IDEAS FOR RYZOM


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#25 [en] 

Elweit
Shackra
Suboxide
then again you are totaly free to roleplay food in the game yourself or in the guild you are in (...)
ps don't misunderstand i'm not saying it's a bad idea but it would be to implement it in a 5+ year old game where we are used to do stuff our way
hummm, well, there is new people (like me) playing the game and personally i think is boring just go out there, fight against monsters and extract material ONLY for crafting, I'm a player from other MMO (like Argentum Online, the only know game than implement this feature) "with fresh ideas", just think about it, can be fun hunt a yubo or a Yelk for the meal, glol!.
please, consider add this feature, that is everything I'll say ;D.

+1

I played Ultima Online (very old game from 1997) where this cool feature was implemented and IMHO this makes the game more interesting and realistic: at least it gives a reason to hunt, other than "I have to craft...". Just to say it can make THE difference, as all difficulties should do. ;)
IMHO Ryzom lacks very much this feature and I still hope it will be implemented.

Suggestion: having levels of thirst/hunger, supposing 1..10, the "normal" level (such as today) should be 9, and no problem arise till 6 or 5 (granting hours and hours of game with no problems). From 6-5 to 2, as suggested, problems in regeneration (heavily lowered when at level 2, but not blocked) and, at level 1 only, a 20% impairing on all stats penality.
At level 10, just a small boost of 5-10% on the stats (it won't last much time: getting to level 9 just disables it).

btw: this new feature can lead to the developing of "master cooking" occupation, which won't gives out "powerups" like other ones, but will be useful to "concentrate" the food, to use less slots into inventory (e.g. you can take a "yelk steak" with you, using 2 slots/5 kg space, but if you buy (or craft) "yelk well cooked steak" you'll use 1 slot/1 kg only).
But I hope one can cook his steak even at low levels, even if not reaching the "gourmet" level: just to eat.
Not only: you can resell your cooked meats/herbs/etc. the same way now you sell (for reselling also) the hunted/dug resources (and crafted items), to get dappers.
All this should even improve the social side, making a dinner not only an RP occasion and making taverns more used (I see the Yrk one is deserted every time I got there) and useful: tavern handler NPC can sell "better cooked" things than you can do by yourself at lower cooking levels.

Having the dagger at hand, what better to "get some twigs" from trees and make a campfire? (AKA not having to dig wood from underground but just taking it, in few quantities, from trees for a small campfire which lasts a very few time) This to cook hunted preys in random spots (out of the cities).

One thing about drinks: water can quench your thirst, and you can get it from rivers and lakes, but an alchoolic drink can have more funny and interesting effects (saw in WoW... was awesome): making your walk very uncertain, making your view very obscured, up to making you puking all around and falling unconscious.
(this can lead to develop agriculture, in a future, to make wine and wheat for flour to make bread and cakes)
____
Last but not least: I just don't understand why ppl scream in ecstasy when a PvP/craft/dig feature involve all the world and all players, and whine if a not-wanted-by-them feature involve the same amount of players.

Sir, you totally justified my feature request!! awesome, I love it!!

we should take care about what "be hunger" affects the avatar (i.e.: attacking, defending performance) besides the life regeneration.

I hope this get in on the game soon :D

---

«But my belief that miracles have happened in human history is not a mystical belief at all; I believe in them upon human evidences as I do in the discovery of America. Upon this point there is a simple logical fact that only requires to be stated and cleared up. Somehow or other an extraordinary idea has arisen that the disbelievers in miracles consider them coldly and fairly, while believers in miracles accept them only in connection with some dogma. The fact is quite the other way. The believers in miracles accept them (rightly or wrongly) because they have evidence for them. The disbelievers in miracles deny them (rightly or wrongly) because they have a doctrine against them. ...» ~G.K. Chesterton, Orthodoxy cont. http://tj-markdown-paste.herokuapp.com/posts/354428

#26 [en] 

Shackra
Sir, you totally justified my feature request!! awesome, I love it!!
This was the way I played into UO and found it so lovely and useful to make a sense in the game. :)
(e.g. just not to have a kill'n'run or kill/dig'n'craft game ;))

Shackra
we should take care about what "be hunger" affects the avatar (i.e.: attacking, defending performance) besides the life regeneration.
I just followed (refining a little) your main suggestion to not impair actual game so much, so that to have at least a smooth transition, as this is really a great change which involves the way all the players will play, so taking care of it is a must.

For the thirst part is easy (if alchoolics 're not to be implemented :D): just add a "jar" (or some kind of water flask) item which can be refilled and placed into inventory, using a slot and some (little) bulk.
The hunger part is a little bit complex, as it involves the ability to basically cook the meat you hunt (so, making a fire, having a "pan" with you (1 slot/few bulk), and so on). But it seems to me, even if I didn't saw them at the moment, that campfires 're already present: just add the ability to make "cook fires" (small campfires) which can last less time and can be done even at mid-low skill levels, to avoid people starvation. ;)

At last, getting too much thirsty/hungry should have a stats penality only (e.g. 20% reduction, which is not so little and should take care of it, especially when out of safe zones), which in turn will then affect all combat/working actions 'till one decide to stop and eat/drink something (like any other, yet present, ingame penality, like bleeds, get blind and so on).
To help him stopping, we can think that the cooking fire can lesser the aggro in the place for some time (e.g. till the fire remains lit). Just drinking can be a faster action and won't require further help.

Shackra
I hope this get in on the game soon :D

I don't expect it can be implemented soon, as it involves more things then it seems when one thinks "ok, it's just to roast a steak and eat it". :D
But, if they'll decide to do, the game's changes will be awesome. :)

More details have to be defined yet, but it's better to leave them for the time the Dev team decide to develop this whole new thing.

Last edited by Elweit(arispotle) (1 decade ago)

#27 [en] 

Let me think for a moment.

The proposal most certainly does add a certain amount of "realism" to the game, but:

Not everyone wants to be "realistic". Certainly I don't want to be "realistic" in the midst of a complex NPC takedown or an OP battle. The food form of realism is already implemented for the mektoubs in a primitive form and is one of the great hassles of trekking packers. In single-player games I always found having to have food to be realistic but exceptionally frustrating.

Not everyone wants to hunt, and no one has suggested a vegetarian option (or even just an option to eat plants).

In its essence this is mandatory crafting, (albeit at low level) hence against the freedom in this game to choose your own path.

If it is not mandatory, it drastically increases the difficulty of implementation at all levels since it must be available at all times, but not interfere with playing without it.

In terms of role-play, I have always figured that Bittty "grazes" off of little edible bits that he digs up while digging or on the tasty bits that aren't suitable for crafting while hunting, and he occasionally goes to the bar and shares a stinga rum with friends. Role-play is in the mind.

-- Bittty

P.S. Remember that the dev team is apparently about four to six people deep. Complex suggestions like this are very unlikely to be implemented unless the users get involved in the coding.

Last edited by Bitttymacod (1 decade ago)

---


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>

#28 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#29 [en] 

No, you didn't miss anything. I'm against this proposal unless it is totally optional and gives no (or very limited) benefits for use.

There haven't been any significant changes to crafting/digging since I joined 4.5 years ago with the exception of the re-introduction of the KP into PR (and that's only a change to aggro, not digging).

You won't find me in the ranks of "ecstatic" screamers when PvP "improvements" are implemented, either. "Agony" comes closer.

In fact I'm not sure what "screaming in ecstasy" you're referring to. (In general, I mean, not with respect to me.)

The only things that affect whole servers are things like the kitin invasions or the other storyline events, and you can ignore them to a greater or lesser extent.

"Occupations" were introduced a little while ago. Some people like them, but they are optional. You don't have to get involved with them at all. The benefits to those who do practice them are minor. I think the Marauder thing is irritating and obnoxious, but again there is little advantage to those who follow that path, and there are prices to pay as well.

To my mind the big virtue of Ryzom is the freedom it has. You don't have to do PvP. You don't have to craft or dig. You don't have to do melee, or magic. Or you can do all of them. You have an enduring persona, death's sting is not very sharp, and there is a beautiful organic world to explore.

The restrictions are good, too. You can master everything, but there is no way to become "uber." If you don't go the generalist route (and even if you do), you need to depend to a certain extent on the good will of your neighbors for equipment, materials, and survival. You cannot be both a Kami convert and a Karavan convert. You cannot be a subject of all nations.

If this is introduced as an option with the default value being "off", fine, but I don't see it as adding anything to the game as I play it and will ignore it. Compared to many other things they could be doing, I see it as a waste of developers' time.

That's how I see it. YMMV, etc.

With respect.
--- Bittty

---


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>

#30 [en] 

Sorry, I don't want a realistic world. After all a lot could be said about what kind of evolution produced Atys fauna and flora, how come foot high log can stop me, how can we have teleports and respawn but run accross the land and fight with medieval weapons, etc.

I want world where I can have some fun in a progressive and persistent way. Having to watch my hunger/thirst bars adds nothing to that at best. But you know what, it is a sandbox! Make your own rules for yourself. Assign how much meat you could get from each animal (water-carried occupation gets you a bottle you can even fill up), have a piece of paper (or a spreadsheet) where you put in how much have you eaten/drank when and how much food/beverage you've got, deduct bulk from inventory space and voila, your very own system.

You have what you want and none's the wiser. By the way, "But I don't want to do all that, I want game to do it for me!" is wrong answer.

#31 [en] 

This way is very hard to make suggestions which are not really marginal, like "change the exit-from-game button from red to blue, please (I hate red)".

I hope Devs will evaluate this suggestion and, if they like the changes it can do to the game, will implement it.
I've no more things to say on this, and if all you can say is "I like the game the way it is" it's better you write in another forum: "Ideas to maintain Ryzom as it is", IMHO.

Your respectfully

#32 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#33 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#34 [en] 

A debate is interesting when someone *adds* something, it's unuseful when it's just a "-1 I just want things to remain as is", IMHO.
We shouldn't forget the target of the forum: to feed new ideas to the developers, not to the other players.

#35 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#36 [en] 

Deleted by Sywindt(Yubo) (1 decade ago) | Reason: Off-topic

#37 [en] 

New Players are frequently complaining about low regeneration rates in ryzom. From my point of view regeneration doesn't matter very much cause when i am using my abilities they consume so much and i don't want to wait even a few seconds.

I think it would not hurt to double regen rates:

Most higher level players don't care about regen rates, they would need to be 20x higher to replace a healer.
Most low level players don't care about teams no matter how low their regen rates are nowadays.

And this would be a great opening for food and water.

Why not extend the existing food and water occupation to do two effects: The high regen they provide today shortly after consumption, and in addition another RL-hour (ingame day) of doubled regeneration.

So back to the idea: i would like to make our current regen stats the hungry/thirsty ones. They are quite low already.

Last edited by Ulykus (1 decade ago) | Reason: clarification

#38 [en] 

Ulykus
New Players are frequently complaining about low regeneration rates in ryzom. From my point of view regeneration doesn't matter very much cause when i am using my abilities they consume so much and i don't want to wait even a few seconds.

I think it would not hurt to double regen rates:

Most higher level players don't care about regen rates, they would need to be 20x higher to replace a healer.
Most low level players don't care about teams no matter how low their regen rates are nowadays.

And this would be a great opening for food and water.

Why not extend the existing food and water occupation to do two effects: The high regen they provide today shortly after consumption, and in addition another RL-hour (ingame day) of doubled regeneration.

So back to the idea: i would like to make our current regen stats the hungry/thirsty ones. They are quite low already.

One of the miscellaneous gameplay ideas we (Ryzom Core developers) put out for ideas for Summer of Code was a concept of consumables. I believe I stole this idea from the old "feedback" website. We called them "consumables" and figured they could be fun RP tools for a merchant at a bar or bazaar. The goal behind the idea (which was unfortunately never picked up) was to create a throw-away item type useful for role-playing that would also provide a dapper-sink.

I really like this idea of affecting regeneration rates though. I don't know if the Ryzom developers will touch this but I think I'll modify the vague idea on our ideas list to a full blown idea for the next Summer of Code. I believe I would formulate the idea similar to what you've described but make them more like 'potions' - where we can attribute brick parameter (technical jargon: http://dev.ryzom.com/projects/ryzom/wiki/BrickParameters which is a document in progress, apologies) to the item that is 'executed' upon consumption. This way we could have consumables which *may* affect your regeneration rates but don't necessarily.

Here are the miscellaneous gameplay ideas, FYI:
http://wiki.worldforge.org/wiki/Summer_of_Code#Miscellaneous_Game _Play_Additions

#39 [en] 

Elweit
A debate is interesting when someone *adds* something, it's unuseful when it's just a "-1 I just want things to remain as is", IMHO.
We shouldn't forget the target of the forum: to feed new ideas to the developers, not to the other players.

I also will take yet another opportunity to say if you're a programmer whom has an idea you are always welcome to come to Ryzom Core and implement it yourself. There are a lot of us there working on Ryzom Core for non-Ryzom purposes and all of this code merges back to the game as long as it doesn't break the game.
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