IDEAS FOR RYZOM


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#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)

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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>

#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

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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>

#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.

#40 [en] 

Make edible meat on of the drops from animals, such as bodoc, rendor etc. Perhaps they make regen faster, or another idea is for them to heal you completely. Make the meat cookable on a fire, for added bonuses. What about beer, and such that maybe reduce your intelligence, but increase something else, maybe max hp for a limited time.

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May Jena smile upon you.

#41 [en] 

Occupations including Butcher would be negatively affected as this is what they do.

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