So back to the topic. Changing the engine would probably be interesting, but as it turned out, it takes a long time and has a whole bunch of pitfalls that can simply change the essence of the game, so we will put this question on the back shelf of our thoughts and return to the Ryzom engine as it is.
For myself, I have already decided that I will study the Ryzom engine (at least superficially) in order to better understand the stuffing and try to make changes that I think could pleasantly diversify the game, and most importantly (yes, this is the goal of my entire mission) to increase the number of players! It would be nice if 300-400 online players played here, ideally to bring it up to a thousand and above! So let's move on to the discussion.
First. What can really be changed from the text that I wrote earlier. QUESTS, RAISING LEVELS and CLASS DEPENDENCIES!
So the proposal as a whole does not change much and after a little reasoning I came to a certain system (offer options, a fresh look is always better), why is this the first? Because it doesn't change the system much, which means it won't take too much time, but it will give good results.
Quests, in the first location it is well implemented, I suggest doing so in all locations and cities. Place a dozen NPCs in each location that will offer (on a daily basis) quests for leveling. NPCs should be of different races for different pumping and, accordingly, have different tasks, whether it's killing mobs, collecting or crafting. For completing quests, give experience for magic / crafting / attack / or loot, depending on the race of the NPC that belongs to these branches.
For example, the Fyros NPCs raise the level for close combat
Mathis raise the levels in the assembly
Tryker — crafting
Zoraï — magic
The essence is to diversify the grind with quests and runs through locations. The only thing that needs to be done somehow is to make the system so that quests are issued under the player's leveling level (here we need to think about a script for the server).
Dependencies of classes, I ask you to study this question as much as possible, because (again, I wrote above) when pumping a magician, you need to pump melee because of HP, I think it would be wise to remove HP pumping (only HP pumping, without touching regeneration) and make a calculation of the number of HP only from the maximum level, so you can remove a certain dependence in extra body movements when pumping a certain class.
This will require (most likely) resetting points and skills so that the player can intelligently reallocate the free points and spend them wisely. How do you look at it?
For myself, I have already decided that I will study the Ryzom engine (at least superficially) in order to better understand the stuffing and try to make changes that I think could pleasantly diversify the game, and most importantly (yes, this is the goal of my entire mission) to increase the number of players! It would be nice if 300-400 online players played here, ideally to bring it up to a thousand and above! So let's move on to the discussion.
First. What can really be changed from the text that I wrote earlier. QUESTS, RAISING LEVELS and CLASS DEPENDENCIES!
So the proposal as a whole does not change much and after a little reasoning I came to a certain system (offer options, a fresh look is always better), why is this the first? Because it doesn't change the system much, which means it won't take too much time, but it will give good results.
Quests, in the first location it is well implemented, I suggest doing so in all locations and cities. Place a dozen NPCs in each location that will offer (on a daily basis) quests for leveling. NPCs should be of different races for different pumping and, accordingly, have different tasks, whether it's killing mobs, collecting or crafting. For completing quests, give experience for magic / crafting / attack / or loot, depending on the race of the NPC that belongs to these branches.
For example, the Fyros NPCs raise the level for close combat
Mathis raise the levels in the assembly
Tryker — crafting
Zoraï — magic
The essence is to diversify the grind with quests and runs through locations. The only thing that needs to be done somehow is to make the system so that quests are issued under the player's leveling level (here we need to think about a script for the server).
Dependencies of classes, I ask you to study this question as much as possible, because (again, I wrote above) when pumping a magician, you need to pump melee because of HP, I think it would be wise to remove HP pumping (only HP pumping, without touching regeneration) and make a calculation of the number of HP only from the maximum level, so you can remove a certain dependence in extra body movements when pumping a certain class.
This will require (most likely) resetting points and skills so that the player can intelligently reallocate the free points and spend them wisely. How do you look at it?