IDÉES POUR RYZOM


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#1 [en] 

The Potions Master, an new Occupation or maybe even a new skill line
(for bottled clothing colors + more)

In short:
- new random spawning pickup items in all regions of Atys, herbs/mushrooms/etc (/mats we already have?)
- new skill branch (???)
- give recipes by finished achievements, not buyable or discoverable
- produce clothing colors that are not already available in game
- (more sorts of potions?, buff potions?, debuff potions?, potions to throw at enemies?)

What do you think? :)

#2 [en] 

I like it.

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Elder Of Atys

Chasing the DING!
katriell
You can't "complete" the mainland. If one thinks one has seen or done everything there, one is kidding oneself. But be prepared to "get out what you put in," because the mainland does not coddle or hold hands.
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.

#3 [en] 

+1

#4 [en] 

We already have an Occupation for potions with buffs.

There are already items such as colored sands, mushrooms and the like that are all "mission mats",but widely spread across Atys. We don't need more.

The possibility of "dyeing" armor and clothes is one that has attracted attention in the past. Making a Dyer Occupation with different skill levels and possible recipies would be nice, but we'll have to have the skins first. This concept has "legs" as far as I'm concerned.

Rules that make it like other stuff in Atys:

No armor or clothes can be dyed twice. The process is somewhat corrosive and will destroy items if used too often.

NPC armor is so complex and finished that it cannot be dyed.

Failure, in the end, is certain for some percentage of the time, just like crafting.

Dyer rank I -- can change any LA < q100, but results may vary (ie. are random) and the only extra colors are yellow and pink (random). Must dye at least 100 full sets to advance. Occasional dye failures dye the homin or their own clothes in patches of yellow and pink.

Dyer rank II -- researches recipes using paint and mission items. Is getting more skilled so can modify the color of LA up to 150. Recipies for sky blue, teal and violet can be discovered, in addition to yellow and pink. Chance of random colors is reduced to 50%

Dyer rank III - Journeyman -- With trial and error and skill all the current colors can be discovered, together with all the new ones on the spectrum. Can modify color of LA up to 200, MA up to 50.

Dyer rank IV - possibility of discovering how to "shine" colors (reflective skins) -- Can modify LA up to 250 with low failure, MA up to 150 and HA up to 100.

Dyer rank V - Master - Able to modify color of all levels of LA, MA and HA armor with only a 15% failure rate.

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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>

#5 [en] 

I know that we already have plenty of buff products, it was not the intention to duplicate or replace already existing things.
And when I talk about occupation, I mean daily missions in general, not a copy of what we already have under the name of occupation (especially not the same recipe concept).


Of course we already have all the mission mats (I use them so rarely and they are usually invisible, I forgot about them XD), they could be used in daily missions as well. (Is there any senseful reason why they are not trade-able?)

But there is a great difference between the mission mats and the pick-up stuff I would like to search and find on Atys.

The mission mats: need dig skill, are not visible in the landscape, always to dig in the same spot, not trade-able
The pick-up items: no dig skill, visible in the landscape for everyone, can be picked up by everyone (no mission or skill needed), spawn in a random way somewhere in the landscape, can be traded


Your ranking looks way more complicated than the already existing occupations.

Was thinking of a more simple concept.
At lvl 1 you can craft 1 bottle a day, lvl 2 -> 2 bottles a day, etc (up to 6 bottles a day = 1 heavy armor dye set)
Recipes are automatically awarded and added to the recipe book by finishing achievements

The pick-up mats should range from very common to extremely rare, e.g. deep black should be very rare and contain at least one very rare roots pick-up mat and recipe for a 250 roots achievement, or pastel yellow in the very common color range for exploration of desert lvl 50 zone.

So, the fun part is running around and finishing achievements, to get recipes, then run around and search for the mats or trade them with others.
Reward for leveling up: ability to make more than one dye bottle a day. Bottles are supposed to be trade-able.
Other effects: people will likely visit rarely used areas more often because the new pickup mats can spawn everywhere. It may even be required to team for very rare mats that spawn only on Goo, in Demons Lap or in other very dangerous spots. :P


The technical part of the new dye, only one skin (meaning one texture, and maybe an additional one to mask/separate the skin parts for not being dyed) is needed for every item, in grayscale, that one gets a color overlay.
This should also be possible (likely easier technically) for hair dyes.


Why rules that force everything new to where things already are?
Shouldn’t rules be not just senseful? Support fun and freedom for everyone?
Would there be any harm done if all homins on Atys would wear neon pink clothes tomorrow?

There are too many senseless restrictions already, we don’t need more. :)

#6 [en] 

I like elements of these ideas a lot regarding color dyeing.

I think the mats can also be something that spawns from OP's even, to make OP's even more valuable.

Mission mats can perhaps have color attributes to be used in crafting maybe, or perhaps some kind of generic mat that can be entered into the crafting that we can dig, or pay for, or find somewhere else. maybe we can put them in new mat boxes that affect color while crafting, but have no effect on the stats of the armor. It would entail adding another entry box in the crafting action, then the majority of mats would determine the color of course.

I say start out small with the colors we already have, then maybe in the future we can add many other colors of the spectrum, maybe a color wheel for an infinity variety of colors if it works out.

Edité 2 fois | Dernière édition par Naema (il y a 8 ans).

#7 [en] 

Yubina
I know that we already have plenty of buff products, it was not the intention to duplicate or replace already existing things.
And when I talk about occupation, I mean daily missions in general, not a copy of what we already have under the name of occupation (especially not the same recipe concept).

I wasn't thinking of duplicating the peculiar recipe concept, but more like current crafting recipes.
Yubina
Of course we already have all the mission mats (I use them so rarely and they are usually invisible, I forgot about them XD), they could be used in daily missions as well. (Is there any senseful reason why they are not trade-able?)

There is a reason when someone is doing the mission, to make sure they (and only they) are actually doing the mission. They aren't useful for anything else.
Yubina
But there is a great difference between the mission mats and the pick-up stuff I would like to search and find on Atys.

The mission mats: need dig skill, are not visible in the landscape, always to dig in the same spot, not trade-able
The pick-up items: no dig skill, visible in the landscape for everyone, can be picked up by everyone (no mission or skill needed), spawn in a random way somewhere in the landscape, can be traded

Ahhh.. That was not clear to me. That's an interesting concept.
I like mine, too, since it would give additional use to otherwise useless mission mats.
As far as OP mats, the flowers don't get used much for buffs, so possibly using flowers as an ingredient could be done as well.

Yubina
Your ranking looks way more complicated than the already existing occupations.

It was intended to be.
Yubina
Was thinking of a more simple concept.
At lvl 1 you can craft 1 bottle a day, lvl 2 -> 2 bottles a day, etc (up to 6 bottles a day = 1 heavy armor dye set)
Recipes are automatically awarded and added to the recipe book by finishing achievements

The pick-up mats should range from very common to extremely rare, e.g. deep black should be very rare and contain at least one very rare roots pick-up mat and recipe for a 250 roots achievement, or pastel yellow in the very common color range for exploration of desert lvl 50 zone.

So, the fun part is running around and finishing achievements, to get recipes, then run around and search for the mats or trade them with others.
trimmed for space

Why rules that force everything new to where things already are?
Shouldn’t rules be not just senseful? Support fun and freedom for everyone?
Would there be any harm done if all homins on Atys would wear neon pink clothes tomorrow?

There are too many senseless restrictions already, we don’t need more. :)

Restrictions and rules are part of what make Ryzom so special. It is not possible to advance without work. The question is not "why not everyone running around in pink tomorrow," but "how do you keep someone interested in this for the long term?" The answer is to make it easy to begin and then progressively harder to advance. This is basic game design, and especially true in Ryzom.

That is the reason that I posted my ideas.

---


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] 

Bitttymacod
There is a reason when someone is doing the mission, to make sure they (and only they) are actually doing the mission. They aren't useful for anything else.

All dig missions I ever did (not many) required that I actually dig the mats, not just to give them, same as for crafting missions. My guess is that mission mats are not trade-able because they were easier to implement this way. ^^

Bitttymacod
Restrictions and rules are part of what make Ryzom so special.

Nope, sorry, what makes Ryzom so special is: the community (you!), a native Linux client, ability to run well on older hardware, Open Source, sandbox, open world, ai of the mobs (immersion), level design...

Compared to other games, Ryzom has not many restrictions at all (mostly because it’s classless), but that is exactly the way a sandbox/open world is supposed to go, there could be less restrictions without any harm done.

Bitttymacod
It is not possible to advance without work.

Indeed, but we are in a game, the work needs to be fun!

Bitttymacod
The question is not "why not everyone running around in pink tomorrow," but "how do you keep someone interested in this for the long term?"

The „common way“ of the gaming industry to keep players interested in long therm is to regularly (at least 1-2 a year add new content, in a way that keeps even hardcore players busy for some time), means the content added needs to be targeted at casual players AND hardcore players, at the same time (it must not be too hard for casual players and not too easy for hardcore players), thats a challenging task for developers.

The casual players that only have time to play a few hour per week get their piece of the cake (and are happy) and the hardcore players, who have time half of the week just get the rest of the cake. ^^

(I don’t think the „common way“ is the best anyway, but it’s the most approved at all.)

Bitttymacod
The answer is to make it easy to begin and then progressively harder to advance. This is basic game design, and especially true in Ryzom.

But there are different kinds of hard:
-time consuming (possibly boring, e.g. power grinding)
-complex (possibly frustrating, confusing)
-need a team (trouble to get a team together)

So good content needs to be time consuming and somewhat complex, but not too much repetitive and consist of solo AND team activities.

Bitttymacod
That is the reason that I posted my ideas.

Thank you very much for sharing them :)

Dernière édition par Yubina (il y a 8 ans). | Raison: typo

#9 [en] 

Yubina
Thank you very much for sharing them :)

And thank you for understanding.

For Science!

Mac'Od Bittty
Researcher at the New Trykoth Council of Scientists.

---


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] 

A. I like the dyes idea.

B. but want to remind foklks that we previously had advanced occupations pre-merge

http://app.ryzom.com/app_forum/index.php?page=topic/view/6805
  • Catalyst Artificer: Allows you to create experience catalyzers from products obtained by elementary occupations.
  • Alchemist: Allows you to create advanced potions of regeneration usable during fighting.
  • Aurachemist: Allows you to create potions which give to the whole team a beneficial aura and usable during fight.
Planned ones included:
  • Pyrotechnician: Allows the creation of fireworks.
  • Stylist: Barber/Tattooist.
  • Crystalyst: Allows you to increase the quality of Marauder crystals.
I had suggested another one with the goal of making lower level OPs relevant whereby multiple OP mats could be used to create a higher level mat

http://app.ryzom.com/app_forum/index.php?page=topic/view/16485/10

C. I would like to also see some achievement related bonuses associated with attaining achievements. Examples:

a. Spirit of the Bark - Gimme an extra 10 focus credit points so I could use 6 Gentle for both speed and rate .. also let me spend some unused points for Knowledge 4 which tells me how many mats in each popped node.

b. Spirit of the War - Gimme an extra 10 Stamina credit points .. also let me spend some unused points for a upgraded taunt skill which would auto fire as long as had made contact with a mob in say the last 30 seconds.

c. Spirit of the Arcane - Gimme an extra 10 Sap credit points .. also let me spend some unused points for a upgraded ______ skill which would _________________ .

d. Spirit of Creation - Gimme ________________________ .

D. An Auto Sell option to the craft window whereby all your crafts will be marked for auto sell to merchant. Then when you reach a merchant or hawker, you can sell all the so marked items with a single sale.

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#11 [en] 

Fyrosfreddy
B. but want to remind foklks that we previously had advanced occupations pre-merge
http://app.ryzom.com/app_forum/index.php?page=topic/view/6805
I never knew (I’m not around for that long), what happened to them? Where they never released or removed with the merge?

Fyrosfreddy
I had suggested another one with the goal of making lower level OPs relevant whereby multiple OP mats could be used to create a higher level mat
It’s a nice idea, I don’t know OP mechanics well enough to join a serious discussion about it, at least for now.
I have some ideas, one of them is to activate all the abandoned outposts (whatever they will mine), the abandoned outposts are just empty and sad places atm.
More OPs -> more OP fights -> better chances for small guilds… but thats for another topic ;)
(think of an OP fight in AoI, with the 3 kp’s around, would be a lot of fun ^^)

Fyrosfreddy
C. I would like to also see some achievement related bonuses associated with attaining achievements. Examples:
a. Spirit of the Bark - (…) Knowledge 4 which tells me how many mats in each popped node.
Number of mats info would be very useful for me. The all terrain dig specialization is also pretty popular.
But for such special abilities there should be a rite required in addition to the achievement.

Fyrosfreddy
D. An Auto Sell option to the craft window whereby all your crafts will be marked for auto sell to merchant. Then when you reach a merchant or hawker, you can sell all the so marked items with a single sale.
Like a „sell everything in my bag, thats not locked“ button. +1
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