IDEAS FOR RYZOM


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Following these ideas on https://app.ryzom.com/app_forum/index.php?page=post/create/1840/3 1471 and https://app.ryzom.com/app_forum/index.php?page=topic/view/31397/, one thing that would be useful and convenient, in terms of improving experience on Silan, would be to indicate which improvements are useful, i.e. recommendations, which can also be incorporated into the "school/academy" project.

But what would certainly be much better is that once learned skills, from a point, are learned automatically. This then reflects a training. The basis is learned from the teacher, this basis is improved by practicing and leveling.

Let's take raw material harvesting as an example. There are 5 main areas:
  • Raw material harvesting (initialization stanza)
  • Acceleration
  • Rate increase
  • Quality
  • Focus balancing

Acceleration and rate increase divide again into gentle and aggressive.

The idea is that once you have learned "gentle acceleration", from a teacher, this skill improves quite automatically from a certain level, since it is not, a completely new skill, but only an improvement of the first one. A completely new skill is still learned from the teacher.

On the one hand, this reduces the possibilities in the teacher's window and creates a better overview, on the other hand, it makes leveling up a lot easier, because you don't have to run to the teacher again and again because of an improvement.

Also there should be a message that this ability is available and you can change it in the action or it will automatically change to the new stanza in every possible action module. Points to learn the new ability, will be automatically deducted, or these points will be deducted from the total possible points and will simply not appear in the system.

If a player has, say, level 100, and has not yet learned " gentle acceleration", only "gentle acceleration" will be displayed to the teacher, and not "gentle acceleration 1", "gentle acceleration 2", "gentle acceleration 3", and so on. The longer a player waits to learn this skill from the teacher, the more(or less?) skill points they will have to invest.

This should be applied to all actions that are an improvement of the previous stanza.

This will dramatically lower the list of stanzas available from the teacher, create a better overview. Less reading, more playing...

Here's a list:

Commodity Harvest
  • Acceleration
  • Rate increase
  • Quality
  • Focus balance

Raw material search
  • Acceleration
  • Range
  • Angle
  • Harvest time extension
  • Material class (Basic, Fine, Excellent...)
  • Source information
  • Focus balance

Raw Material Location
  • Acceleration
  • Range
  • Material class (Basic, Fine, Excellent...)
  • Focus balance

Craft
  • Quality

Combat
  • Damage increase
  • Fire rate increase (ranged weapons)
  • Precision
  • Blood attack
  • Attack slowdown
  • Vulnerability search
  • Sweeping attack
  • Life balance
  • Stamina balancing

Magic
  • Acid damage
  • Cold damage
  • Rot damage
  • Electric damage
  • Fire damage
  • Poison damage
  • Shockwave damage
    Bomb effect
  • Ricochet effect
  • Spray effect
  • Concentration
  • Life Balance
  • Sap Balance
  • Range Balance
  • Time Balance

Primal healing magic
  • Crystal creation
  • Concentration
  • Life Balance
  • Sap Balance
  • Time Balance

Power (taunt, self-heal, or aura)
  • Level


Also, "Item Enchantment" should be a permanent part of the action bar that does not need to be removed or added.

(This is a translation of the german text)

Edited 3 times | Last edited by Heernis (3 years ago)

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