IDEAS FOR RYZOM


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#92 [en] 

as other's as well as myself have said, if they do all of the missions in silan and read what the npc's tell them, it's all explained there how to edit and such, however, i do understand now what your saying, and as a safeguard for players that do not complete all of silan i could see where a pop-up would help them to understand how to use the upgrade and what is required, but i can also see how another pop up could be an issue with players such as ourselves, given that we know how to do the edit and balance a stanza manually on our own, for those of us, we might get a little frustrated if the pop up required any interactions from the player, like clicking "ok" to remove the pop up to ensure it was read, which rolls right back around to paying attention in silan and doing everything there to learn it in the "training" sandbox. so it seams as i type this it's still about learning the game at the start of it, in silan, where these things are all explained by an NPC. note my quote about the cookie, if they don't read and do in silan, they are going to find that insted of a slap, it will be an all out beating.

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
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#93 [en] 

On my previous post #69, forget what i said about 'Free look,' i found i use it pretty frequently, so dont get rid of it, lol. But i still stand by the scroll down bar on macros that get big, like a boss macro, your work around didnt work Bittty, sorry, i have a mac and am having problems finding files let alone doing something with a text editor or termial. I am not a programmer, :-). plus, i also want scaleable craft window and even a scaleable radar would be cool

#94 [en] 

After countless persons attempting to communicate with Chiang using English Uni (saying their name etc), maybe it's time to make that chat by default attached to the other chat windows? As opposed to standing in the middle of the screen, as it is now.

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#95 [en] 

What about binding "Quartering" and "Take All" to a single key? We can press space-bar to target the next mob, maybe we could have another key that would loot and take everything that would fit in our pack automatically.

#96 [en] 

Sieges -- the fact that we have to click and collect is a design feature, not a bug. It helps reduce botting.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#97 [en] 

botting, with such a small player base (vs WoW and other mmo's) i don't think is really a major issue, furthermore, you could call an alt a bot, though you have to input the commands to that alt, where a bot is programed to do a set action.

i think botting would be an issue if this WAS NOT a sandbox game, and honestly, i can't see how "player a" using a bot would hurt "player b" since i've never seen or known of a pvp bot.

but this is just my random thoughts here :)

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
cookies approved referance data, guides, and more. --- ryztools web version --- talkIRC forum post table of contents

#98 [de] 

Talkirc (atys)
botting, with such a small player base (vs WoW and other mmo's) i don't think is really a major issue

No need to make it easier, though :) Playing in a game where power-levellers just have their computer scripts level for them would not be fun. It's (supposed to be) a Massive Multiplayer game, not a massive multi-script game ;)

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#99 [en] 

Just add more roaming mobs that are agro and hard and ppl won't be able to bot or camp

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#100 [en] 

+1 to suboxides idea

#101 [en] 

2 ideas, both involve adding optional parameters to chat commands
Emotes: using /wave as an example: it would be great if I could type "/wave alice bob" and it would ignore whatever I had targeted and show "Anulian waves at Alice and Bob" would appear and my toon would make the relevant gesture if possible.

/follow: It would be really useful if I could specify what I was following instead of it always following my target
(also, I can think of a few reasons why it isn't done like this but there have been times I've really wished that "/follow" used the same routing algorithm as mektoubs, particularly when I've needed a bio break during a trek through PR)

#102 [en] 

+5000 re: routing algorithm. Sucks getting stuck in every damn bush out there.

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#103 [en] 

Anulian -- I'm not sure that your ideas count as "interface woes" (i.e. bugs or interface ideas). You might want to write them up in the Ideas section of the Forums, and since there are two ideas, it should be in two threads.

By the way, your first idea can be done as a macro if it is always the same "Alice" and "Bob" (like guildmates). You could also set it up to wave at the #1 and #2 members of your team. However, I strongly doubt that it will be implemented as an idea since programming it would be a real pisser.

The problem is that currently the parser for the emote commands interprets any text following the /emote to be part of what you want to say:

Right now I can type "/wave Alice and Bob" and the parser will present: Bitttymacod Alice and Bob in the chat window while my toon executes the wave animation. The same functionality allows me to aggressively wave at Alice by executing the following:
/tar Alice
/alert waves to $t$
That causes me to do the "alert" animation while facing Alice and echoes in the chat:
Bitttymacod waves to Alice

The problem then would be how to tell the parser that text following the /emote portion represents potential targets rather than plain text. I'm sure it can be done: I'm not at all sure that the programming team will think that it's worth it.

P.S. More tokens are possible in /emote commands, including the generic /em. See: http://app.ryzom.com/app_forum/index.php?page=topic/view/3464/1#1 . Keep in mind that the posting was some years ago and not all features announced therein are still implemented. (All the emote functions are.)

Last edited by Bitttymacod (1 decade ago)

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#104 [en] 

not helpfull but you can also do something like this:

You target Alice and you 'hope' Alice targets Bob
then you do:

/wave waves to $t$ and $t.t$
=> Result would be: "Suboxide waves to Alice and Bob" + wave animation

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#105 [de] 

Mjollren (atys)
+5000 re: routing algorithm. Sucks getting stuck in every damn bush out there.

I agree. But mind that your mektoub does not run its own computer and client ;)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#106 [en] 

I have another improvement suggestion for the interface: when the info window for an item is open, it would be a lot more convenient if the item was in some way highlighted in the inventory and vendor windows. Occasionally I have a lot of very similar items and this would really help when I actually want to do something different with each one.
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