IDEAS FOR RYZOM


Give Rewards for Multi-Masters Part 2: Forage Skills

At FF; I made these suggestions with the underlying assumption that mastering all the skills, or the more you master, of a respective skill tree, will give some bonus; in that way there will be no exclusivity to Spirits of War, Spirits of the Arcane, Spirits of Creation or Spirits of the Bark. Everyone that focuses; or even has an all-around build, actually sees progress in her character.

Because atm I haven't worked out on something that will be symmetrical for Magic Skills and Crafting and it won't be OP, I haven't posted a suggestion.

To your point about discouraging newer players; I am sorry but the situation right now is discouraging Veteran players.

Concerning PvP: As it stands, knowledge of the game, even knowledge of the game code and game mechanics adds nothing, having mastered all combat skills, mastering afflies, plays very little role in 1v1 and even 2v2 scenarios. Two spirits of war can lose (with the same gear, skills, all factors being equal) to two players with just the fundamental skills to PvP (healing, spear, pike, 1h sword+dagger, maybe afflies but even that with the well-known q15 madness bug it doesnt even matter that much).

About PvE: In a player vs environment situation again the multi-master should have an advantage over the environment, in an exponential rate to someone who has spend less time.

In that sense it can even promote a weird classification, even interesting balances within team comps...Instead of having the vanilla: "hey I amana get my HA brb", with the proposed boost: there can be an actual reason to promote the spirit of war to actually get the HA (if she/he wishes ofc) because there is advantage to be gained.

I immediately can think of a response back: But hey some guilds don't have spirits of war, spirit of x or y. Well for those peoples what happens now will still happen then; so nothing really changes. And that's why I insisted on a cumulative bonus addition per skills mastered and not upon skill tree completion; so even all-around characters can benefit.

What changes is to give incentive to players to actually finish their skill trees by actually getting something other than a title. Something that will make them to use Rev's words; Uber or Something+ in comparison to someone else.Not to mention in this way you can highlight and even make a name for yourself; or render your services to the interested parties more valuable..


As the situation currently stands; I am asking; how does this encourages players (like I had this discussion the other day; I have 5 combat skills left to master, one dig, and some crafting, some others the same + or -) for us to master the rest; when we gain exactly 0 advantage?

The point of any game that has a PvP component is: The more you farm, the more you play, the better you are. This is a de-facto situation in any game. In Ryzom happens the opposite. We are afraid to discourage new players to such an extend that effectively we alienate the older players. (Is it worth it to get 10 new people if you lose 30 veterans? The numbers alone say no.)

Also how is it good for the health of the game when one of the longest standing guilds, and a huge participant in the Marauder Uprising that happened some time ago, have all virtual stopped playing?I am a kami, I don't mind; all the OP goods for myself..I have nothing to gain from trying to get them to come back; aside from one simple thing: Competition and Liveliness of the planet I love; Atys.

Ask those players: I know I have: Why did you stop?

Two answers:a) Lack of Content and b) There is no point in mastering something more because it does not matter.

About a) I cannot think or do much at the moment; and I think it requires tremendous amounts of resources. So Let's put a) at the back burner. (For Now)

But about b) It is my unshaken belief that if you give us incentive enough to finish what me and others have left, and by that I mean ofc we should have an advantage over anyone who has invested less time in something than us, then we can finish and feel rewarded for our efforts. It's the well known Hook and Bait strategy: the playerbase will always follow the "cheese" or anyhting that will make them stronger than someone else; it's how games are.

So yes; I want all skill trees to have accumulated benefits of sorts; I just focused on two because those are the ones I can concretely present something at this time.

All players who have invested time into crafting (master of 20 crafts say, should get something more than the one who has 3) same with digging, same with magic, same with fighting.

What I am suggesting is that it is done cumulatively (so +50 hp/+50 focus, etc) per skill mastered; so 1) It actually showcases the progress you are doing and you reap the rewards, and 2) so that even new comers that are willing to spend some time and effort cumulatively get an advantage over someone who has spend less time. (New comer of 3 months with 5 skills mastered say, will have +250 hp which is super and something to be proud of, than newcomer of 1month..And it does make sense that this should be the case).

Finally; this is not just about PvP, although that is a concern of mine when stating these things; it is about ALL the aspects of the game.

The person who has spent more time MUST be better off than a new-comer. This is a reality in every game that there is; it's the de facto situation. (MMORPG).

At the time of this writing this is not the case. What we get is frustration and the super sad question when playing a game:

"Why bother? It makes no difference!".

I would like to remind everyone that potentially getting 20 customers that might shop in your place for a month, and then leave, is nothing to brag about if you are gonna lose the "locals", the 30 you have that provide you with a steady influx.

The point is to keep the 30; satisfy the 30 first, and then fish around for more income.

We have tried; everyone to their limits; to keep and satisfy and engage new players...But after some point; it's due time we all look back and see what we get as well. What has "Star" gotten by helping for herself? A moral pat in the back; yay I helped? No thanks a lot; that don't cut it anymore. I want to feel appreciated in the sense of :I invested x time, I get y. You invest x' time, you get y'.

In addition: Promoting and boosting someone is all fine and well, but what about all the real case scenarios (can provide countless names) of a new player making it to a master or two, until the question comes and "now what?"
This is self-defeating; hitting your self over and over again.

Some members of this community just cannot comprehend the simple fact; which exists in life; that for a game to be interesting you need to be rewarded accordingly. If that creates "Power Creep" or "Gosu Players" then let it be. Following fundamental human psychology tells us that players want to feel superior if they invest time in something, than the rest who do not. And ofc that makes sense.

So; Please Dev team; I have supported many new players to the extend that I am willing to..Perhaps now it's time to focus however on those that are here. Long standing players necessarily need to feel that they are long standing; not by a title that's null and void; but by realizing their played time in game. Translating the time spent; the masters gained; into actuality.

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