IDEAS FOR RYZOM


Silan-Missionen

I suggest to overhaul the missions on Silan a bit once more:

1. every mission on Silan should be abortable and taken up anew (take care so that the rewards won't be given out more than once in these cases!)
2. the texts/dialogues of all the missions on Silan should be revised in terms of logic (why give something to a Zorai when the dialogue tells us not to let Zorai see this? Why swear loyalty to a Matis trainer when you're not a Matis?) Please also ensure that the texts in the mission-window will always tell what to do clearly for every step in all the details needed; not just too briefly
3. consider the balance of the missions on Silan again please; especially the bandit boss should not be approached too soon, please give out the easier missions first. And to tell the truth: I'd prefer twice as much missions on Silan but with smaller steps to learn (the first step into every feature is generally too complex for some newbies) and such a bit less to do/train for each mission ;)
4. missions on Silan for every skill-category (fighting, magic, crafting, harvesting) should be even more separated, so nobody should be forced to spend much time for skill-categories he/she doesn't enjoy, especially since this is forced onto players right from the beginning. Giving out raw materials as a resource for every start-up crafting missions is a great idea, you might want to implement some more NPCs and/or containers to Silan to make crafters travel there to get those free raw materials and such make their missions more interesting ;)
5. some of the harvesting-missions seem to be too hard for several newbies; please make resources on Silan easier to detect by spreading more sources and/or by enlarging every source (a lot) if possible. Too many frustrating experiences are prone to drive players away, like if they cannot prospect sources for hours...
6. also please revise the item-rewards on Silan. I'd suggest smaller but more constant rewards, like consumable stuff for faster regeneration (long regeneration downtime seems to disturb many beginners), also a whole set of jewelry by and by, and the ranger-armor piece by piece instead of the whole set at once - but please only with low boosts and stats; I'd also like to see the stats of the Silan-sword "fire and rage" being lowerd so that lowlevel crafters would be encouraged to craft stuff themselves instead of getting the feeling that quest-rewards will always be much better than what they can produce themselves as crafters...
7. the most important skills needed to start off with a skill-category and also the most important skills you'll need to survive in the gameworld should be pointed out in the mission-texts clearly; they could even be written in another color when buying them at the skill-trainer/teacher to prevent early frustrations
8. please also make the most important starting skills cheaper in terms of skill-points you need to spend, and also the very first crafting plans/designs - the experience of having a larger variety (but not more complicated) of actions to do should hook players far more strongly to the game as soon as possible
9. better don't implement counters (of stuff to harvest/craft or mobs to kill) to the Silan missions at all rather than leaving some missions without them (like the rendors); new players get irritated by the sudden absence of the counter and might even think the mission was buggy
10. the mission from Chiang you'll need for leaving Silan should not depend on anything at all please. It would be better if all the 4 trainers (as well as the sleeping Zorai-woman at the information-stand) did not have that unnecessary mission "go to another teacher/learn another skill", but instead of this should give you the mission "leave Silan" at any time, leading you to Chiang :)
11. several wandering mission-givers (like prospectors, hunters, scouts just like on the mainland) should be distributed all over Silan with many additional missions and small rewards (like just a bit of lore-text and money) of different level up to 45; just so that the grind you need to do between the main missions can be made more diversified and gameplay on Silan would feel more entertaining
12. it would be nice to have more teleport-altars on Silan to make the running-distances shorter than the average distance between altars on the mainland. It might also be good for newbies to learn how to use porters (I knew a newbie who did not buy any tickets because he didn't realize what to do with them for a while...)
13. please let trainers teach more "bunched-up" low-level skills as a whole package instead of only stanzas that players will have to handle. In other words: please don't split skills into buyable stanzas too soon; better let newbies learn all the features step by step
14. the help-window (you can open with the ?-button) should not only explain every feature in detail, but also how to start the game, what most important skills to buy and so on - update these help-files to the facts of today please. The help-file still shows Nevrax as the developer, so everyone can see how outdated it is... "FAQs" are also still missing in this help-window: these should answer all the questions that newbies ask most often - well, you will already know well what the typical issues are that newbies most often experience :) (like: "how can I jump in this game?", "where can I see my all-over char-level?", "what faction has the most advantages?", "who can teleport me from one capital to another capital?" and such)
15. please give out credit-stanzas you need to build the most common low-level skills sooner; newbies seem to get confused when getting new stanzas they cannot use because they lack the according credits that they can buy only later on and not right away...
16. better let Chiang tell leaving characters to talk to the city-welcomers and buy teleport-tickets at arrival ;)

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Last visit Friday, 26 April 05:39:24 UTC
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