IDEAS FOR RYZOM


How to fix the game (brainstorming)

I agree with Klrs (I was speaking to him when the idea came for this post) the real problem with Ryzom is not that it is hard it's that it's too repetitive.

Lets use the example of killing an npc boss:

Ele Player: Makes an assist and cast macro and presses it for the next 10-40 minutes.
Healer: Has a heal spell that they need to press for the next 10-40 minutes.
Tank: Keeps aggro away from casters, chooses targets.

Of course with a different setup it can vary and there are certain tricks to npcs but for the most part that is what is happening for npcs (excluding Pei-Ruz) and other bosses. The problem from that is that a physical player has no advantage over an alt repeating a spell over and over unless something goes wrong and they have to heal run around pop auras rez ect.

I seriously ask everyone reading this, do you think that this makes the game difficult or based on numbers?

Unfortunately Ryzom doesn't have enough players to be a number oriented game, and what Klrs is proposing is a way to make the game more fast paced and actually be using some of the limited number of actions that we have more often rather than mashing one key over and over.

Another example of this applied to damage is if elemental damage should be able to maintain Damage over Time (DoT) links while casting a nuke, also giving the player more things to do, and rewarding them with higher damage than just hitting one key over and over. (Yes I know you can pop enchants in between nuke casts to do more damage but that does require a lot of crystals).

Also Siela, I think the entire problem with Ryzom development is that they've focused on implementing new things more than having existing things work well, for example the built in mp3 player, like really what was the point of that?
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Last visit Tuesday, 26 November 18:45:26 UTC
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