GENERAL


What would you like for this year on Ryzom?

Pirozhki
I think @Loved 's idea of potion making is a great idea.
But I'd LOVE to see NEW OCCUPATIONS which make the game LESS REPETITIVE and more ENJOYABLE and FUN, even for new players.
And Marauder / Ranger occupations, I don't understand why we still don't have them.

This is not a new idea ... this was part of the game ... never fully implemeneted but was not re-intruduced on the new server:

http://app.ryzom.com/app_forum/index.php?page=[color=#ff0000]to[/ color]pic/view/6805

"New advanced occupations will be accessible to players. Here is the list of the occupations which will be available at the moment of the patch:
  • Catalyst Artificer: Allows you to create experience catalyzers from products obtained by elementary occupations.
  • Alchemist: Allows you to create advanced potions of regeneration usable during fighting.
  • Aurachemist: Allows you to create potions which give to the whole team a beneficial aura and usable during fight.
A new system was developed to allow the addition of new occupations without requiring a patch. New advanced occupations will be added regularly throughout the coming weeks, so that you can assimilate the combinations and stategies progressively. Here is a list of some of the planned occupations:
  • Pyrotechnician: Allows the creation of fireworks.
  • Stylist: Barber/Tattooist.
  • Crystalyst: Allows you to increase the quality of Marauder crystals."

 

As to the degradation thing, I struggle  a bit with this as on Arispotle server, players into PvP were less interested in "winning" then even competition.   Guilds often switched cult allegiance, neutral players chnaged sides to even things outb and OP mats / uber mats were openly traded.  Winning because you had "superior gear" of "superior numbers" was considered a hollow victory.

But as Atys is a place that is inhabited by various player mindsets, this is one change that has drastically different impacts depending on  your approach to the game.    Yes I understand the PvP implications and that guilds who can hunt uber mats en masse" .... where the goal is to have an advantage in PvP scenariois ... would benefit by such a change as those who devote the most time to harvesting uber mats have an nherent advantage.

But for smaller guilds and solo players, it's simply an invitation to leave game.

a)  From a personal PoV, I actively pursue "not finishing the game".  That's why I never really was into 'cats" for other than crafting, alts. etc.  So I take frequent vacations ... 3, 6, 12, 18 months ... keeping my subscription active to support the game's existence.  I would not do that if eveything I worked hard on obtaining, would disappear.

 

b)  Solo players and small guilds will take a much longer time to collect the "goal" weapon or Armor set.  It often takes me a year, sometimes 2,  to assemble enough mats for an armor set.

c)  If the idea is to make the best items rare, so as to provide that inherent advantage of superior gear, then would the same not be accomplished by using "wear out" bricks not only as credits but in actions.... add a "wear out opponent's gear" stanza ?

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