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#17 [en] 

Razrah (Leanon)
The ency quests normally consist of 4 minor and 1 final mission, thus the first can always be the same NPC, but then the rest changes. Nevertheless each mission giver needs to provide a clue/hint of the next one, such as:
"I heard a hunter in the northern parts needs help in with a certain task...".
This hunter could be the closest or even far away, but still in the same major region, e.g. north of fleeting garden could range from Davae to Grove of Confusion, but still all in Matis.

As quests give a permanent bonus it needs to be more difficult in my opinion. ^^

I personally don't see where this would be needed:
1. Many of the mission givers in the middle of the rite (minor) already move around. Some roam all the time in the region/surrounding regions, some move seasonally between locations.
2. The rites as it is, even if you use the spoilers on other sites, still offer a challenge as every rite is different.
3. You can choose to turn off the mission giver/receiver icon if you want more of a challenge now and there are no arrows pointing you on your way. I had a mission that took me over a year to find the roaming NPC (before that feature was ever introduced). Most likely a bit easier to find now if turned on.
4. If more difficulty for all is needed/desired by the devs they could just turn that feature off again for the rite missions. I doubt this is the intent as the introduction of the icons was made for the purpose of making it a bit easier (still have to be w/in 250m) to locate giver/receiver of missions.

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Peace, Luv & Cookies,
Inifuss

#18 [en] 

me, i think an unfinished product should not be offered up to the consumer. that said, reasons i don't do encyclopedia quests are: huh? encyclopedia? where do i start? ... and also... they're not all finished and i have no desire to start an unfinishable task. i've completed a few, a couple were for the rewards, the rest i've just stumbled across and have no clue where to go to do another part of that quest. me, mostly, if i don't hear about it ingame, or find it ingame, i probably don't even know about it.

'he wanders the land between x and y' <-- yeah some are mobile

Last edited by Jetal (1 decade ago)

#19 [en] 

Would love to see the rites continued :) I volunteer for bug test!

#20 [en] 

+1

#21 [en] 

I'd love to get the rites extended (what most would call completed).
I'd definitely hate if "incomplete" ones go away.

Of course, as a player I want more content. As an ingame character those who do the rites are interested in hearing stories, gaining knowledge of the land and it's inhabitants. It is all too clear that such knowledge may be lost. And it may be hard to find those people having the knowledge or to find those willing to pass it on.

If newbies are confused, try to illustrate the roleplay aspect of having an incomplete lore.
It's just that we have to live with how it is. Also, our ingame chars don't have the player's overview, so we should let them act accordingly.

It has been pointed out in this thread before: For the devs it's a matter of priorization and it should be the same for us: Overall implementation effort versus added playtime, and the rites are very low on that metric.
I bet if we were to challenge the devs to either complete the rites or take the incomplete out of the game, the latter would occur - and I believe and really hope most of us would hate to see that happen.

#22 [en] 

+10 Yes! As well as more multiple stage missions like "The Dagger of the Lagoons".

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#23 [en] 

+1 for completing them (somehow, see below)

As far as i remember the reason why most rites are unfinished was that the original rewards have been considered not well balanced. And indeed, balancing is a very complicated issue with rites. If they make rewards powerful (like fyros story 2, no serious crafter will want to be without it) they encourage civ neutrality / hominism - but devs clearly don't want to do that.

There are 2 alternatives imo: Making new rites that are not civ based (see kincher and kizoar rite which are based on rangers). The downside is that those need to be created from scratch, the existing rite texts are bound to civs/tribes.

Or removing high fame requirements on rites. Reducing it from 3X to 24 would at least allow 4/6 civs to complete them (neutrals, 3 aligned civs, no enemy aligned, no marauders).

Hmm... maybe there could be enemy aligned npc offering the same mission? Imagine a matis in (or close to) pyr: 'Hey, i got a good buddy at barkers. Go find him and tell him i sent you if you want to learn how fyros make more durable items. He's patrolling in oflovaks oasis. Be careful, the barkers must not see you talking to him.'

#24 [en] 

@ Ulykus

High Fame requirements are not the issue. Even if a Rite would require 100 Civ Fame - you can always become a citizen of this civ, do the rite, renounce citizenship and go to a diffirent civilization to make another 100 Fame rite.

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#25 [en] 

There are people who wouldn't want to renounce their civ, quit their guild and become aligned to their former civ-enemies just to get a minor advantage... it's not sincere and clearly not meant to be that way.

The same answer would apply to all marauders who say they were missing some rites or npc from their camp.

Might be a way for the power player who doesn't actually care for who he is aligning with.

#26 [en] 

Nakari and I have been discussing this and she presented the start of an idea during the last Assembly of the Awakened to provide scholars of each nation a way to study with all of four nations rather than just two as they can now.

We don't know if anything will come of it but will give it our best efforts.

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Eldest, Order of the White Lotus

#27 [en] 

They did make a great new quest system where the WebIG stuff just looks like normal text baloons (and it's fast aswell), they also added a great "random dynamic" wich I loved during the marauder rite.
So I'm pretty sure new missions/rites are coming, I can't imagine them doing all that just for marauders.

Explination of the "random dynamic":
The new system gives ppl doing the rite a random guard name from the database of new guards in each city, when lucky you could get an easy guard in for instance Fairhaven (a guard easy to pick off), when unlucky you could just aswell get a guard in the middle of pyr to go assasinate (don't forget at that time every guard is agro on you).
I can see that same dynamic being used delivery quests and probably other types of quests, the random element could add to ppl having to explore more instead of brain dead folowing guild chat over and over to do a quest.

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#28 [en] 

+1

I've enjoyed doing the missions in the Encyclopedia because they build up to rewards etc. It is a real shame that the quests are incomplete.

I know some players play differently but for me missions that give rewards for completion is what I enjoy most.

Last edited by Arfur (1 decade ago)

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It's bad luck to be superstitious . . .



Palta e decata, nan nec ilne matala.

When one goes on a journey it is not the scenery that changes, but the traveller
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