What if they implement a craft tree or craftable buffs?
Foods/Flowers (gardener perhaps).
What if they imply one for poisons:
Gardener of Toxic?
Craft a deployable trap, area effecting dmg over time?
Like the launcher, but with AOE? placed at your feets, triggered after a few seconds?
/discuss, add more to this
Suggestion, crafters:
Suggestion, crafters:
Last edited by tigrus on Sun Nov 19, 2006 11:11 am, edited 1 time in total.
Sun Ce, The Devil of Arispotle.
The Sexiest beast alive.
A living Legend.
Alpha and the Omega
&
King of the Universe
"So in a few moments Sun Ce had disposed of two enemies, one crushed to death and one frightened to death. Thereafter Sun Ce was called the Little Prince.!"
Re: Suggestion, crafters:
I have always been in favor of an "alchemy" skill tree, with options for non magical healing, possibly similar to ammo/ranged crafting. Having only one healing skill path amongst all the offensive magic and fight skill paths is a BAD thing.
I dont want it to go in the direction of Diabloesque potion spamming, so maybe have healing 'potions' with similar bulk to launcher ammo.
Having a destructive side would balance the skill better too.
I dont want it to go in the direction of Diabloesque potion spamming, so maybe have healing 'potions' with similar bulk to launcher ammo.
Having a destructive side would balance the skill better too.
Re: Suggestion, crafters:
Yeah, it´s been suggested a few times and I agree that it would be a realy cool thing to have. Especially for Non-OP owning people.
But somehow I think growing OP-Flowers at home would be regarded a little like cultivating your own weed in your backyard by the OP-owning crowd wouldn´t it?

Acridiel
But somehow I think growing OP-Flowers at home would be regarded a little like cultivating your own weed in your backyard by the OP-owning crowd wouldn´t it?


Acridiel
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Re: Suggestion, crafters:
I've always liked the idea of a tool craft skill. Since the introduction of op mats you can have better tools etc but anyone can make them and even though you buy tool crafting its not a skill you can level (as a lot of players have found out after wasting sp on it)
Snake
"May The Source Be With You....."
Proud Member of Evolution
Master of all Jewels
Master of all Forage
Master of all Light Armour
Time to chill.......
"May The Source Be With You....."
Proud Member of Evolution
Master of all Jewels
Master of all Forage
Master of all Light Armour
Time to chill.......
Re: Suggestion, crafters:
kinda, but i was thinking like, they should make not flowers, but potions/mixtures of flowers and other stuff.acridiel wrote:Yeah, it´s been suggested a few times and I agree that it would be a realy cool thing to have. Especially for Non-OP owning people.
But somehow I think growing OP-Flowers at home would be regarded a little like cultivating your own weed in your backyard by the OP-owning crowd wouldn´t it?![]()
Acridiel
And then make buffs stackable.
Sun Ce, The Devil of Arispotle.
The Sexiest beast alive.
A living Legend.
Alpha and the Omega
&
King of the Universe
"So in a few moments Sun Ce had disposed of two enemies, one crushed to death and one frightened to death. Thereafter Sun Ce was called the Little Prince.!"
Re: Suggestion, crafters:
/agree
A new skilltree with recipes to buy and learn for yourself Alchemy
With Levels from "Apprentice" to "Master Alchemist" and finally "Cogliostro"
But not the Diskworld kind, just to be clear
Acridiel
A new skilltree with recipes to buy and learn for yourself Alchemy

With Levels from "Apprentice" to "Master Alchemist" and finally "Cogliostro"

But not the Diskworld kind, just to be clear

Acridiel
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Re: Suggestion, crafters:
Thats actually some pretty cool titles right there too.acridiel wrote:/agree
A new skilltree with recipes to buy and learn for yourself Alchemy
With Levels from "Apprentice" to "Master Alchemist" and finally "Cogliostro"
But not the Diskworld kind, just to be clear
Acridiel
Say that those recipies also varies in quality based on the mats that you use. As in the regular crafting.
So that a supreme 1time crafted potion has perhaps 1-10 uses? Each lasting 15 minutes.
But some are not stackable with others.
Like: Fyrosian Ale: +15 constitution. +10 strength. - 50 Intelligence?
Then another guy makes one thats: fyrosian ale: +16 const. +11 strenght, -49 int with another recipy.
Then say you can stack 1-3 different buffs perhaps. Like buff slots.
So maybe a fyrosian ale, a zorai surprise and a tryker deathsentence gives you:
(all 3 stacked).
32 const. +9 strength and -10 intellegence +8 dex. (because tryker had a strenght penalty but a int boost, and the zorai had a strength penalty and a focus buff?)
Sun Ce, The Devil of Arispotle.
The Sexiest beast alive.
A living Legend.
Alpha and the Omega
&
King of the Universe
"So in a few moments Sun Ce had disposed of two enemies, one crushed to death and one frightened to death. Thereafter Sun Ce was called the Little Prince.!"
Re: Suggestion, crafters:
I'm torn on the issue as not really being a fan of insta-healing pots. It wouldn't take much to unbalance healing and wildlife danger (or the feel of it) as it is now, or make healers as we know em redundant. This kind of thing would obviously need some restictions to ensure that doesn't happen. Bulk, timers, stacking, ql and level restrictions perhaps ...etc. Personally I'm more in favor of the current consumables as from Outposts, since these don't have a major impact on gamebalance, but rather than insta-healing provide buffs. A possibility may be enhancing current consumables by the use of an alchemy skill but still under certain restrictions as already in place.
On the other hand I do see the positive side of it, and not solely as maybe another branch of the 'healing skilltree'. Ointments and salves that have enhancing abilities to the recipients Magical resists could ensure that hunters become immune (or have better resists) for a short while to the jugula's poison they decided to hunt. Slippery oil to grant that mage some additional chances to avoid blows to the head and grounded dandelion root to ensure our crafters stay awake and focused.
And we could go much further than being a quack. Toxins aplied to weapons that cause DoT as the skill 'bleed' (maybe being spell like so it uses sap load for charges), dyes that allow crafters of armours to determine the colour of the trims or highlights of their creations (but still maintaining the statistics of the quality plan), local beverages and food (culturally linked, not sure on what they would be meant to do in game mechanics but they could certainly count towards RP props), dare I say ... narcotics ... (don't gimme that look, it's just business
), ... there's probably way more I haven't thought of.
Eitherway, this would finally mean more use for those mission materials other than only missions.
But ... it doesn't sound to easy to implement and it could get unbalancing if not working properly first time around (what are the chances of that huh?).
In all honesty, even tho I'd like to see it added, I doubt dear Nevrax has the time or manpower at this time to work on additional skills when they already need to look into 'balancing/finetuning' skills that have been around from the start, when they are(or need to be) hard-pressed to provide the continuation of the storyline(s), when they need to ensure 'content' development doesn't stay at a standstill and eventually caters to everyone, no matter playstyle nor character experience.
It's a nice idea, but I wouldn't expect it any time soon.
On the other hand I do see the positive side of it, and not solely as maybe another branch of the 'healing skilltree'. Ointments and salves that have enhancing abilities to the recipients Magical resists could ensure that hunters become immune (or have better resists) for a short while to the jugula's poison they decided to hunt. Slippery oil to grant that mage some additional chances to avoid blows to the head and grounded dandelion root to ensure our crafters stay awake and focused.
And we could go much further than being a quack. Toxins aplied to weapons that cause DoT as the skill 'bleed' (maybe being spell like so it uses sap load for charges), dyes that allow crafters of armours to determine the colour of the trims or highlights of their creations (but still maintaining the statistics of the quality plan), local beverages and food (culturally linked, not sure on what they would be meant to do in game mechanics but they could certainly count towards RP props), dare I say ... narcotics ... (don't gimme that look, it's just business

Eitherway, this would finally mean more use for those mission materials other than only missions.
But ... it doesn't sound to easy to implement and it could get unbalancing if not working properly first time around (what are the chances of that huh?).
In all honesty, even tho I'd like to see it added, I doubt dear Nevrax has the time or manpower at this time to work on additional skills when they already need to look into 'balancing/finetuning' skills that have been around from the start, when they are(or need to be) hard-pressed to provide the continuation of the storyline(s), when they need to ensure 'content' development doesn't stay at a standstill and eventually caters to everyone, no matter playstyle nor character experience.
It's a nice idea, but I wouldn't expect it any time soon.
Kyerna - "Miss World 2525"
Hawker of odds and ends, crafter of bonafide armours.
Leader of the Red Ribbon Army.
"Blood for the blade, dappers for the tribe!"
Hawker of odds and ends, crafter of bonafide armours.
Leader of the Red Ribbon Army.
"Blood for the blade, dappers for the tribe!"
Re: Suggestion, crafters:
I wasnt thinking heal potions.calel wrote:I'm torn on the issue as not really being a fan of insta-healing pots. It wouldn't take much to unbalance healing and wildlife danger (or the feel of it) as it is now, or make healers as we know em redundant. This kind of thing would obviously need some restictions to ensure that doesn't happen. .
More things like give you MORE health to begin with.? (temporarily and it wears off if you die so you have to use another pop of it).
Or like you you said, add to your weapons.
Maybe even something you can place on the ground, and back off, and it goes off and pops a DoT on every enemy around it?
Sun Ce, The Devil of Arispotle.
The Sexiest beast alive.
A living Legend.
Alpha and the Omega
&
King of the Universe
"So in a few moments Sun Ce had disposed of two enemies, one crushed to death and one frightened to death. Thereafter Sun Ce was called the Little Prince.!"
Re: Suggestion, crafters:
Hmhm, nice Ideas Calel.
I was thinking along those lines too.
And for stakable Buffs, well that would surely turn the current system completely upside down. So It would maybe make more sense to add other buffs inside th current system.
Like said Poisoning to wapons.
Spealing of it, why is it that the "special Wapons" of the four Races don´t have any advantage, appart from the nice graphical effects?
So, why not make it possible for a "Master Alchemist" to add perpared Potions into the recipes of said wapons to make.
a. The living wapons of the Matis realy poisonous to their target
b. The burning wapons of the Fyros realy burn their target, by leaving a burnig oil residue on it.
c. The electric wapons of the Zorai deliver an electric shock to the target
d. The waving Wapons of the Tryker... well ... maybe to deliver a pressure based Shock to thier target, or insert bubbles into the bloodstream *eG*
If these were stancas usable like bleed, but not at the same time, it would not realy upset anything and could still be defended against by Jewel resitances.
Maybe make Alchemy a new branch of actuall crafting, splitting of at a rather high level, reflecting the expertise needed to even dabble into this field of knowlede and to make it possible to maybe a Master Crafter and a Master Alchemist to help each other out.
So a crafter and an Alchemist would have to work close together exchanging knowledge.
Maybe and I´m draming now here, for a Master / Apprentice relationship, refelcted in the Skilltree.
Only problem would then be: who would be granted the initial first spark of knowledge, not provided by a Player Master?
*sigh*
Acridiel
I was thinking along those lines too.
And for stakable Buffs, well that would surely turn the current system completely upside down. So It would maybe make more sense to add other buffs inside th current system.
Like said Poisoning to wapons.
Spealing of it, why is it that the "special Wapons" of the four Races don´t have any advantage, appart from the nice graphical effects?
So, why not make it possible for a "Master Alchemist" to add perpared Potions into the recipes of said wapons to make.
a. The living wapons of the Matis realy poisonous to their target
b. The burning wapons of the Fyros realy burn their target, by leaving a burnig oil residue on it.
c. The electric wapons of the Zorai deliver an electric shock to the target
d. The waving Wapons of the Tryker... well ... maybe to deliver a pressure based Shock to thier target, or insert bubbles into the bloodstream *eG*
If these were stancas usable like bleed, but not at the same time, it would not realy upset anything and could still be defended against by Jewel resitances.
Maybe make Alchemy a new branch of actuall crafting, splitting of at a rather high level, reflecting the expertise needed to even dabble into this field of knowlede and to make it possible to maybe a Master Crafter and a Master Alchemist to help each other out.
So a crafter and an Alchemist would have to work close together exchanging knowledge.
Maybe and I´m draming now here, for a Master / Apprentice relationship, refelcted in the Skilltree.
Only problem would then be: who would be granted the initial first spark of knowledge, not provided by a Player Master?
*sigh*
Acridiel
Last edited by acridiel on Sat Nov 18, 2006 5:19 pm, edited 1 time in total.
Take a look at the collected Works of Ryzom Players all over the World!
At"Ryzom Movies"!![highlight]
238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
[highlight]SoR Score Musics including Trailers!![/highlight]
Ryzom:
We dare to be different! Do you dare to adapt?

Ryzom on Vimeo-Videos!/Ryzom Ning-Network/Die Lore auf Deutsch!
Bardentreffen / Atys Kundschafter
At"Ryzom Movies"!![highlight]
238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
[highlight]SoR Score Musics including Trailers!![/highlight]
Ryzom:
We dare to be different! Do you dare to adapt?
Ryzom on Vimeo-Videos!/Ryzom Ning-Network/Die Lore auf Deutsch!
Bardentreffen / Atys Kundschafter