IDEAS FOR RYZOM


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#18 Multilingual 

Herrah
Sarcasm is not exactly productive. But, counter ideas are.

My reply, wasn't necessarily intended at being sarcastic, so let me explain.

I don't very often reply to comments on Forums, but I do read them. What baffles me the most is the number of 'ideas' to change or improve Ryzom. There are literally hundreds of ideas that span almost all subjects.

Item 1
I saw this comment posted (outside Ryzom) on a public forum today:
Quote: Ryzom, I am sorry I don't play you, but I love you. Some strong nostalgia with this game and I LOVE the living world feel. Seeing creatures migrate, and seasons change was amazing and still rare in MMOs today.Unquote
If this is the public view, does Ryzom really need so many changes to 'improve' it and, after it's been improved, how do the 'improvements' affect the public view or future gameplay?

Item 2
With so many proposed improvements, there are literally lots of suggestions which run alongside general grumbles. Complaints about PW storms, storage problems, events, bugs, endgame content, your faction has more than mine just to name a few. Do we ask the devs to work to improve how many times we click craft, or do we ask them to invest their previous time in new content, bug fixes, game stability improvements?

Item 3
Take for instance this idea was up-voted, and got implemented. Great! or is it?
So, there's now the ability to craft 50 pairs of Heavy Pants instead of 1, but ...

A new player learning to master Desert Dig alongside HA crafting will now dig a packer full of mats, then in 1 hit craft 50 pairs of pants (empty packer) and go back to digging again to fill the packer. Now, I'm not sure about you but I think most would find that mind numbingly boring, and would quite possibly put a lot of people off crafting altogether.

Item 4
I'll leave this one open to imagination ...

The main point here is, be careful what you wish for. It may seem like a simple improvement, but is it really? And, how does it affect global gameplay?

Sometimes "if it ain't broke, don't fix it".

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Everone has an opinion, and of course are entitled to have one, but others are equally entitled to decide whether they choose to agree or disagree. Acting like a complete Muppet isn't likely going to change minds or win support :)

#19 [en] 

Bubbason
>long text snipped, see above<

@item1:
1 person on a random forum is hardly the full scope of 'public opinion' nor does the quoted text have anything to do with the OT, clicking 1 button or clicking it many times, does not stop the world from moving, instaid (depending on my item3) both cases require the player to stand still near a merchant or packer and not partake in the quoted 'living world'.

@item2:
Shooting down and scheduling, are different things.
most new features should ofcourse be lower priority then bugs and faction balance.

@item3:
nowhere was it said that crafting 50 items was instant, 1 craft = 1.5sec then make 50 crafts 75sec.
filling a packer would have been needed on both cases so don't see where you are going with that.
clicking a button 50 times instaid of 1 time is more boring.

Last edited by Magez (5 years ago)

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#20 Multilingual 

As you wish ...

Unfollowed

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Everone has an opinion, and of course are entitled to have one, but others are equally entitled to decide whether they choose to agree or disagree. Acting like a complete Muppet isn't likely going to change minds or win support :)

#21 [en] 

something like:


Then under sets you can create them based on saved single item recipes

Last edited by Magez (5 years ago)

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#22 [en] 

++ i very much like and favor this suggestion .. especially useful also would be the labeling or otherwise recognizable making of the individual items belonging to a set of their belonging to resp being integral parts of that set. Then buyers of such sets could more easily and error free complete their purchase of a complete set. 8)
Magez
something like:


Then under sets you can create them based on saved single item recipes
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