Level Design


[LD] Reports of Ryzom Forge's meetings (Level Design Group)

27th of june 2016

5.1 Fishing occupation
 
http://ryzom.nicetuna.com/data/images/fisherman.mp4

5.2 Raw materials

Q PtitBill: I wanted to submit a project (which will not be processed immediately). Currently the materials for the craft come either from hunting or drilling.

With the Lore Team we took each foraged material one by one to see its "logic". So much for some digging is ideal, for others we have doubts... about the why, the reason that let Devs to place them in the ground.
The material that, in our early research, seems the most absurd to find in the ground is wood in all its forms. Why homins should dig around it while there are lots of trees of all species?
So, my question tonight will be ... "and if you did you cut trees!" your opinion?
Nuts : For me the reason is easy to understand, it comes from the craft itself. it's really long to up it... can you imagine what will be the result if we add a new branch in the balance, like crafting armor... harvesting for sap/oil/resin and lumberjack for wood?
Shaliss: Maybe it's the wood tree roots that we picks digging?
Deed: It's a tree-planet : we can forage all these!
Shepeng :  I found the idea interesting and I am ready to propose that tree cutting become illegal in Matis continent!
Nuts:  the idea is a good one... but i don't see you can bring it live without breaking everything in place.
Deed: It can be done but we have to add new materials in existing categories...
PtitBill: The "news" will not necessarily be crafted the same way as the existing ones. Nor with the same materials. As for fishing rods for example, we may need something other than buckle wood, bark.
Depyraken : I indeed planto implement tools to craft fishing rods (or other objects). I thought about a saw, for example.  It is true that the lumberjack activity would provide the necessary materials to craft fishing rod.
Nuts: In that case, i'm 100% in PtitBill and Depyraken.

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Tamarea
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