IDEAS FOR RYZOM


Adjustments following players population

The running doesn't bother me so much in comparison of having limited ability to fullfil craft plans without incuring death penalty.

Freddy is correct that my issue is to make sure people don't talk the devs into making it MORE difficult than it is with a preference of reverting to what dig conditions were premerge.

Making digs for general XP hard or impossible for newcomers just does not sell the game to anyone. If we make the game difficult to the point where you need master melee/heal/nuke to dig, we will have a population issue worse than we keep seeing over the years.

Nevrax went under due to poor marketting imo. Maybe it was other things as well, but not selling the game or advertising it doesn't make a game live. Then you add ontop of a huge learning curve and difficult starting in a "WoW" gamer age, This will remain a ghost town.

Basic mats should be agro free or very limited. Increase the agro occurance to match the quality of the mats.

For those that "have no issue" Do you report and share your dig finds on map sites? If not, you can't really expect any positive replies from returning players or new players....let alone agreements with you.

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