IDEAS FOR RYZOM


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#1 [en] 

be able to fly to get away from enemies
but need to be lvl 20 for them and they atomaticly come in to ur invotry

#2 [en] 

We don't run from our enemies, we fight and die. OK sometimes we run but that's a tactical retreat and you mostly die anyway.

Besides, the only available technology for jetpacks would use Yelk Gas and nobody wants that.

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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

#3 [en] 

The game world is represented on a 2d wireframe, it would be a bit hard to implement flying - for the same reason jumping is not implemented, methinks.

Other than that, in RP terms I'm quite sure we could have a portable gravitational device, similar to the stuff levitating near Karavan altars.

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#4 [en] 

I would be in favour of a sort of jump back ability for mages, so you could put some range bewteen you and your target

#5 [en] 

Arfur (atys)
We don't run from our enemies, we fight and die. OK sometimes we run but that's a tactical retreat and you mostly die anyway.

Besides, the only available technology for jetpacks would use Yelk Gas and nobody wants that.


i like the part "tactical retreat" that's something i've only ever hurd used much by militiary, mostly only the US Marines,

simper-fi

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Remickla (atys)
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#6 [en] 

As said before the jetpack won't fly (pun intended) for the same reason that jumping doesn't. Plus: It would also require a world redesign to make sure there are no loopholes. And we may need to explain why folks cannot fly over the abyss at the borders of the world - it's already hard to understand that the planet has such sudden cliffs of infite depth.

Aynway, I like Stark's idea - considering the above maybe it's safe to hijack this thread?

The jumpback would be an interesting (and big) change to current strategies. As such I'd vote for it but only with a very high sap penalty. Let's say you can first learn it at level 125 (or so), and only with a 10m jump. You master it at lvl250 with 50m jump. The sap cost should grow geometrically and already be considerable from the start. Maybe it's a 1000 Sap pts for the 10m jump. Maybe it's just a plain "almost full drain"? Like an emergeny evacuation. Consider how much material and mental energy you'd require to teleport yourself.

The implemention also must be carefully done to not open a can of worms - eh: bugs. I could imagine it's implement as an invisible, very fast run backwards on the surface up to either the maximum spell range/level or the first obstacle encountered. If you're unlucky enough to stand in front of a tree: Tough luck. But that would be a fairly ok problem to get implemented while preventing any kinds of "let's go into the kami oasis"...
The fixed direction would help in keeping client interface work to a minimum because the homin couldn't/wouldn't need to select direction manually somehow while casting the spell.

#7 [en] 

hrm...

I don't get it.  Mages already start anywhere from 35 to 50 meters from their targets, why do we need a jump(run)back? We already have speed-up actions that allow us to outrun (for some small time) everything in Atys.  We also have melee protection aura that allows us to either run or stand our ground and cast repeatedly.

Further, if mages have it, all homins have it.  There  is no such thing as "a mage" in Atys -- all homins have magic, just as all homins can fight (at least a little) and dig and craft.

I wouldn't mind having a "bug-out" action for when Fijoo or Slucer ambush me, but I make do with what we have and they don't actually trample me into the dust that often.  When they do I can either call on my friends to heal me or take the blessings of Jena and be transported to a safe place.

--
Bitttymacod
Beware when Atys offers you a cookie.  It's probably yours; and you will regret it.

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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>

#8 [en] 

A magic jump-back stanza would be different from both speed and any auras. It has benefits (no or a very short cooldown, maybe similar to taunt) and disadvantages (very high sap, possibly some stamina cost,direction not easy to control).

My point simply is: If we can add something to the game that provides a tactical alternative, then it makes things more interesting. If I exaggerate, I could ask why do we need magic and fight skilltrees, since both accomplish pretty much the same thing: Instead of various elemental spells I could simply use ranged weapons, instead of drain speels I can use a bleeding axe, etc. Of course this would make the game much more boring. Most of us will want both trees over time to have more variety.

So in the end my point is about variety, providing PvE and PvP players some more things to develop tactics on/strategies for while at the same time keeping things balanced.

#9 [en] 

Irfidel --

I intended my comment more to convey a strong feeling that we don't need this and that having it would further imbalance the already imbalanced player vs. environment interaction, even though I had envisioned it as having a *long* cooldown, similar to auras and speedup.  With a short cooldown it would totally imbalance player vs. mob interactions, especially for melee fighters. If it has a high sap cost, casters won't want to use it, but fighters don't worry about sap costs to a first approximation.

I'm really not sure how it would affect PvP, but my observation is that most PvP players are already NOT using tactically the full range of stanzas that they could.  (PvPers... I know that some of you are; that's not the point.) 

Finally, it feels too easy, which is not like Ryzom, and there is certainly nothing in the Lore that would suggest that it is consistent with our normal powers as homins.

--B.

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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>

#10 [en] 

With healers available, backhealing one's sap in one go is a piece of cake. With little or no cooldown, the proposed jumping would open a massive can of worms, rendering melee weapons in pvp next to useless.

I would maybe propose extra skills available if your fame is high enough. For instance, at 100 kami fame the preacher would explain to you how to keep a cool head in the heat of battle, which could render you invulnerable for 3 seconds if your hp drops below 100, or absord 90 percent of the damage taken. Similarly, the karavan pristess (or what are they called) could give you a portable device which gives the same effect as the kami technique (self-destructing device, if your fame drops).

Then again, this would warrant another thread.

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#11 [en] 

been reading this thread and all i see are assumpions about a possible bad side to it, i have no idea how this could be a bad idea.

put it on the same skillbook spots as invul, give it same cooldown, done.

even if melee has to move toward a caster when engaged in pvp, its not like the x-meter jump would make that much diffrence, if any it would actually balance the squishy casters vs melee in 1vs1.
keep in mind that when a melee closes the gab between a caster the caster cant move away atm and when a caster does move he cant attack while a melee can attack him while chasing, giving everyone a x-minutes countdown escape (basicly a 1 time move in most pvp situations) wont be that much of a problem to melee, especially if u consider that the melee will be able to give chase the same way (with a jump aswell).

with the pvp aspect out of the way, the pve espect greatly improved when fleeing/backing-off from an agro, for both casters and melee

Last edited by Magez (1 decade ago)

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#12 [en] 

Being still undecided about the cooldown versus huge Sap cost thing, maybe we could evolve the base idea a bit.

Instead of the caster "jetpacking" backwards a few meters it would make more sense if she were to propel close enemies further away. Essentially being a "push" action. Like Magez hinted at: It would make sense for spellcasters to develop a method to protect them from melee attacks in various different ways because they usually do not wear much armour and may withstand less damage than the average fighter type.

So instead of introducing a push-back of the caster we could introduce a push back of mobs or other players. The benefit of this idea is that it makes more sense in the evolution of things (like Bitty hinted at) and it would allow for more variety (single mob vs "spread", push back distance).

#13 [en] 

^the pushback idea would not be implemented for the same reason fear does not make a player run around, to much ways to abuse something like that for pvp.

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#14 [en] 

Maybe the old beta players can comment on if there have been experiments with things like stun, madness, and even fear in the good ole' days. I wouldn't call it "abuse", but just "use". I thought of this especially for PvP. Why would pushback be an abuse? Is it more abuse than thousands of HP damage by ele, or a ranged launcher attack? The pushback shouldn't be easy to do - and I agree to the fear that in the way that I proposed it, the cost (sap, stamina) is likely too low.
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