IDEAS FOR RYZOM - Ryzom Community Forum Thu, 07 Dec 2023 14:05:24 +0000 ryApp::FeedBuilder 15 IDEAS FOR RYZOM - Ryzom Community Forum <![CDATA[Tribal and Bandits]]> Sat, 02 Dec 2023 20:29:14 +0000 IDEAS FOR RYZOM
The second idea I had is regarding bandits. I think that bandits should be “fame dependent” as well. If a particular bandit is associated with a specific civilization or cult and your fame matches, then said bandit should be tied to your fame – or at the very least, we should be allowed to affect positively or negatively said bandit’s fame setting. I believe that either or both changes would make the game far more exciting and a greater challenge.

Just my 2-cents which is most likely not worth 1-dapper…

Thank you.]]>
<![CDATA[Add another Pockets]]> Fri, 01 Dec 2023 17:40:08 +0000 IDEAS FOR RYZOM Tarka <![CDATA[Tribal Fame Idea]]> Sat, 25 Nov 2023 09:41:21 +0000 IDEAS FOR RYZOM Michalis
Interesting idea. It should be easy enough for the development team to do since they already have a fame mechanism in-place for tribal interaction.

Also, I thought of this the other day - the roaming tribal patrols should also either protect you as the regular tribe would if your fame is high enough or attach you on-site just as if you ran through a tribal area.

I always wondered why the roamers even exist. They just get in the way if anything. I always wished i could use them to protect me, especially when navigating through the forest mazes.]]>
<![CDATA[Vocalize (chatitize) the Kitin Observers of the (side of the world) and make sure that they are aware of the current situation.]]> Wed, 22 Nov 2023 18:03:30 +0000 IDEAS FOR RYZOM
<![CDATA[Simple game system improvements]]> Sun, 12 Nov 2023 18:55:13 +0000 IDEAS FOR RYZOM Elke <![CDATA[Add Humidity % in the Compass]]> Thu, 09 Nov 2023 17:49:54 +0000 IDEAS FOR RYZOM Ashgan
that wouldn't be bad, but I don't know if there's any space left on this bousole :)
Need to make a kind of animated sliding panel on the side of it. With sliding sound.]]>
<![CDATA[teinture des matières]]> Wed, 08 Nov 2023 21:00:30 +0000 IDEAS FOR RYZOM meme si j'ai deja proposer ça il y euh a mon reyour de lotro :) a la reco serveur :)

today I say bad idea

because when you're working on recipes, you don't spend much time on them :)
you can make a pretty turquoise :) or beige :) or even purple mage armor, but yes, you have to look for it:)

to dye it, yes, that would be easy :) and quick, and it would diversify the armors we see on op. After that, do we have to wear top gear all the time?

So for all that, sorry, I'm against dyes :) in tribute to all the crackers who, like me, have spent hours of research]]>
<![CDATA[allow exchange with a non-tradable generic mps pnj]]> Sun, 05 Nov 2023 19:21:53 +0000 IDEAS FOR RYZOM Ashgan
but it's still a "rich man's problem" :(

It's clear (and I agree with you)]]>
<![CDATA[Elect a leader on op]]> Mon, 02 Oct 2023 20:48:41 +0000 IDEAS FOR RYZOM
for example:

- Follow me
- Attack
- Heal
- etc.

with enlarged writing, which lasts longer, that sort of thing...]]>
<![CDATA[Silan Quests for the Marauder NPCs]]> Mon, 25 Sep 2023 18:09:17 +0000 IDEAS FOR RYZOM Eolinius
So it's up to the marauders to prove us wrong in-game :p

Of course :)
Act with respect, honour and courage!]]>
<![CDATA[What would you like for the next year (2020-24) on Ryzom ?]]> Sun, 24 Sep 2023 23:50:42 +0000 IDEAS FOR RYZOM
44. Unique Names for Pets ...would be weird for example naming Zif 3 (Izam) "Birdie" and then to change skins for a Wombai and have it stuck with the same name.

46. Method of item transfer between toons on same account.

47. How come Wastelands is only map w/o borders between regions ?

48. Allow the Transmogrifiers in Guild Island to increase the value of Marauder Crystals as well as OP Mats.

49. Many of us have > 16,000 skill points to spend in craft would be fun to spend them on faction gear.

50. TPs to Guild Hall

51. A TP Item that one could use cast a portal of limited duration, say to a desired mob spawn that one is leveling up on. Would have to be rare enough that it could not be abused and expire after 2 - 6 hours.]]>
<![CDATA[PLEASE add to NEW boss list]]> Sun, 24 Sep 2023 09:20:38 +0000 IDEAS FOR RYZOM so a 250 zone populated by cloppers will have its boss. all that's left is to fall on it.]]> Ashgan <![CDATA[Rondache Matis]]> Wed, 13 Sep 2023 07:56:28 +0000 IDEAS FOR RYZOM :)]]> Canillia <![CDATA[Resource Gathering: final quality each time the skill is used]]> Tue, 12 Sep 2023 10:09:32 +0000 IDEAS FOR RYZOM Bellandrha <![CDATA[Guild Symbol above player's head should include faction/nation icons.]]> Mon, 11 Sep 2023 15:52:17 +0000 IDEAS FOR RYZOM Elke
mais nous ne courons pas non plus avec cela au-dessus de nos têtes dans la vie réelle :)

Moi quand je me balade IRL il y a pleins de yubos ( chihuahua )... J'ai trop peur !!]]>
<![CDATA[Resale: add quantity of items to an existing lot]]> Sun, 10 Sep 2023 18:40:31 +0000 IDEAS FOR RYZOM Talkirc
there is no limit to the number of items on sale at the same time, there is a time limit of 7 days for everything you put on sale to be sold, otherwise it will be removed from the store.
It's relatively broad, but it does exist.]]>
<![CDATA[AutoPlay am Gubani-Rad]]> Sun, 10 Sep 2023 12:29:57 +0000 IDEAS FOR RYZOM Elke <![CDATA[NPC personnel]]> Sat, 09 Sep 2023 06:32:34 +0000 IDEAS FOR RYZOM
I know from other games that there is a global market for items and that you can both search for items for a bid and sell them for a fixed sum.

The number of slots is limited per player (as it already is here in Ryzom), but the duration of the offers is not limited; this also makes sense for high-priced, very valuable items.

It would be a bonus if you could then get a price overview of similar items (only the same is not really useful in Ryzom because of the large number of variations of equipment produced by crafting). Here a (50% scaled) screenshot from the web frontend of the trade hall of a competing game of similar age as Ryzom:]]>
<![CDATA[Limits on young accounts posting in the ideas forum]]> Sat, 02 Sep 2023 06:42:30 +0000 IDEAS FOR RYZOM Hayt <![CDATA[The fee for the guards' assistance]]> Fri, 01 Sep 2023 02:44:49 +0000 IDEAS FOR RYZOM Siskataran <![CDATA[Add helmets: light and medium (heavy ones are already there)]]> Tue, 29 Aug 2023 16:38:09 +0000 IDEAS FOR RYZOM
IDEA: LA "hat" crafting plan?

No middle helmet, no specs on features, just talking about looks. A decade ago.
Hat. Not quite what I need, but can be used as a lightweight helmet too.

Leaving things as they are is not the best option. I'm looking for better suggestions, because I don't have a complete idea myself - a mockup of what will need to be done in code.]]>
<![CDATA[Silan's Tutorial: a chance to take the new Psykopla seeds]]> Tue, 29 Aug 2023 06:26:47 +0000 IDEAS FOR RYZOM tu tapes sur les dev et l'équipe en générale, mais à part critiquer ou proposer des " evolutions" qui modifierai entierement le gameplay, si vraiment le system de jeu ne te plait pas, deux choses :
de une , pourquoi tu restes?
de deux: met toi au code et créée ton propre jeu vu qu'apparament ça a l'air d'etre si simple.]]>
<![CDATA[Delivery: check free space in your inventory before taking a task]]> Mon, 28 Aug 2023 17:28:40 +0000 IDEAS FOR RYZOM Lyren
When you start the mission, there's a warning, "you're too busy". If this happens, simply complete the mission and it's cancelled.

Isn't that enough?


I don't see what difference it makes. Click on complete mission. Empty your bag and click on the NPC, then on the mission. 3 clicks (except for emptying the bag).

With the suggestion: you click to close the window that opens to tell you that you're too loaded. You empty your bag and click on the NPC, then on the mission. 3 clicks too.

Or you need a warning message that closes by itself. Saves a click. Mouef...]]>
<![CDATA[Quests ready for completion and their markers should be highlighted in green color]]> Sun, 27 Aug 2023 19:24:25 +0000 IDEAS FOR RYZOM
If we already know where we need to carry things, we can add a button to highlight the delivery destination, or set a special marker on the map, in case the usual pointer is missing for some reason, or lost against the background of other user's marks.

Ideally, quests that are ready for delivery should be moved to the end of the list, or to another list altogether, focusing the user's attention only on the uncompleted items of other assignments, showing them in a list, rather than indicating only a list of missions with a lumpy description of only one currently selected task.
The example of other successful mmorpgs is very indicative of how the process can be optimized. After all, Raizome is more than 20 years old, many successful solutions created during the past time were not implemented in it from the beginning and it can be fixed (if there is a desire to do so).]]>
<![CDATA[Quests: complete all (one click)]]> Sun, 27 Aug 2023 19:19:01 +0000 IDEAS FOR RYZOM Ideally, you should move the "finish" button, or the "cancel" button, so that you don't accidentally mix them up the next time you flick through completed tasks.]]> Oltopetish <![CDATA[Professional assignments: player choice instead of random assignment]]> Sun, 27 Aug 2023 19:15:30 +0000 IDEAS FOR RYZOM
For example, the florist suggests filling one of four vases with flowers.
Three variants with a different type and the last one requires a piece of each of the three types.
Allow interaction with any of the four vases, without having to cancel and take the quest until the vase we want falls out.

Toolmaker: you need to provide a finished weapon of the right quality. Allow any weapon to be handed over to the craftsman, as long as the required quality is met - any item at all will do, even a two-handed sword that is not on the current quest list.
If possible, it's worth rewarding the number of professional consumables depending on the recipe of the item and its value (so that an easily created 2-2-1-1 dagger doesn't give the same benefit as a complexly created axe, or a mace with 3+ components in each position), but you can leave +1 to the counter as it is now, if it's too hard to balance :)

Another important moment for the master of tools - to move the assistant receiving raw materials for the hilt in the room to the master, so as not to run back and forth, regularly canceling and taking the quest again, until the desired variant falls out.

Cargographer and water carrier is balanced a bit differently - allow route selection by the player in a separate "where do you want to go?" dialog. Or generally highlight all possible points, allowing to take a quest item in any of them, wherever the player comes. Thankfully each route has a fixed difficulty and duration that hardly changes over time. Here everything is very simple to balance even simple players like us, simply walking through the points with a timer, on foot, on a mount and teleport by faction, to compare and choose the least expensive option as a reward =)

The Kitins' lair requires level 250, or trickery with luring in guards, which is very close to exploiting vulnerabilities in the game mechanics, so I prefer not to do it so as not to ruin the fun of the game. I leave suggestions for related professions to those who want to do it (for years) :)]]>
<![CDATA[Florist: disable use of water and fertilizer barrels]]> Sun, 27 Aug 2023 19:02:33 +0000 IDEAS FOR RYZOM Therefore, it would be better to disable these two unnecessary quests altogether, so that the player delivers water from the well, and fertilizer from the pile, and not canceled-take the task until they offer to get a valuable resource for the profession for a couple of clicks, without doing anything at all.]]> Oltopetish <![CDATA[Crafting: sorting resources by level]]> Sun, 27 Aug 2023 18:59:38 +0000 IDEAS FOR RYZOM Then you won't have to search for level-appropriate resources in a pile of various loot collected from different mobs, or lose possible experience, because of incomplete combination of the lowest value of the selected resources.

Ideally, it should be allowed to select already inserted resources, if there are enough of them in the inventory. Relevant for krates with several components, some of which are completely consumed during crafting. Now you have to delete a resource and select it again to update the amount specified for crafting, which wastes time.]]>
<![CDATA[Zora: more quest creatures]]> Sun, 27 Aug 2023 18:47:47 +0000 IDEAS FOR RYZOM Jazzy <![CDATA[Guaranteed successful resource finding (1m)]]> Sun, 27 Aug 2023 18:37:38 +0000 IDEAS FOR RYZOM I suggest adding a "highlight" of the resource's place in this check as a natural outcome of successful tracking.

And expand the area of any search to 1 meter around the player. So that you don't have to spin in one place, trying to find this very nearly found resource node with a rather limited search area (at low level).

If there are many types of resources in a narrow area of guaranteed success, you can display a window asking which resource the player wants to mine.
Including the permission to try to mine a resource not at the current level, if there will be a desire to take a risk, to try your luck. All the same, there will be no serious mining without proper pumping, but the excitement is worth it, just like in the days of the "gold rush" :)

At higher levels will open a targeted search for the right resources and after level 50 you can pump the collection on different landscapes, collecting points to pump the right skills, but at the beginning of the path you need a clear direction and comfort mining, otherwise few people will want to become a professional resource miner, when farming mobs is much easier, faster and the loot is much richer than the same with nodes mining, all other things being equal.
I would like to see their performance equalized at all levels, not just the highest.]]>
<![CDATA[New-born Javing: remove disarm]]> Sun, 27 Aug 2023 18:27:10 +0000 IDEAS FOR RYZOM
but it's cool that he comes up with ideas]]>
<![CDATA[Continued production of the unexploited field]]> Sun, 27 Aug 2023 18:26:49 +0000 IDEAS FOR RYZOM
In the prototype, I came up with the idea that continuing with a penalty is more convenient because it allows me not to restart many ongoing processes like re-querying remaining quantity, security, node health, etc.

But there are some nuances that are worth elaborating on.
Repeating the mining is considered a new attempt and spends Kami's Patience as a new search and mining the next node.
Before we continue mining, we will spend the same focus value as when we started mining the first time (it is stored separately).
There will also be a pause equal to the time it takes to find a new deposit before we can continue mining in the same location again.
The focus return will count the same as a new search and mining attempt.
You can add a new button next to "take all" and "discard all" to start the mining continuation. Or as a context action in the mining (search) menu. Like tracking a field there is a tracking mode with showing numbers and ending tracking by clicking on the same button. Alternatively you could just add a new action, "continue mining", similar to "use enchantment magic on an item".

A separate point is the forced interruption of mining, due to a mob attack.
Personally, I put the mining time on pause when the player is not interacting with the object, so that nothing interferes with clearing the area, collect the loot and then quietly mine everything that is necessary.
Now when you click on a mob's loot, for some reason our legitimate loot from the field disappears to nowhere. It seems to be a bug in the code.
In my prototype, these non-taken resources are stored in a temporary field storage, where all resources are stacked during the mining process. This is essentially the "corpse" of the field. Just as each killed mob stores the loot in its corpse until it runs out of time, or the player picks up all the loot.]]>
<![CDATA[Sparing mobs as resource deposits]]> Sun, 27 Aug 2023 18:02:37 +0000 IDEAS FOR RYZOM
For example, in DewDrops, there's a hunter who needs a high level yuber that can generate very close by in a couple of places (even a couple of meters away from the hunter).... or may not show up at all.
Now it is required to systematically kill other yoobers so that the game generates a new batch of birds, which must also be killed until finally the desired mob appears.

Similarly with gnuffs, in the northeast, grazing on a small "boot" as a kind of peninsula. The desired level of the mob can simply not appear and have to kill other, not needed for the quest mobs until the desired one appears.

The idea is to simplify this mopping up process by summoning exactly the mobs we need.
Provided we have learned the right hunting skill (otherwise there will be a spread, just like resource extraction).

Especially relevant for groups that need a quest mob with a long respawn time. And without significant loot falling from it - this is important. Otherwise, you may need bait, the crafting of which should be not much cheaper than the total loot from the mob, otherwise there will be a hole in the already leaky balance of Raizome.

Ideally, the fundamental (and completely unnecessary) difference between the method of resource extraction will be reduced - harvesting will cease to be inferior to farming from mobs (exactly at low levels).
If consistent logic is followed, then the level of mobs should be a guide to the maximum level of production from nearby fields. And vice versa. That is, a place where level 35 mobs graze should produce resources of about level 35, not up to level 50. And places where level 130 resources are mined should be guarded by level 130 mobs.

An additional meaning of summoning from a spavn is the ability to see a possible list of mobs that are able to appear on this point at all (if the skill of information about the place of extraction is learned).
And finally low level loot will no longer be an almost useless thing in itself, but a useful addition for fighters who value their time. Just like it happened in reality, allowing hunters to take the top of the food chain worldwide :)]]>
<![CDATA[Increase freedom of movement through optional obstacles]]> Sun, 27 Aug 2023 17:49:02 +0000 IDEAS FOR RYZOM The problem is especially noticeable in the distant traiker harbor. There are even huge joints on the map where the town bridges are shown completely different from where they are in reality. And I've regularly seen my pers, judging by the map, running on water, while questmasters marked with markers seem to be hanging in the air :)

The opportunity to climb up to the high ground, not just take a detour.
Unless there is a quest objective at the top, protected by a special "canopy" blocking other paths of passage than the one left by the developers.

Passing through friendly characters and non-martial objects in the city to run on quests, or traveling from point A to point B do not turn into a forced series of turns and the need to bypass "invisible walls".

This is especially unpleasant in the forest capital, where a low fence in some places is an insurmountable barrier, and in other places, visually almost indistinguishable, you can safely pass between the same fences.
And in the capital of the desert (Pyr) my character managed to get into a cluster of barrels near the merchants several times, from which he could not get out on his own and had to use a teleport scroll :)

Of course defenses in alert mode (which can be raised in any major city) will block the passage. Just as hostile mobs will block the way, preventing you from escaping the encirclement without neutralizing them. And going into combat mode can also cast walls, domes, spikes, and other nuisances that limit freedom of maneuver.
And climbing a mountain, in the face of stiff opposition from flying monsters is not a trivial task.
Now we're talking strictly about peaceful movement, in the absence of any threat, where our character is just going about their business and should, in theory, be able to pass where theoretically possible.

In the most severe case, going into a combat state can prohibit other forms of movement, from jumping into a saddle to diving into water.
To prevent the well-known problem of "dive-bombing", instantly turning combat into a mockery of mobs and common sense: hit - jump - hit - jump - hit - jump, repeat until complete and pointless victory over any opponent.]]>
<![CDATA[Quest items: no weight or volume in the bag]]> Sun, 27 Aug 2023 17:32:47 +0000 IDEAS FOR RYZOM
If the quest requires resources or items that can be used in other ways (not only for the current quest), then move them to the quest section and fix them as the goal of the quest, that is, block other uses, remove weight and volume.
This is especially true for auto-launcher gear, the quest for which now requires you to strip down and put a mount next to you so there's somewhere to put the overly heavy items needed for the quest.

There could be an exploit to cancel a quest to quickly transfer a bunch of stuff without restrictions. In that case, I suggest just removing the items marked for that canceled quest. Or do not bother registering them in the inventory at all, and just add a number to the quest counter and, as a consequence, eliminate machinations at the root.
I got around the problem with a lot of quest resources in the Raizome prototype by reducing their addition/removal to a number in the quest window. It doesn't matter to the player what exactly he collects - spider's web, fallen leaves, or guu curse - if only quest progress is important and these things can't affect anything else :)
As a small consequence of this, all quest items are actually considered to be one type of raw material (only the picture differs, the type of which is determined by the quest). And the window of mining skills is not clogged by a mass of highly specialized skills of search and mining of purely quest items, not interesting outside of specific quests.]]>
<![CDATA[Use of better resource analogs in quests]]> Sun, 27 Aug 2023 17:16:21 +0000 IDEAS FOR RYZOM
Ideally, the idea fits well with resource versatility and the concept of substitution with a penalty to efficiency.
For example, if we are asked for raw materials for the hilt, then logic suggests that for these purposes you can use another raw material for the hilt (of a different kind), but say with a requirement of +10 levels from the original requirement, designed for a particular type of raw material. And such a penalty can be charged for each deviation from the basic recipe (quest requirements).
Up to the point where instead of a yubo fur of level 1, in the very first Silan crafting quest, we can use a blade of level 35 from the kithins of the Silan jungle. If you don't like the logic of transmutation (turning a spearhead into a mech), I suggest you imagine that the character sells the expensive spearhead, buys the necessary mech for the quest and uses it for its intended purpose (instead of the spearhead), and puts the remaining money in his pocket. And everyone will be happy :)

An additional option: using quest resources instead of regular resources (with a strong penalty to bonus characteristics).
That is, we will be able to insert a green resource from the forest into a lake recipe that needs regular, good, or blue (lake) resources. But the efficiency of such a substitution will be a rank lower. That is, choice (2 stars, special color) will become the counterpart of good (1 star, no color). And excellent (3 stars, special color) will turn into choice (2 stars of another color). So using the original recipes will still be advantageous, but not the only option. And traveling to other biomes will not require pumping the whole chain of crafting skills from scratch for the sake of using newly dug resources in unfamiliar conditions :)]]>
<![CDATA[Internal teleports to each sub-location]]> Sun, 27 Aug 2023 17:06:20 +0000 IDEAS FOR RYZOM
We can apply movement conventions by teleporting around Kami points, or Caravan points.
But for some reason we can't use transfer directly, as in New Horizon, while we are alive - only choose a point as a place of revival (and that is not available everywhere). And that's wrong.

After much thought (and doing a series of delivery quests, with no goal markers for those quests), I came up with the idea that we could use a system of transferring to any mini-location that has its own name and notification of entering a new location. Plus a dialog, or menu, that mentions the general state of that area. Like in a conversation with a hunter you can find out the types of mobs (sorry without specifying levels, or at least color and number of stars).

The farther the displacement and the higher the difficulty of traveling on foot (or on a mount), the more expensive the teleport (and possibly longer).
In fact, the delivery quest will only cost a hundred coins more than the transfer fee. And it will be more profitable to walk by yourself, at the same time exploring the ever-changing world of Rysom.

In special cases, delays in shipments may occur.
For example, in the next five minutes there is a migration of aggressive crabs and the player is offered to wait for the end of this flash mob, or to get there himself (for example, to see this event with his own eyes :)).
It is important that such interruptions do not happen too often, take into account the behavior of the declared events, or take into account the difference in levels of the target and the player, so that the 250 level is not forced to wait for a bunch of harmless 1 level yubo =).]]>
<![CDATA[Mount as a piece of equipment]]> Sun, 27 Aug 2023 16:49:28 +0000 IDEAS FOR RYZOM If the developers can solve these problems in a simpler way, like introducing water combat, then I will be glad for a decent alternative, as my proposal is basically a "crutch", needed only by sick, or unfinished people/projects, and not by healthy people, able to stand firmly on their own feet without help :)]]> Oltopetish <![CDATA[Craft: redistribute characteristics above the limit]]> Sun, 27 Aug 2023 16:45:14 +0000 IDEAS FOR RYZOM I suggest introducing an additional mechanic - a parameter to which points over the limit will be added, so that the player can redistribute them at will right in the crafting window, without having to pick up a different combination of numbers by changing ingredients.

In the future, this mechanic will expand the functionality of universal raw materials, allowing players to customize 50/100 to their needs. And other loot will become more in demand if we get additional freedom in redistributing their default characteristics. The higher the quality of resources, the more valuable the item and the more experienced the craftsman, the more of the values we can adjust, even if the limit is not exceeded. Because "freedom" in Raizome is an important part of gameplay :)
Good thing crafted items have individual characteristics and such infusion will not be a big problem, more accurately reflecting the original intent of the developers as I see it =)]]>
<![CDATA[Resale: Combine resource categories]]> Sun, 27 Aug 2023 14:33:51 +0000 IDEAS FOR RYZOM Jazzy <![CDATA[Quick interaction with characters]]> Sun, 27 Aug 2023 14:29:27 +0000 IDEAS FOR RYZOM It would avoid wasting our time on the multitude of such implausible posts.
thank you]]>
<![CDATA[Silan: path to jungle on ground]]> Sun, 27 Aug 2023 14:25:53 +0000 IDEAS FOR RYZOM discovery sometimes takes time in this game.
take your time!!!!!!!! That's ryzom.
but we can put a tp for each mission, it will go faster....]]>
<![CDATA[Quickly pick up loot from mobs]]> Sun, 27 Aug 2023 14:22:48 +0000 IDEAS FOR RYZOM there's a macro that lets you farm, collect and regenerate if you want...
while you drink coffee and watch a netflix series.

Get to know the game before trying to revolutionize it. Leave that to those who have been playing it for years.]]>
<![CDATA[Relationship between focus recovery during mining and resource node parameters]]> Sat, 26 Aug 2023 10:56:58 +0000 IDEAS FOR RYZOM Oltopetish
If mining an explored field completes successfully, we recover some amount of focus.
I'd like to see this mechanic extended to already known nodes (like amber at the entrance to the capital, or herbs for the florist).

I think this is already in the game. I am pretty sure you can achieve this by doing one of the Tryker rites. But the rite also increases your node time which may not be favorable for a high level forager.]]>
<![CDATA[White Or Not White]]> Sat, 26 Aug 2023 10:37:37 +0000 IDEAS FOR RYZOM Je pense Ashgan, que tu as pas compris ma demande. Je comprends ta réponse,mais je vois pas ou cela me répond.

Mais possible que je me trompe.

Qu il y a une chose qui m echappe. Merci en tout cas de ta péronse.Je vais essayer de revoir ce que tu as expliqué.
<![CDATA[Radar et interface]]> Thu, 17 Aug 2023 21:18:11 +0000 IDEAS FOR RYZOM like angel wings or phenix.

Sounds like a good idea!]]>
<![CDATA[Easier tracking of resource collection: indication of direction]]> Wed, 16 Aug 2023 21:43:57 +0000 IDEAS FOR RYZOM
bon jeu]]>
<![CDATA[Silan: max lv 30 (instead 50)]]> Mon, 14 Aug 2023 13:19:45 +0000 IDEAS FOR RYZOM Bellandrha <![CDATA[Keep access to discovered deposits while player is nearby]]> Mon, 14 Aug 2023 12:47:18 +0000 IDEAS FOR RYZOM
apres la meilleurs façon de monter son forage est d'avoir des amis foreurs et soigner leurs sources ;) c'est beau les mmorpg ^^]]>
<![CDATA[Quickly switch between multiple sets of non-two-handed equipment]]> Mon, 14 Aug 2023 11:28:22 +0000 IDEAS FOR RYZOM Ashgan
if that's what you're looking for:
Only general information. There is no "exact" answer how to equip an item through a macro. I need a step-by-step instruction, with a detailed explanation of what and where to put. Like for the very young. To copy the text and add to the topic of guides - will be a clear, accurate, unambiguous answer for newcomers who will come to the forum in the future :)

So far, I'm only using the macro for picking things up.
I also have a rough idea of how to optimize resource collection, but I'm still working manually there (I think it's more correct).]]>