IDEAS FOR RYZOM


uiWebPrevious123uiWebNext

#31 [en] 

This way is very hard to make suggestions which are not really marginal, like "change the exit-from-game button from red to blue, please (I hate red)".

I hope Devs will evaluate this suggestion and, if they like the changes it can do to the game, will implement it.
I've no more things to say on this, and if all you can say is "I like the game the way it is" it's better you write in another forum: "Ideas to maintain Ryzom as it is", IMHO.

Your respectfully

#32 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#33 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#34 [en] 

A debate is interesting when someone *adds* something, it's unuseful when it's just a "-1 I just want things to remain as is", IMHO.
We shouldn't forget the target of the forum: to feed new ideas to the developers, not to the other players.

#35 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#36 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#37 [en] 

New Players are frequently complaining about low regeneration rates in ryzom. From my point of view regeneration doesn't matter very much cause when i am using my abilities they consume so much and i don't want to wait even a few seconds.

I think it would not hurt to double regen rates:

Most higher level players don't care about regen rates, they would need to be 20x higher to replace a healer.
Most low level players don't care about teams no matter how low their regen rates are nowadays.

And this would be a great opening for food and water.

Why not extend the existing food and water occupation to do two effects: The high regen they provide today shortly after consumption, and in addition another RL-hour (ingame day) of doubled regeneration.

So back to the idea: i would like to make our current regen stats the hungry/thirsty ones. They are quite low already.

Last edited by Ulykus (1 decade ago) | Reason: clarification

#38 [en] 

Ulykus
New Players are frequently complaining about low regeneration rates in ryzom. From my point of view regeneration doesn't matter very much cause when i am using my abilities they consume so much and i don't want to wait even a few seconds.

I think it would not hurt to double regen rates:

Most higher level players don't care about regen rates, they would need to be 20x higher to replace a healer.
Most low level players don't care about teams no matter how low their regen rates are nowadays.

And this would be a great opening for food and water.

Why not extend the existing food and water occupation to do two effects: The high regen they provide today shortly after consumption, and in addition another RL-hour (ingame day) of doubled regeneration.

So back to the idea: i would like to make our current regen stats the hungry/thirsty ones. They are quite low already.

One of the miscellaneous gameplay ideas we (Ryzom Core developers) put out for ideas for Summer of Code was a concept of consumables. I believe I stole this idea from the old "feedback" website. We called them "consumables" and figured they could be fun RP tools for a merchant at a bar or bazaar. The goal behind the idea (which was unfortunately never picked up) was to create a throw-away item type useful for role-playing that would also provide a dapper-sink.

I really like this idea of affecting regeneration rates though. I don't know if the Ryzom developers will touch this but I think I'll modify the vague idea on our ideas list to a full blown idea for the next Summer of Code. I believe I would formulate the idea similar to what you've described but make them more like 'potions' - where we can attribute brick parameter (technical jargon: http://dev.ryzom.com/projects/ryzom/wiki/BrickParameters which is a document in progress, apologies) to the item that is 'executed' upon consumption. This way we could have consumables which *may* affect your regeneration rates but don't necessarily.

Here are the miscellaneous gameplay ideas, FYI:
http://wiki.worldforge.org/wiki/Summer_of_Code#Miscellaneous_Game _Play_Additions

#39 [en] 

Elweit
A debate is interesting when someone *adds* something, it's unuseful when it's just a "-1 I just want things to remain as is", IMHO.
We shouldn't forget the target of the forum: to feed new ideas to the developers, not to the other players.

I also will take yet another opportunity to say if you're a programmer whom has an idea you are always welcome to come to Ryzom Core and implement it yourself. There are a lot of us there working on Ryzom Core for non-Ryzom purposes and all of this code merges back to the game as long as it doesn't break the game.

#40 [en] 

Make edible meat on of the drops from animals, such as bodoc, rendor etc. Perhaps they make regen faster, or another idea is for them to heal you completely. Make the meat cookable on a fire, for added bonuses. What about beer, and such that maybe reduce your intelligence, but increase something else, maybe max hp for a limited time.

---

May Jena smile upon you.

#41 [en] 

Occupations including Butcher would be negatively affected as this is what they do.

---

#42 [en] 

up!

(hopefully this idea makes it at least)

---

«But my belief that miracles have happened in human history is not a mystical belief at all; I believe in them upon human evidences as I do in the discovery of America. Upon this point there is a simple logical fact that only requires to be stated and cleared up. Somehow or other an extraordinary idea has arisen that the disbelievers in miracles consider them coldly and fairly, while believers in miracles accept them only in connection with some dogma. The fact is quite the other way. The believers in miracles accept them (rightly or wrongly) because they have evidence for them. The disbelievers in miracles deny them (rightly or wrongly) because they have a doctrine against them. ...» ~G.K. Chesterton, Orthodoxy cont. http://tj-markdown-paste.herokuapp.com/posts/354428
uiWebPrevious123uiWebNext
 
Last visit Thursday, 25 April 00:46:02 UTC
P_:

powered by ryzom-api