immersiveness held up just fine. It really did.
sehracii wrote: As for ranged, I've said in the past I think it could use some improvements. ... [kersnip] ... But out of curiosity, what would you do to change it? Eliminate the need to craft ammo?
No need to be that brutal. Ammo works, any number of games have shown how to do it right. It just isn't balanced here, as I think that "number crunch" of mine clearly shows.

The obvious trio of changes to resolve the issue are to:

1. Incease the amount made per build by about two orders of magnitude.
2. Decrease the weight and bulk of ammo by the same amount as in point 1.
3. Increase the stack size of ammmo by an order of magnitude.

Point 1 being the one that will restore balance, 2 and 3 are niceties, but not 100% necessary. At 400 points damage per mat as it is now, that'd increase it to 40,000 points per mat, putting it in line with the ~13,000 per mat from weapons.

Since you also take weapon damage to the gun / launcher itself, the cost of ammo used over the entire lifespan of the gun needs to be somewhat lower than the cost of the gun itself. What we have instead is the fact that ammo costs are about 30 times greater than gun costs.

It needs reducing, it does not need eliminating.

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 6:31 pm
by d29565
My wish is for faction chat when you are not tagged. I do not want to be tagged all of the time so that I know when my fellow faction needs assistance~pretty stupid to craft in Yrkanis as a tagged kami in the peak karavan time. A faction chat that is up as soon as you are declared, would be very nice indeed.

Re: Wish List, What do you really desire? Time for some fun :)

Posted: Thu Jul 06, 2006 6:35 pm
by nillian
tannack wrote:At 400 points damage per mat as it is now, that'd increase it to 40,000 points per mat, putting it in line with the ~13,000 per mat from weapons.
Isn't that unbalancing it in the other direction? Sorry if I'm being stupid, but 40,000 points per mat isn't in line with ~13,000 points per mat. They are ~27,000 points apart, in fact.