IDÉES POUR RYZOM


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#1 [en] 

turning in supplies from the occupations is a total crap shoot. most days I can't turn them at all. I propose that the final supply turn in be a quest that you pic up from the new horizons person. then it operates like a normal quest where, in the end you get your dappers. this way it is easy to track if your wait period is over. it also eliminates the need to teleport all over the place. or work in the teleports into the quest somehow. (which usually takes up most of my play time in order to be able to turn in the supplies currently) this would eliminate the "hinky" nature of the current turn in process.

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#2 [en] 

as i've said before, roll back the last change and add a single "0" to the max, then the people that complain that the system is too wore down are much less likely to have to cry. those of us that give a little of our time to help others turn in without the mostly pointless (beyond a RP reason) to "ware the system out" by tp'ing.

OR

set the system to always need 1 (ONE) product, thus we can turn in without needless waste of further time simply to tp without need only to turn in products. and then those that want to use the system as a tp system can, and those that want to make a few dapper can do that, ditto with civ points.

OR

make an NPC that simply buys the products for the same pay rates as NH but doesn't require anything more then having the products to sell, drop the limit of how many can be given at a time, and don't put a cool down on it. the occ has the cooldown timer, so once you've collected the products from you occ work, you already have to wait to get more, having a timer on the turn in to the NPC for rewards is more-less redundant and rendered more less pointless. that would be a very simple fix, not to mention it would at least let us eat our cookie for a change.


not everything in the game has to have a base in RP, not all of us play ryzom to RP, some of us just want to play a game and have fun. can't we have some fun in ryzom without a ton of mindless time consuming steps that really don't change much other then the level of aggervation they involve.

(after the last change to NH i've read many people wishing they'd change it back. it was changed because someone filed a ticket after i and a few others mistakenly wore the zora system down to the negitives. the person in question sent me a tell because i openly offer a "ware down" service. they used the point of "new players shouldn't have to wait to use the system" i counterd with most new players don't have a clue what NH is or how to use them unless an old player teaches them. further-more since most of us simply use NH for the rewards of helping them why does it matter all that much?)

you "fix" something that's not really broke (making it a pain in the ass again just like it was when we turned in 1 product at a time, that took 2 years of polls and begging by the masses to get it updated, yet making a change to increase the pain was made very quickly after a single ticket. it's this type of development that really let's me down, you took something that was at least a little user friendly and turn it back into something that's unfriendly again.

ok i've had my rant for the day about the shitty status of NH these days, roll back the last change made, add a "0" to the 3000 max limit making it 30,000. after that the odd's of me and another players being able to work it down to the negitives will be 0 (ps don't make a change to the slowing down of the system limits at 1500, 1000, and 500, since those low numbers would sill fit a RP setting without ruining the whole thing.

anyway, bottom line, the last change to NH was a bad one, and everyone that helps NH regularly isn't very happy with it. but hey what do i know, i used to be the go-to guy to ware down NH for the better of the masses, i sure got more requests to do it then i did hate tell's and mail for doing it, and i've never made it a secret that i was the one that did it.


"homin i won't name", doing more harm then good with your complain and ticket about an accident (it wasn't my intention to ware it into the negatives) {what's really funny is that the un-named homin cut their guildmates throat in the process, since their guildie was always happy to be able to turn in without the pain of the whole tp process}

should also note that the time to ware the system down even 500 points (enought for 13 or 14 players to turn in without hassles) take an unknown amount of time, where it used to be something i could do alone in about 20 minutes, i give up, i'm talking to the wall here because i know it's the powers that be that would rather cater to the few then the masses, crappy choice on that one i think.

i know that it would not be approved, but perhaps i'll work on that very NPC, one that will take the products without limit and give the same payout's that NH gives, it will be made as a strickly OOC/HRP npc, with no pointless RP for something that's just there to offer a little perk for players in general (the rp players can write stories about this npc if they want, but it's for OOC use)

honestly given the state of the RP in ryzom, and the masses that play the game that don't rp or only do once in a while, what's the harm in having an npc that is more like a game and less like a "real" world thing.

ok i've spoken my thoughts enough, bottom line, how about for once we can at least keep our damn cookie and not get slapped for having it in the first place.

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
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#3 [en] 

Talk -- the point is that achieving something should take some effort or there is no feeling of accomplishment. New Horizons was made to be a transportation system, not a dapper source. If more people used it regularly there wouldn't be a problem.

It has nothing to do with people wearing down the system. It has to do with the expectations raised by people like you that the New Horizons primary purpose is to be a dapper and fame source.

By the way, it takes a maximum of 8 transports to drag the supplies down from over-full to where the handler will accept more.

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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>

#4 [en] 

Bittymacod, if worked like that every time I'd be fine with it. but it doesn't work that way, for me at lest. I have spent an hour porting around just to turn in 38 supplies only to give up and try the next day. and this has happened more than once. something needs to change. it shouldn't take most of my evening to turn in 38 supples for some dappers.

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#5 [en] 

until the last change was made to NH i was more then happy with the status quo, but the last change cause ill effects, like xaniella exp i also have found that x number of teleports doesn't always yield a ready to turn in (and the little timer i use on my desktop tells me when the 23 hour cool down is over) so why is it that after that time has passed there are times when, as you say, 8 will do it, then other times when it takes 12 or more. given that the system is wore down roughly 4 products per tp (too low a number given that we can turn in 36) mathematically it should take 8 to 10 tp's to be "willing to take" our stuff.

as for taking time: that's the point of the occ's imho, the turn-in to NH shouldn't require the same amount of effort as the occ does. further, given that the only NH that's used quite a bit is lakes (beats swimming) and desert (because the cities are not all in the same single region) with forest next in the list due to the massive amount of aggro between towns there, leaving jungle as the least used system in game because jungle isn't aggro ridden in CoI and it's pretty easy to trek to and from.

maybe they could up the amount of ware a single TP does, to 18 (yield from 100% recipe with basic components) so that it would cut back on time, then maybe it wouldn't be so bad. it's a lightly used system for travel but highly used for dappers and the like, maybe the next update should acknowledge that and make changes accordingly.

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
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#6 [en] 

I think there should be an NPC that buys them for slightly lower rewards. Then you could work on NH to get full reward or save time and get like 75% reward by just selling them. I find the current system more frustrating than rewarding.

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I don't want to be the one
The battles always choose
'Cause inside I realize
That I'm the one confused

#7 [en] 

Talk --

I verified that the system uses 5 (not 4) supplies per trip several months ago AND just now. It took me 6 trips to bring the supplies for the Lakes NH down to 2995 out of 3000 and another trip took it down to 2990. Half an hour later it is still at 2990.

The only reasons that I can think of for the takedown to fail is user error in using the system (i.e. click too fast), or someone else depositing as soon as it shows ability to do so, thereby sabotaging the takedown by adding into it.

And I repeat: NH is not supposed to be primarily a dapper source. The dapper sources are supposed to be missions and crafting. Complaining because a side-effect of the NH is not operating "efficiently" is a waste of breath.

Occupations initially (and still) are supposed to be their own reward in terms of useful consumables.

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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] 

EDIT:
how can you click too fast when you are now forced to tp to the same city vs choosing "i changed my mind" like it was before the last change to NH was made. now unless you complete the tp from zora back to zora (meaning you must now see the loading screen) there's no ware on the system, and it doesn't always track the TP (i believe) so we're forced to do it more then the exact math would suggest.


ORIGINAL POST:
show me a bandit kill mission that pays 480,000 dappers and i'll be on it all the time, i'm not a crafter, so the best i can hope for from a single mission is 10 or 20k (bandit's wise, that i've found) so for those of us that don't dig and craft because that's not our idea of fun, we're just left with NH once every 23 hours for a large single event income.

the ONLY current route to welth is crafting, but not everyone want's to dig and craft.

i'll go with the idea of the NPC that would take products at a 75% reduction of the 100 fame payments, again without limits on turn-in amounts or cool down.

that or give us back the old payment rates we got for grind loot mat's sold to the npc's. had they not reduced that to such low amounts it would still be a way for hunters to make dappers.

NH is the only high paying income non-crafters and non-diggers have these days. maybe that needs to be addressed then. how about a bandit mission that requires you to kill 5 of each band of bandits in a ecosystem (so you'd start in the 50 zone, move on to the 100, then 150, 200, 250, and pay 500,000 (since killing 200 and 250 bandits isn't easy at all totally solo).

there's a serious need for more higher paying missions that are for hunting and bandit killing. maybe i should try to put this on my forge "to-do" list and try to create something along those lines... and the best part is there could be a valid RP reason for these new npc's and missions.... i'm sure some ppl could offer story ideas and background story for these new handy npc's (who know's we might get suboxide to move from the stables with something like this)

talk

Dernière édition par Talkirc (il y a 10 ans).

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
cookies approved referance data, guides, and more. --- ryztools web version --- talkIRC forum post table of contents

#9 [en] 

I do not tp to the same city. And "fast clicks" could just be that you click too fast. I always wait a few seconds after the menu appears. I tested by tripping to Avendale and then back to FH.

What in *bleep* does a new person need 400K dappers for???? That's not enough to play OP games with and it's more than you need for purchasing meks and mounts (at least it's more than you need unless you really have to have it **naaaw**).

You make it sound like dappers are needed in this game. Yes, they are; to a small extent, but they are overall not important.

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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] 

i was thinking more about the massive numbers of multi-masters (that have mostly fight and magic masters, with no dig or craft masters)

i'm not saying a new player should have access to higher paying missions, although i think it's also a little unbalenced even at lower levels. given that a bandit mission in zora offers no more then 5000 dappers, but there are crafting missions there under Q50 that pay up to and over 20,000 for a single mission.

i'm looking at getting that achievement for the 1,000,000,000 dappers, given that i don't have the crafts (and no major desire to dig and craft for ages to get them) to be able to do missions i rather not be forced to do, but saddly the only road to riches is crafting and NH, and crafting is better: a 480k mission can be done every 3 or 4 hours, where as NH can only be done once every 23 hours, and pays a max of 360k. so why can't i use my melee or magic masters to earn a better living?

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
cookies approved referance data, guides, and more. --- ryztools web version --- talkIRC forum post table of contents

#11 [en] 

Talkirc (atys)
so why can't i use my melee or magic masters to earn a better living?

And why can't i use my forage or craft master to fight monster ?

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#12 [en] 

Does military earn more then construction workers? Does hunters earn more then the people extracting oil?

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#13 [en] 

In my opinion, since the game is skill-based rather than class-based, it doesn't seem to unfair to me.

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I am a Fyros. What more do I have to say other than that?

#14 [en] 

icus: maybe that was a joke, but i honestly don't understand what the issue is there, when those skills have high paying missions, but the two i listed are the ones that are lacking.

pappa: so like the real world the guy that's generally safe (not in fear of getting killed 24/7/365) should get more then the guy that's putting his life on the line and knowingly risking death for their profession should be payed less? i've never see a craft kill you (unless you did it in the middle of an aggro spawn).

xanix: your right the game is skill based, not class based, so why do the craft and harvest "classes" have missions that reward those classes so much better then the figher or mage "classes"?

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
cookies approved referance data, guides, and more. --- ryztools web version --- talkIRC forum post table of contents

#15 [en] 

Let me rephrase it :
If you only have magic/melee masters and 150 in craft, you can still kill high level monster with shitty q150 stuff (it will be slower than with good stuff, but it will work).
If you only have craft/forage master and 150 in melee, there is no way you are going to kill high level mobs, even if you had the best stuff you could get.
That, plus the fact that high level digging, if you want to dig interesting stuff (excellent / supreme), is way harder if you don't have high level magic/melee (for the dodge stat, life, MPA).
So it seems fair to me that forage / craft have an easier time getting dapper than melee / magic

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