IDEAS FOR RYZOM


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#1 [en] 

Suspect you cannot do it - would need more than Arc

No point in having a starter island anymore, it is passed its sell-by date

Much better to move the missions over to each city in mainland ... oh wait, that would need a real programmer

Hmm - just remove it altogether then

Tiny community like ours can explain how to do stuff and they do not get told rubbish by witless nitwits who live on Silan (e.g. you need to be level 50 before going to ML)

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Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)

#2 [en] 

I actually quite like this idea but would need a lot of work.

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#3 [en] 

I don't think it would be that hard to implement, not to remove Silan, but to encourage people to move to ML.

The programers can disallow characters in Silan to gain any more levels beyond, say, 50. Thus with no more incentives to stay, everyone beyond a cutoff of, say 40, would go to ML, where they are supposed to be.

And, like I said, we would only limit people on Silan to stop gaining experience after a cutoff of, say, 30, or so. And that is already implemented with the F2P option.

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I don't have anything interesting to say anything here

Just move along....

#4 [en] 

I think this is a duplicate to: http://app.ryzom.com/app_forum/index.php?page=topic/view/21761/4# 4

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#5 [en] 

Mate
I don't think it would be that hard to implement, not to remove Silan, but to encourage people to move to ML.

The programers can disallow characters in Silan to gain any more levels beyond, say, 50. Thus with no more incentives to stay, everyone beyond a cutoff of, say 40, would go to ML, where they are supposed to be.

And, like I said, we would only limit people on Silan to stop gaining experience after a cutoff of, say, 30, or so. And that is already implemented with the F2P option.

That sounds like it would need programming - they cannot do that
Just remove altogether seems easier to me - surely they can cope with that Virg?

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Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)

#6 [en] 

They can't cope with a teleport for marauders at the moment.. making a decision on removing silan.. would need 1000 comitee meetings x)

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________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#7 [en] 

Well I do think silan has passed it's sell by date quite some time ago.
Even for RP players it's been what now 5-6years since mara where introduced, around 3 years since rangers got introduced and about 1 year now since trytonists got introduced (last one still hasn't been implemented); but yeah how can you learn RP on silan if they don't even tell you a thing about 2 of the 4 factions ingame?

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#8 [en] 

Lol @ Subo wanting RP

I think Silan was more frustrating for me than helpful (ESPECIALLY THE DIGGING!). You end up asking other players to explain what is going on anyway. The real kicker is that when you arrive on the mainland the game seems completely different; It is no longer mission driven. There are the welcomer missions, but they don't offer any good advice on leveling etc...

Last edited by Placio (9 years ago)

#9 [en] 

while i both like and dislike parts of the things said here. silan could be removed, and the same types of mission NPC's could be added on the mainland in the capital cities. (missions should all be limited to being done only once)

first thing, remove all the useless chatter of the NPC's, they're not any good if they bore the new player with a million pointless stories.

not everyone is going to do all 4 skill tree trainers, so it would be a very good idea to make each one teach and require a new homin how to create and/or edit a stanza. (right now the only one that even covers this in silan is the harvest mission giver, and not until the 3rd mission)

ok, on the part about the comments about removing people from silan that are over a given level, i have to argue against that because not everyone that has a toon there is leading new players down the wrong path, given that the toon i use there is over level 50 in a few skills all of which were gained honestly in silan. further more, by about level 65 or 70 i expect to get no xp for anything in those skills given the limited levels of mob's there. if you take a poll on the new players that myself and my wife (also that has a toon in silan over your "level limit") have helped, they would tell you that our help was greatly needed and very educational for them, because what silan doesn't teach anywhere, we do. eg when and how to use taunt, where and how to prospect mats, how to work in a team for various missions, ect.
i would vote that ABUSIVE toons be kicked to the mainland, but that won't happen either. further more when i get a friend or someone else i know to try ryzom, i need my silan toon to help them and guide them through the game i got them to play, which as a long time player i can teach them the things that the missions in silan lack, unlike the npc's there i can answer questions when the npc doesn't explain clearly to them.
thus removing people that are truly helpful, honest, and friendly from silan only hurts the whole game more. (not one player i've helped in silan has ended up in my guild, i forbid silan recruiting in WaO, to be honest, many of them have ended up in karavan guilds like... RIFT WALKERS!, imagine that.) I don't bring the kami and karavan topics with me when i go to silan, since silan is my vacation home from ML drama.
I would go so far as to say that any player with any skill that is over what can be gotten legitimately in silan should have a 48 hour play time limit in silan to prevent them from unbalancing the area. (this would be extremely had to do but would be a good way to get rid of toons with 250 skills in silan, ditto with toons over 100 for that matter.)

but for any of the things like this we'd need the skills of people that have been shunned by the powers that be. that being said, i'm working currently on a guide to silan to help fill in the gaps, and once complete it's my hope that people just coming to ryzom will be directed to the friendly helpful people that are common in ryzom, thus shutting out the foolish and wayward that try to fill the new players heads with foolish information that the helpful and friendly then have to correct, causing painful hours of work and effort.

ok i've given my 2(000) dappers on this topic. i'll be watching for my next opportunity to state facts that i'm sure many would support (if those persons would read and give a simple +1 post)

talk

darn i write so much there's like 4 new posts in the time it took me to do this much.... lolx.

Last edited by Talkirc (9 years ago)

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#10 [en] 

Well if RP was consistent and all that yeah I migth indulge me into it again.
But at the moment sadly enough RP is so bad in this game and silan is just the tip of the iceberg (ice mountain; don't know if that expression holds up in english) that it is impossible to RP in ryzom if you got any braincells. RP atm is what you make out of it and you best hope you are french speaking otherwise you are fucked.

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#11 [en] 

The old starter islands are still in game. Give some no-lifer teleport powers (maybe Suboxide, he's always slacking in game anyways) and he can tp all the silaneers straight to a suitable area. Or just mainland. Preferably Dingleton or Barkdell.

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Gasket
"It's shite being tryker! We're the lowest of the low. The scum of Atys! The most wretched, miserable, servile, pathetic trash that was ever shat into civilization. Some people hate the Matis. I don't. They're just wankers. We, on the other hand, are COLONIZED by wankers. Can't even find a decent culture to be colonized BY. We're ruled by effete arseholes. It's a shite state of affairs to be in, Marceline, and ALL the fresh air in the world won't make any ****** difference"

#12 [en] 

I don't see the logic of this idea and I'm against it for several reasons;

- Why? I mean why remove a part of the game that works well? 
- If you've ever tried to explain anything to a player who doesn't even know how to equip a weapon (I have) you will know how just explaining things to new players will not work.
- Levels of Mobs and dig spots around capitals would have to be reduced to Silan levels
- Silan landscape includes forest, lakes, desert and jungle in a small area - if you start on the Mainland you would not see other ecosystems until you can be trekked
- You would have to ask players when they set up their character which Capital they want to start in, before they have any idea about the different landscapes available

There are probably more reasons why this is a daft idea so I will edit this post as they come to me.

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#13 Multilingual 

Multilingual | [English]
I agree to Arfur. Moreover, I fail to see much sense in vain polemics against "Arc", slandering the small Dev crew as incompetent and ineffective, which is as untrue as injust.

Those who do neither participate in Ryzom Core nor Ryzom Forge would better keep silent with such silly accusations.

As to Silan: It gives newcomers a headstart by fast progress towards level 20 in all 4 skill branches, introduces several important aspects of game mechanics, and gives decent starting cash, which is particularly important nowadays.

Scrapping it would leave newcomers to the mercy and possibly misguided generosity of older players, resulting in sudden changes of neglect and spoiling. The Silan mechanism grants a neutral opportunity of progress for the first 20 or 30 levels, widely independent of mood and opportunities of other players.

Beneath that, Silan is a fine piece of artworks and software engineering, it would be a pity to destroy it.

Granted, there are some problems which might suggest to plan a major overhaul in the future. For example, homin history is only reflected until the times right after the first great swarming, factionwise, only the 4 nations and 2 religions are included (though I consider introducing other than just mentioning the organizations of Marauders, Trytonists, and Rangers somewhat premature at that stage), there may be other shortcomings. The linear string of at least the Chiang/Kirosta mission, and the plenty of rewards from skill missions give a wrong impression about a sandbox game without closed and rigidly precooked storyline in the style of other MMO. Other issues may be added and suggestions for improvement be proposed.

I can say that I enjoyed my time at Silan. Even there, I started to pick my own objectives (such as soloing all creatures, driving my digging and crafting beyond lvl 50 etc.) before I left. It is possible to start sandbox playstyle already up there, and that much benefits the start on mainland.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#14 [en] 

Rangers are already represented in Silan, as it is the Ranger camp where homins meet Chiang and the trainers.

#15 [en] 

Yep. I wonder if we could get Wuaoi to invite Chiang to a Rangers gathering to talk about the camp and how it runs. :)

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