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What about new options?
Posted: Sat Apr 16, 2005 11:00 pm
by andvice2
All the skill trees don't offer anything cool or neither a change after level 150.
Nothing new on melee after lvl 100
Nothing new on range from lvl 1
Nothing new on defensive and healing magic after lvl 100
Nothing new on offensive magic after lvl 100
Nothing new on elemental magic after lvl 125
Nothing new on any crafting skill after lvl 150
When i was raising my skills i was like "cool, in 10 levels i will get the cool looking elemental spells", so i had a goal. I got *all* the cool stuffs each skill tree can give me. I can pull every mats, i can craft full High Quality armors, i can shot fire and poison, i have awesome fighting skills.
Raising more and more my crafting skill is cool... But i lack a goal, like "getting a new cool looking armor", i'm just raising a "number", and that happen for all the other skill trees as well. So this is boring me, a lot actually.
I hope there will be a plan in the future for this lack of new options...
Re: What about new options?
Posted: Mon Apr 18, 2005 8:11 am
by dcaxe
Though I am sure that nevrax has options coming up there are a few I would like to suggest that seem realistic with the current system.
As someone who is a healer, I have been thinking this for quite a while. This game has such power and flexibility in its stanza system, but somehow playing a healer in this game (something I have enjoyed in MANY other games) has quickly become a bit of a bore.
Some suggestions for the healing tree which should be do-able game mechanics wise are:
1) Heal over time (Can be used with a double spell so you heal their hp/sap/stamina and they continue regenerating at a much faster rate for a short period)
2) Increase maximum hp/sap/stamina [So you do not waste so much when over healing] (For the current heal only, targets maximum hit points/sap/stamina are increased by +10%, +20%, +30% etc) Once these temporary hit points are lost, the normal maximum applies.
3) Focus healing options for professional care planners. Nice for us multitaskers out there
(Not, I hope you understand that anything ever goes wrong when I personally careplan you understand *cough-cough*)
Re: What about new options?
Posted: Mon Apr 18, 2005 12:36 pm
by systemv
I fear the devs are telling us "once you get to a high level here's some outposts to fight over."
And like other MMOGs, at that point the grind just becomes a reason to PvP. Of course I don't know how outposts will be implemented but hopefully they can make it more interesting and worthwhile. If it's a system like Shadowbane with the balancing that game seriously needed then I will be happy.
Other suggestions that I hope they get around to implementing:
- Instanced dungeons for higher level players
- Skills unlockable after level 200
- Faction events geared toward higher levels
- Loot for higher level players. They've done this to an extent with the boss bandits but to prevent camping how about just being given an item by a mission giver after a certain level. It can even just be for looks like the pre-order buckler.
- Regions that are unpassable unless you're a certain level(like guards will protect the gates to check your level or something)
- Certain NPCs that you can only see after doing a set of high level missions. Galaxies did this with the Emperor/Vader and Luke/Leia
Actually I can list a whole bunch but that's all I have time for hehe.
Re: What about new options?
Posted: Mon Apr 18, 2005 1:16 pm
by moboid
Dont wan't to nit pick
"Nothing new on range from lvl 1"
There is the umbrella stanza (ranged protection aura) that only upgrades with ranged. Not much, but usefull for bandits/bandit bosses and certain plants eg slaveni.
at this point in time id love a 2nd aura timer, rites may add wall auras but i've got so many auras now that its hard to choose anything other than melee protection most the time.
Being positive theres more rites to come and theres cosmetics and these potion/food things to come eventually.
some people play mmo's to rp, some to lvl, some to explore but i like tinkering with skills
Re: What about new options?
Posted: Mon Apr 18, 2005 1:31 pm
by mboeing
systemv wrote:
....
Actually I can list a whole bunch but that's all I have time for hehe.
Which all are copied from other games.
Instanced dungeons. How would they fit in Ryzom? I say not at all.
Item loot : the bane of crafters. Please no. The already implemented boss loot is bad enough.
The popupulation of the different areas are already warrant enough that lower lvl players will have a hard time to pass them.
NPC's already only assign quests to the appropriate lvl players.
---------
What we really need atm is Nevrax bringing the stuff they work on faster to us. They fiddle around with the rites for almost 3 month now!! I am sure they have plenty of ideas what they want to do, they just seem unable to do so in an orderely and fast fashion. I really hope the spring clean, wont develop into a summer and autumn clean as well.
Re: What about new options?
Posted: Mon Apr 18, 2005 2:41 pm
by marct
dcaxe wrote:Though I am sure that nevrax has options coming up there are a few I would like to suggest that seem realistic with the current system.
As someone who is a healer, I have been thinking this for quite a while. This game has such power and flexibility in its stanza system, but somehow playing a healer in this game (something I have enjoyed in MANY other games) has quickly become a bit of a bore.
Some suggestions for the healing tree which should be do-able game mechanics wise are:
1) Heal over time (Can be used with a double spell so you heal their hp/sap/stamina and they continue regenerating at a much faster rate for a short period)
2) Increase maximum hp/sap/stamina [So you do not waste so much when over healing] (For the current heal only, targets maximum hit points/sap/stamina are increased by +10%, +20%, +30% etc) Once these temporary hit points are lost, the normal maximum applies.
3) Focus healing options for professional care planners. Nice for us multitaskers out there
(Not, I hope you understand that anything ever goes wrong when I personally careplan you understand *cough-cough*)
And while we are at it, Lets make it so that somehow you have to choose which one you want to do. I.e. More skills requiring points than skill points available. I think this is fair to do after you get to the levels that Murasaki mentioned because at that point you will understand the game. I would like to see 3 lvl 200 healers that are not all identical.
Which would you choose? The ability to heal Sap over time, or the ability to heal focus? Hmmmmmm. Now that would be nice.
Do the same in the other trees, Please.
Noin.
Re: What about new options?
Posted: Mon Apr 18, 2005 2:55 pm
by mmatto
andvice2 wrote:
Nothing new on melee after lvl 100
You must be exaggerating here
I can't find anything above lvl 50
Re: What about new options?
Posted: Mon Apr 18, 2005 3:00 pm
by borg9
dcaxe wrote:Though I am sure that nevrax has options coming up there are a few I would like to suggest that seem realistic with the current system.
As someone who is a healer, I have been thinking this for quite a while. This game has such power and flexibility in its stanza system, but somehow playing a healer in this game (something I have enjoyed in MANY other games) has quickly become a bit of a bore.
Some suggestions for the healing tree which should be do-able game mechanics wise are:
1) Heal over time (Can be used with a double spell so you heal their hp/sap/stamina and they continue regenerating at a much faster rate for a short period)
2) Increase maximum hp/sap/stamina [So you do not waste so much when over healing] (For the current heal only, targets maximum hit points/sap/stamina are increased by +10%, +20%, +30% etc) Once these temporary hit points are lost, the normal maximum applies.
3) Focus healing options for professional care planners. Nice for us multitaskers out there
(Not, I hope you understand that anything ever goes wrong when I personally careplan you understand *cough-cough*)
Heal over time - nice idea (fits with the DoT spells)
Incease maximum stats - sound too much like all the other MMORPGs
Focus healing - with the instant regen of finishing a dig and self heal stanzia, I wouldn't see much call for focus healers.
Re: What about new options?
Posted: Mon Apr 18, 2005 3:27 pm
by mboeing
borg9 wrote:
Focus healing - with the instant regen of finishing a dig and self heal stanzia, I wouldn't see much call for focus healers.
You never crafted a set of jewels at higher Q eh?
I was wishing for a focus healer a 100 times already.
But I think thats the only real instance where one is needed. But then they could just switch of the instant regen when they introduce focus heal =P (can anyone say "forced grouping"? )
Re: What about new options?
Posted: Mon Apr 18, 2005 8:19 pm
by systemv
Definately from other games.
Don't see why instance dungeons wouldn't work. We already have instanced Guild Halls and other locations so I don't foresee a technical difficulty. As far as storyline and purpose, well that's up to writers. WoW has shown me how well this can be implemented, there's more to it than swimming through hordes of mobs or minor objectives; it can really get involved. There's an opportunity there to tell a story and let you affect the outcome without getting in the way of someone else's experience.
Some other ideas:
- Allow higher levels to own land
- Insignias
- Hall of fame
- GMs involving them in a storyline
- Always being attackable but also the ability to have bodyguards after a certain level
Again, not my ideas but would like to see them here.