IDEAS FOR RYZOM


F2P Level Caps

Just noticing that mats can even be bought: if I can be aware (I'm not, atm, as I'm a very newbie) of the types/qualities/quantities of mats needed for my new armor, I'll be even proud to bring them to a crafter.
(yes, I'm not a fan of digging/crafting too, but this don't prevent me to gather mats in some other way)

Back to topic: I can agree with the thread starter, as he is suggesting to raise the limit up to 150, not 250. On the other side, I have to agree also with the ones suggesting to lower the max wearable quality to 125, to incentivate in some way the subscription.
(I'm still f2p, evaluating to sub after a two months game's evaluation where I found it valid and unique for some things, like the environment, comparing to others MMORPGs)

@Wildsman: you hit at least half of the problem (the "slightly OT" one ;)): I was asking to myself "well... now I can sub, but what happens if one month I don't pay?" (the answer is "that month I won't play" when, if I don't sub, I can play as usual, even if capped)

For the skill's bonus "duplication" problem, I suggest to have a flag which simply:
(1) stop skill raising if skill>=125,
(2) disables access to home/gh/packers/whatever needed and
(3) apply an "unremovable" malus to existing skills which exceed 125 (e.g. Ele 200 -> +75 malus) with a temporary "malus pattern" calculated at the moment the P2P gets "back" to F2P.
The flag will be automatically removed when back to P2P, as well limitations and malus-pattern.
(the malus-pattern can be a simple float vector which applies to every skill over 125, and can be shown in game as any malus a toon receives from mobs or any other reason)
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