IDEAS FOR RYZOM


new horizons is a year old, time to improve it

i personally know one player that's already been well over the 100m mark (this player allowed me to hold their fortune to trigger an achievement that with our current system would take me as a non crafter 20 years to reach) and the didn't do nothing but craft missions, they dig, they've helped to create at least 3 jungle dig masters, the player has bragged to me about making as much 5,000,000 dappers (roughly, give or take 250k) in a single day of craft missions. (granted they did only the missions that day, and did each mission more then one time, but 5m dapper in 24 hours, i can't make that much in a week hunting and selling mat's on the market)

bittty can you direct me to the thread that says turning in only one mat prevents an exploit? i would very much like to read this, to try to understand how it could be exploited by turning in more then one product at a time (i do think that you should only be able to turn in one type of product at a time (flowers, maps, tools, water), but that's already in place) and i can't for the life of me understand how a player can exploit turning in x number of products at one time, since you'd have to have the item (which is a line of hex code) in your bag, and that quantity of said item couldn't be greater then the number of items in your bag.

as for selling products on the open market, i'll toss a few flowers (NH food) up there if, and only IF, i can make more then 10k per product that way, but since most players only use them to grind NH with, that doesn't seam like it will be a likely alternative to feeding NH myself. and with the 35 product limit, i have stockpile now of products that otherwise are useless (which is easy to do when you can get 108 products a day from a single occupation, 6 grades at 18 products per grade with 100% recipe, thus you have 6 * 18 = 108, then if you do 3 occupations that's 324 products a day)

another feature that could work into this thread would be to have a "roll-over" where if you don't do a turn in one day, that days amount is carried over to the next, and so on, so that if someone didn't do it for a few days they would be able to make up for the lost time in a single turn in process.

but thank you bittty and fyranna for your thoughts and ideas on this.

(if it was more profitable to sell my junk jewels i make during craft grinds i would do that vs just drop crafting, but as it is now, i can't even brake even when you account for price of tp's to collect mat's and take the crafted items to a merchant, as well as tools, both a pick and a jewel craft tool.)

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Remickla (atys)
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