IDEAS FOR RYZOM


Adjustments following players population

Heernis
There has to be a balance between material and money. Like a capitalist economy. At the moment it seems more like socialism to me. You need to know people who can build something or have equipment, or join a guild.


Hmm, think I like this aspect tho, it brings players closer to each other. I mean, naturally I'm trying to make everything to work by myself, "no matter the price". However, to get something I dont have craft levels in, or to get down real nasty boss, I need help. That help means, I end up talking to people and end up liking and staying in more. If I could do everything myself, I would def talk less and probably be logged in less.

Like Sin says, dappers are not really good for trading between players. Real currency seems to be grindy mats (stack of basic/fine q250 dig mats) and desirable exe/sup mats.
Heernis
Markets are not filled and it's not worth selling good equipment for lower levels for higher levels. That needs to change.


This is result of the 7 day timer, means you gotta retrieve gear/mats back, relog an sell again before the timer runs out or they are destroyed. Many have tried to keep merchants equiped, with very nice gear too, but it's very ofputting once you miss the deadline and see that all the gear are just gone.
Sinvaders
Most likely, Kitin Patrols needs a small buffers and sup spot needs to be more aggressive (like more damage when it explodes and less stabilisation) (it's just 2 ideas/pointers).


No we're talking, higher aggro range for patrol and really bad stability/life, to really need and careplanner down there. Better not to apply for choice/exce tho, or we wont get new PR masters. Darn, wanting to change my vote from "no" to "yes" now =P

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