IDEAS FOR RYZOM


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#16 [en] 

carfting?/digging? what's that?

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#17 [en] 

If digging the materials is a problem... just hunt some mobs - the items might not be so good but it would be possible ;-)

Just hunt some lvl 140+ raspals and gingos or something like that - now they don't have to dig!
Though I think they'll complain about getting gear of lower quality than others...

The few times I've crafted something for someone else were always for some newbies and none of them could deliver any materials - so I asked what they'd like to do for the materials and go out and hunt (or dig) together with them until (at least) the amount of materials was big enough.
And if we were hunting Cloppers in Oflovaks Oasis near the South sea and Kussok showed up we'd hunt him as well - making the quality of the final gear a little bit better than expected.

None of the people for whom I suggested this complained about the "lower" Quality of the items later on because it was their own work that contributed to making them.
And probably because they had some fun experiences where they could talk to someone else while hunting/digging and find new spots in the area of which they didn't know before hand.

@suboxide crafting is the thing your grandma does just before xmas and your birthday (when you're getting socks once again) and digging is the thing where you make a hole in the ground to reach the prime roots or something like that ;-)

Last edited by Jarnys (1 decade ago)

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#18 [en] 

Suboxide
carfting?/digging? what's that?

Digging is when you fail to gas someones packer, and instead get materials!

explaining crafting so you can understand might be a bit harder, so I'll just say: its magic!

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Gasket
"It's shite being tryker! We're the lowest of the low. The scum of Atys! The most wretched, miserable, servile, pathetic trash that was ever shat into civilization. Some people hate the Matis. I don't. They're just wankers. We, on the other hand, are COLONIZED by wankers. Can't even find a decent culture to be colonized BY. We're ruled by effete arseholes. It's a shite state of affairs to be in, Marceline, and ALL the fresh air in the world won't make any ****** difference"

#19 [en] 

Jarnys
None of the people for whom I suggested this complained about the "lower" Quality of the items later on because it was their own work that contributed to making them.

yes get new player involved the crafting. more fun than just free gift. <3

#20 [en] 

Just noticing that mats can even be bought: if I can be aware (I'm not, atm, as I'm a very newbie) of the types/qualities/quantities of mats needed for my new armor, I'll be even proud to bring them to a crafter.
(yes, I'm not a fan of digging/crafting too, but this don't prevent me to gather mats in some other way)

Back to topic: I can agree with the thread starter, as he is suggesting to raise the limit up to 150, not 250. On the other side, I have to agree also with the ones suggesting to lower the max wearable quality to 125, to incentivate in some way the subscription.
(I'm still f2p, evaluating to sub after a two months game's evaluation where I found it valid and unique for some things, like the environment, comparing to others MMORPGs)

@Wildsman: you hit at least half of the problem (the "slightly OT" one ;)): I was asking to myself "well... now I can sub, but what happens if one month I don't pay?" (the answer is "that month I won't play" when, if I don't sub, I can play as usual, even if capped)

For the skill's bonus "duplication" problem, I suggest to have a flag which simply:
(1) stop skill raising if skill>=125,
(2) disables access to home/gh/packers/whatever needed and
(3) apply an "unremovable" malus to existing skills which exceed 125 (e.g. Ele 200 -> +75 malus) with a temporary "malus pattern" calculated at the moment the P2P gets "back" to F2P.
The flag will be automatically removed when back to P2P, as well limitations and malus-pattern.
(the malus-pattern can be a simple float vector which applies to every skill over 125, and can be shown in game as any malus a toon receives from mobs or any other reason)

Last edited by Elweit(arispotle) (1 decade ago) | Reason: agree to Wildsman suggestion

#21 [en] 

Gasket
I see how these players hide behind the "I can't dig the mats, sorry", but I also do not see how raising the cap would help.

Well if the 125 cap for F2P was set up like the 250 cap for P2P, then the excuse is gone. They'd be able to wear only what they could dig / craft. At 125 dig ya could dig 130 mats....at 125 craft ya could craft 130. So I'd remove the ability to wear 140 and 150 Jools / LA

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#22 [en] 

Umm... FF, if people keep up their STR, INT, etc. as they advance to lvl 125 they can use q150 everything. (Well, I'm not totally sure about ranged, but everything else.)

I'm not against the limit on what they can wear, just be aware that it would have to be an imposed limit on all items, not just jewels and LA.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#23 [en] 

Bitty.....I shuba included an etc......just mentioend that it was one of the craft requests that came my way.

what I'm trying to get to was the imposition of the same limit on 125 for F2P as exist at 250 for P2P ......across the board

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#24 [en] 

F2P people like me are limited to using Q 150 but that doesent change the fact that Melee and ranged efficiency is limited to 125 by lvl, Magic is limited to 140 (last spell lvl we can learn) and we can only get full bonus from armor, jewels and Shields for being Q 150's. So generally we can do our own Melee and Ranged weapons, we can craft our own armor which will be a bit worse than the Q 150's a higher lvl P2P player could make, but we could not make Amps that would be sufficent to cast the highest spells we are allowed. Limiting Everything to 130 wouldnt be much of a deal. The only important factor would be scalling down the highest available to F2P players spells down to 130 rather than 140.

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#25 [en] 

Daomei (Leanon)
As it fits into the subject of the thread though not in the thread starter's proposal (my apologies), I would like to make a different proposal: In order to fight depopulation of the servers, the devs should consider to open f2p for old players and those whose sub elapsed and was not renewed. Those players should be able to continue with all levels capped to 125, no access to apartment inventory, packers and guildhall. Once they are renewing a sub, they should be restored to all levels above 125, with their intermediate progress below 125 reflected.

I know that this means some changes in NeL data structures. The levels would have to be held twice, once the original one to be restored on renewal of sub, packers and apartment inv greyed out or hidden, gl/ho privileges for gh inv revoked. The benefit would be to keep players in the game and to attract former players.

Slightly OT, but you make an excellent suggestion. Currently there is a risk and disincentive to subbing, since you will lose the ability to F2P with your character forever if you go above level 125. Your idea would remove this disincentive for newer players and make it easier for older players to come back and get hooked on the game again.

The only "cost" of subscribing should be the money. There should be no other disadvantage associated with subbing.

#26 [en] 

Wildsman
Daomei (Leanon)
As it fits into the subject of the thread though not in the thread starter's proposal (my apologies), I would like to make a different proposal: In order to fight depopulation of the servers, the devs should consider to open f2p for old players and those whose sub elapsed and was not renewed. Those players should be able to continue with all levels capped to 125, no access to apartment inventory, packers and guildhall. Once they are renewing a sub, they should be restored to all levels above 125, with their intermediate progress below 125 reflected.

I know that this means some changes in NeL data structures. The levels would have to be held twice, once the original one to be restored on renewal of sub, packers and apartment inv greyed out or hidden, gl/ho privileges for gh inv revoked. The benefit would be to keep players in the game and to attract former players.

Slightly OT, but you make an excellent suggestion. Currently there is a risk and disincentive to subbing, since you will lose the ability to F2P with your character forever if you go above level 125. Your idea would remove this disincentive for newer players and make it easier for older players to come back and get hooked on the game again.

The only "cost" of subscribing should be the money. There should be no other disadvantage associated with subbing.

+1

Anything which helps keep players in the game / makes it easier to return has got to be a good thing.

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It's bad luck to be superstitious . . .



Palta e decata, nan nec ilne matala.

When one goes on a journey it is not the scenery that changes, but the traveller
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