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What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 4:52 pm
by raynes
We all want outposts (well most of us). We want more rite missions. There are all little things like map improvements that we want. What about other features or systems? What would you add? (I'm talking about big major stuff)

1) NPC's that have personalities and respond to players in a unique way.
2) Some sort of sandbox feature that allows players to design and setup a new land or area.
3) A Diplomacy skill set.
4) New areas that focused on exploration and gave the player the opportunity to uncover major discoveries the expand the story.
5) An animal skill tree that involved breeding and selling of pets. In addition to skills that allow the player to communicate with animals.

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 5:09 pm
by vinnyq
More objects interactivities!

- NPCs spontaneously talking to each others and players
- a new skill tree (any skill! e.g. Building craft, tools crafting)
- more objects interactivity, like being able to sit in chair, lay in bed, get a drink from the barman, pick up random non-inventory objects like pots and boulders etc.
- being able to enter each other apartments

- More meaning to NPCs mission:

For example: There're missions where you have to get food for a tribe. It'll be nice to see some sort of stats to see how much food the tribes have and how many you have collected for them and also see how many other players have collected for them. And to actually see them happy or sad base on that statistic (i.e. food level low they'll be sad, high they'll be happy and give you better missions).

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 5:11 pm
by amitst
Some of the mature dedicated (and extremely powerful) players could easily role play as NPCs(of course they would be PCs then, but you know what i mean). Perhaps give quests, or vary the economy somewhat by asking this or that. Perhaps giving small experience rewards (5k, 10k, 15k) for acquiring certian items and placing them on the market at a fair price, since noone puts decent mats there.

It's a good idea just really hard to implement. But I've seen wonderful examples in MUDS, where Gods and immortals made up 1-5% of the playerbase. They would create custom intersting missiongs of all sorts.

<-- big fan of the new stories on the website here that accompany the history.


The tribes seriously do need more personality, this would be one way of implementing it. A player could become the voice of a particular tribe. Perhaps one of the more annoying posters like thexdane could be the representative for lawless :-)

It seems odd that the tribes roam around all day but have no voice in the politics of atys, ESPECIALLY in tryker, since the Corsairs are as strong as the tryker nation itself! (and they are Kami aligned)

:-)

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 5:27 pm
by aylwyne
Epic events that matter and that shape the game world.

I'm not talking about little RP events where nothing really happends aside from maybe trekking from point A to B and killing mob C. I want an event where there's something to do that has duration and that shapes the face of Atys.

As an example, let me use the invasion event that happened several months back. That was very close to what I'd like to see except that it didn't really have a chance of failure or a permanent affect on the game. It had some other problems too (clickfest, imbalance between lands, etc.) but for me, those were less significant problems.

If I had my choice, this event would have started with the NPC war chiefs telling us exactly what we had to do (build X number of guard units and clean out kitin nest) and how long we had so we had a clearly defined goal. If we had failed to make the goal, we should have lost a city. So if the Tryker failed to accomplish the goals, the Kitin could have taken over Windermeer. All of the NPCs in Windermeer could have sought refuge in other towns so that core things like NPC missions, etc. weren't messed up totally. Then, the next event could be to reclaim the city, again, with a chance of failure.

I think seeing that real and lasting effect of the event is a huge motivator for the next event.

Likewise, we could have events where harvesters work together to build a tunnel to open a portal to another land. Or how about crafters working together to build a new bridge over the canyon.

I want to see events where there's real work to do and the work has a payoff at the end. Like many other people, I really don't like it when a game boils down to grinding. For me, "grinding" is when you have to do repetitive tasks for no purpose other than leveling. You can take those same set of repetitive tasks (harvesting, crafting, killing) and wrap them up in the context of an event with a meaningful outcome and all of the sudden, it changes from "grinding" to "fun".

So to the original question about what "system" or "feature" I'd like added, I guess it'd be the set of tools and people put in place to create this type of event easily so we can have them often.

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 5:34 pm
by vinnyq
Absolutely! Totally agree with aylwyne there.

And if those guard towers and guards we supplied were left behind after the invasion events, instead of dissapearing, we would have been so happy.

Also, Nevrax lost a huge chance for the "impact of events" thing for the fyros->zorai portal. It was rigged so that the event was a sure and easy win. They should have made it that there's a chance that we couldn't get the portal, or make it so challenging that it requires a huge effort to get that portal open, so that players have to keep trying until we succeed or NO PORTALS HAHAHA WIMPS!

We wouldn't mind that in one bit :)

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 5:48 pm
by aylwyne
vinnyq wrote:...Also, Nevrax lost a huge chance for the "impact of events" thing for the fyros->zorai portal...
Here's an idea for a change that I think would have made that event more interesting...

Instead of just going and killing a mob boss, have it so there's a resource field of "plain dirt" or something. As harvesters start extracting this dirt, the tunnel would start forming. It could be in a series of 10 graphical stages or something that was based off the number of dirt units extracted. This would let you see the progress and get people more excited to finish.

Once the tunnel is deep enough, perhaps it unearths a kitin nest and then the big fight comes into play. Of course, once you disturb this kitin nest, reinforcements from the depths of Atys would come to reseal the tunnel so you'd have to fight them off and work against them to complete the tunnel. If the kitin are victorious, then no new tunnel.

I realize this is all "should haves" and "could haves" but I just wanted to throw out some ideas on how past events could have been made much more engaging in the hopes that future events might have some of these same concepts incorportated.

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 6:39 pm
by calel
I would be happy with most of the things posted already but if i' d had to add something myself it would be musical instruments and a skilltree for it.

The idea i had about this was:
- 4 types of instruments for every race: wind, percusion, snare and .....the other one i always tend to forget what it' s called
- craftplans for these instruments
- using the skillsystem to combine different styles of play and use it to create personal pieces of musicianship; the higher in skill you rise, the more difficult songs you can learn to play
-.....

Just some early thoughts actually.

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 7:58 pm
by varelse
A personal chat tab that allows a player to invite multiple players into a private chat session. The team, guild and tell windows are too limiting.

The ability to remotely invite players to a team.

The ability to designate items in guild inventory as "free for the taking" to any guild member.

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 8:11 pm
by bcharles
Personal vendors, that people could hire. A crafter would hire a vendor to sell their wares, and just their wares. There'd be no timeout so you could have diverse stock without having to worry about whether or not it would sell in a week. And since each vendor would be a showcase for just one crafter, it would give crafters a way to show off, which would encourage them to put more items up for sale.

Re: What system or feature would you add to Ryzom?

Posted: Thu May 05, 2005 8:23 pm
by marct
bcharles wrote:Personal vendors, that people could hire. A crafter would hire a vendor to sell their wares, and just their wares. There'd be no timeout so you could have diverse stock without having to worry about whether or not it would sell in a week. And since each vendor would be a showcase for just one crafter, it would give crafters a way to show off, which would encourage them to put more items up for sale.
If things would stay on the vendor for ever, there would be an endless supply currently, it would have to "age" at some slow rate losing HP as it becomes "shelf stale"

You want this loaf of Bread that I have had on the shelf for 9 weeks? Or in Ryzom terms, "this armor I have had for 20 years? it is a little crusty, but after 20 smacks from a gingo it should loosen up!!!

EDIT: Maybe it degrades in Quality 10 points every week, or 10hp or something instead. Or maybe it costs you more of a percentage to your merchant the longer it sits on the shelf. After 5 weeks, you do not make money on it :P

On the other side, I do not want to have to spend 20 TP tickets to run around to all of the merchants to compare for the best amp, shield, or armor. After a bit of thinking instead of off the cuff-ness, it seems this would not work. It is already hard enough having to go to 4 different land s to compare, if you can even get there.

Noin.