ok, so i've put some thought into this, i know it's alot of work to do, and i think that if ryzom ring was still here there would be a good test bed for players to design the missions for the new region i'm thinking of.
many of you have seen the upper branches of the big tree when you look up on the surface levels, there's the location of the new region on those branches you see high above you.
the entire "the upper branches" region could cover all surface region terrain, and depending on where you are on the "TUB" over the normal surface, would dictate what enviorment you were in on the branches. so if your spot on the "TUB" is above witherings (jungle, home of zorai) then that sub region of "tub" is jungle, the one over the desert is another, forest, and even lakes (while lakes on the upper branches should be called "ponds")
those branches don't appear so wide at many places, and they criss cross from time to time as well, making good locations for portals (which could be flat apon the ground, since the travel is more up and down vs point to point on the actual "ball")
the mob's in this region would much like the enviorment under then, with one differance, the mob lvl's would range from 100 to 250 and be inter mixed through out the entire branch, so there may be herbie mob's of lvl 125 mixed up with aggro mob's of 250 close to each other, and the other way around as well. that would add to the level of skill needed to visit and explore.
access to "tub" would be through a new NPC (much like NH) found in each capital city, this npc would have several steps prior to allowing passage to this new region, the first and 2nd to last being a warning of the dangers above (total of 4 steps to go "up") first one is a warning, second is the cost (3000 dappers if civ fame with that civ is not above 45, again like NH) the third is another stern warning of the danger, and the final would be the trigger to tp there.
there would be the chance for new spawn points of boss and named here as well, thus making hunting exciting again and less predictable.
the rangers and the mara's can have camp's that are much like cities are on the surface in this region, though without kami and karavan tp's in this region would also be restricted to use the inter city transportation, creating a challenge for the mara players, but would force them to live up to the role they choose, having to fight their way into the capital to reach the "explorer" (though a safe zone like at tp's should be provided within 8m of the "explorer" so that they are rewarded with safety once they reach him and have ended all ACTIVE fights (meaning like at tp's if your in a fight and get to the safe area, your still in a fight untill you kill all the aggro attacking you prior to reaching the safety) (the fee the mara's pay is a must as a punishment for being against everyone, but because the explorer npc is non-bias they'll take anyone's blood money, or spoils of war)
merchant's and hawkers: only tool based hawker, one per enviorment, located with the transporter for that capital, no other merchants, this region is geared more towards players that have reached the higher levels in the game, and seek something new. (doesn't mean that lower level players can't come here as well, but they have more to deal with.)
no stables on "tub" ; this zone is new and wild (and also only can be reached via a npc, thus mek's are not able to talk and say take me there) (however over time, a event much like the building of the camps, could be made to later add to "tub")
broken OP's:
could be placed here, but with an unknow background, and directly related to this unknown background, events to rebuild these could also be planned, then after the rebuilding events, a event could be created for an attack of some sort from the mob's to start the new history of the OP, with random events to follow from time to time to help create this new story, these op's once built and the events of the new history, can then be attacked by players and then will become player owned OP's, where the mat's they produce are much more random, and don't product only one mat or flower, but randomly produce mat's and flowers, with a Q range to match the region, from Q100 to Q250 also random.
tp's karavan, kami, marauder, (ranger, if made):
if this is added the need for the NPC's will only be for the first visit "up" or if you forget to get tp's while your "up" (and then the charge for the "explorer" will be fixed at 3000 dappers regardless of fame, and 6000 dappers if your a marauder {you picked the hard way, don't complain now})
tp's to this zone will cost the same as any 250 zone, with the same requirement's as 250 tp's but all tp's in "tub" should be neutral, so that neutral aligned players can still get access, and this is a perk for them as they can pick which tp they want to use when they want, a hand off, if you will, of not being able to get PR tp's as a neutral/neutral.
there's more i can and will add to this in the next few posts, so i've taken a few lines up already, but thoughts, idea's, additions, ect are welcome.
many of you have seen the upper branches of the big tree when you look up on the surface levels, there's the location of the new region on those branches you see high above you.
the entire "the upper branches" region could cover all surface region terrain, and depending on where you are on the "TUB" over the normal surface, would dictate what enviorment you were in on the branches. so if your spot on the "TUB" is above witherings (jungle, home of zorai) then that sub region of "tub" is jungle, the one over the desert is another, forest, and even lakes (while lakes on the upper branches should be called "ponds")
those branches don't appear so wide at many places, and they criss cross from time to time as well, making good locations for portals (which could be flat apon the ground, since the travel is more up and down vs point to point on the actual "ball")
the mob's in this region would much like the enviorment under then, with one differance, the mob lvl's would range from 100 to 250 and be inter mixed through out the entire branch, so there may be herbie mob's of lvl 125 mixed up with aggro mob's of 250 close to each other, and the other way around as well. that would add to the level of skill needed to visit and explore.
access to "tub" would be through a new NPC (much like NH) found in each capital city, this npc would have several steps prior to allowing passage to this new region, the first and 2nd to last being a warning of the dangers above (total of 4 steps to go "up") first one is a warning, second is the cost (3000 dappers if civ fame with that civ is not above 45, again like NH) the third is another stern warning of the danger, and the final would be the trigger to tp there.
there would be the chance for new spawn points of boss and named here as well, thus making hunting exciting again and less predictable.
the rangers and the mara's can have camp's that are much like cities are on the surface in this region, though without kami and karavan tp's in this region would also be restricted to use the inter city transportation, creating a challenge for the mara players, but would force them to live up to the role they choose, having to fight their way into the capital to reach the "explorer" (though a safe zone like at tp's should be provided within 8m of the "explorer" so that they are rewarded with safety once they reach him and have ended all ACTIVE fights (meaning like at tp's if your in a fight and get to the safe area, your still in a fight untill you kill all the aggro attacking you prior to reaching the safety) (the fee the mara's pay is a must as a punishment for being against everyone, but because the explorer npc is non-bias they'll take anyone's blood money, or spoils of war)
merchant's and hawkers: only tool based hawker, one per enviorment, located with the transporter for that capital, no other merchants, this region is geared more towards players that have reached the higher levels in the game, and seek something new. (doesn't mean that lower level players can't come here as well, but they have more to deal with.)
no stables on "tub" ; this zone is new and wild (and also only can be reached via a npc, thus mek's are not able to talk and say take me there) (however over time, a event much like the building of the camps, could be made to later add to "tub")
broken OP's:
could be placed here, but with an unknow background, and directly related to this unknown background, events to rebuild these could also be planned, then after the rebuilding events, a event could be created for an attack of some sort from the mob's to start the new history of the OP, with random events to follow from time to time to help create this new story, these op's once built and the events of the new history, can then be attacked by players and then will become player owned OP's, where the mat's they produce are much more random, and don't product only one mat or flower, but randomly produce mat's and flowers, with a Q range to match the region, from Q100 to Q250 also random.
tp's karavan, kami, marauder, (ranger, if made):
if this is added the need for the NPC's will only be for the first visit "up" or if you forget to get tp's while your "up" (and then the charge for the "explorer" will be fixed at 3000 dappers regardless of fame, and 6000 dappers if your a marauder {you picked the hard way, don't complain now})
tp's to this zone will cost the same as any 250 zone, with the same requirement's as 250 tp's but all tp's in "tub" should be neutral, so that neutral aligned players can still get access, and this is a perk for them as they can pick which tp they want to use when they want, a hand off, if you will, of not being able to get PR tp's as a neutral/neutral.
there's more i can and will add to this in the next few posts, so i've taken a few lines up already, but thoughts, idea's, additions, ect are welcome.
---
Remickla (atys)
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