IDEAS FOR RYZOM


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#1 [en] 

It's been like forever since I have bought a harvest skill . Can't we come up with any ideas that could add a bit of newness to this tired ole trade ..... perhaps even one that is only available after mastering all 5 lands ?

At the top of my list would be Knowledge 4 which tells the nu,ber of mats in a node.

As for crafting, there should be some kind of bonus skill obtained for mastering all skills in a particular tree. Master all 2H Wepaons, get something ..... Master all HA, get something ...... Master all Jools, get something. Could be increased success rate, could be a mission for a new plan, increased durability, just somehtng to shoot for and lift the drudgery of bringing the other 5 trees up after ya get the title.

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#2 [en] 

How about a skill to tell the actual weather in the region your in, with a rough forecast? With all 5 lands mastered, one should be experienced enough to get a good guess.
It could be "rainy, with increasing humidity", "clear with a fresh breeze", or similar.
Since half the server would like to know every minute, make it a really long cast eating a good chunk of focus, and have a 30min RL time on cooldown.
Im not thinking super-useability, just a way for the harvester to give a good guesstimate if its worth waiting, or head to better areas.

#3 [en] 

My experience is that "Weather" is perhaps a very bad of what the game is using to determine when things will pop. It certainly seems to have no connotation with rain, storm, cloudy or anything else that can be seen / heard.

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#4 [en] 

As far as I can tell, weather is a simple humidity number that goes from 0% to 100%. As a Scenario Master in the Ring you even get a slider to set it.

0% to 60% is Fair, 60% to 80% is Rainy, 80% to 100% is Thundery.

The problem, I would guess, is that materials are often programmed to be available only if the weather is, say, between 33% and 37%. So saying those mats are up in Fair weather is like describing a person by saying they're less than 3 meters tall; technically correct but so woefully inaccurate as to be useless information.

#5 [en] 

Weather is exactly what it is: rain, storm, fair, etc, but there is a bug ('feature') in the windows client that it display a different weather than the server think it is. if you use the linux client, you will see that it match.

#6 [en] 

Given Mar's info, perhaps an all-land master-level stanza could give you a more accurate weather reading, e.g. a 10-15% range rather than the current three categories.

#7 [en] 

How does it get rainy or thundery underground ? Yes, if it is humidity based, I like Nysha's sugestion about the added skill stanza .... but not as much as I like Knowledge 4 :)

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#8 [en] 

Dinorath
Weather is exactly what it is: rain, storm, fair, etc, but there is a bug ('feature') in the windows client that it display a different weather than the server think it is. if you use the linux client, you will see that it match.

well... if thats the case there's one more reason for me to consider switching my OS :D

#9 [en] 

What i'd like to see and use is stanza/action/occupation product/whatever dedicated to increase chance to popĀ for supremes. While ago, it took me five hours of doing nothing, but camping the node and i thought it was kind of a record. Oh, how wrong i was. Next node took me no less but eight (eight!) hours of camping and i'm sure it's not even the limit. This is ridicilous. Game force you to stay in one place for hours and hours, doing nothing, apart from checking if the node is up over and over again (not to mention dodging various types of aggro). Where is fun in that? Harvesting supremes appears as sort of tedious work.

So what about some action that would help to speed things up, or maybe kind of mini-game.

#10 [en] 

Here some ideas to make the harvesting more interesting... I mentioned in the german forum, but somehow it seems to be... well lets say the forum is stagnating.

1. Harvesting OP-mats (Greslin, Rubbarn etc.)
Whilst harvesting materials in a region you ought to have the minute chance of finding a source of op-mats within your harvest spot.
If you use prospecting you should have a 0.1% (or less) chance of finding a source with the op-material of the region you are in. The source will have only one material in it and is of the quality of that region.
Sooo... Either you keep harvesting as usual until you by chance click on a source with OP mat or you check every source you just have prospected to make sure you do not miss the op mat source if there is any.
Restriction: you can't use a specific prospect search tool for it, as there won't be any! :-)
The op mat will be kara or kami... depending on faction of the harvester or on the faction tool used, or even both?

2. Moving spots
Harvest spots could move, similar to the mobs during seasons and this can be logically connected.
Mobs are moving according to food sources, same as in RL, therefore a Bolobi could eat amber and so amber wouldn't be far away from where you would find Bolobies.
Thus resources wouldn't always be in the same location and yet finding them would not be a nerve wrecking task.
I admit that this may cause increased time investment in harvesting, depending on mat/spot, as due to movement some "now" difficult spots can become temporarly easier to access, others more difficult.

3. Moving mats (similar to point 2)
As some mats are difficult to harvest as they are guarded by aggro mobs, spots should move.
This can be done within a mat group.
Example: Zoo amber is noe year here, the next it is where Soo used to be and Soo is now where Beng is etc.
I think this would especially keep surface harvester happy and evens out the disadvantage to the PR. In the PR you have at least 2-3 spots of the same mat at exe and sup quality, whereas you are stuck with exe only on the surface and if the damn aggros live on that spot you have lost, hence harvesting surface is less attractive.

4. sup mats in exe spots and the "lucky skill"
4.1. lucky skill
The lucky skill is a one time skill at level 150 and requires a lot of counterbalance (similar to a high knowledge whilst prospecting or safer/faster extracting).
Therefore you have to consider carefully whether or not to have it build in in your skill, as it reduces tha amount of mats you harvest or even source stability.
The lucky skill could be used for several things: e.g. higher quality, more mats etc.
As it is a lucky skill there shall be a chance ratio to it, such as 1:30 or else, depending what will be boosted.
Example: "more mats": A homin includes "lucky skill" into extracting and whilst extracting all of a sudden the amount of harvested mats doubles. This could happen at the beginning of the extraction process (1 doubles to 2 (unlucky lucky)) or at the end of the extracting process (18 doubles to 36 (fortunate lucky)).

4.2. sup in exe
Also the lucky skill could eventually lead to the extraction of one sup material whilst extracting an exe source.
A message could highlight this in the sys info or you would find the mat in your bag.
Personally I think it would make harvesting on the surface mach more attractive.

5. usage of mission mats in a different way
Mission mats are totally neglected in Ryzom and therefore alternative usage would be great.
Some mission mats could have additional properties, nothing outstanding, just a little bit enhanced.
E.g. honey could provide the colour gold for armor, perls could increase the protection of jewelery by 0.1, pigment could alter the colour of a campfire and much more....

#11 [en] 

It would be nice to have a skill that once you have mastered a Region you can tell the weather in said region i would not say that you'd have to master all 5 regions to get that as that is a seriously huge amount of work for only a few folks to use.

However being a Grand Master digger (mastered all 5 regions) should give the person either increase mats per dig, reduced damage to the node or faster actions or a combination of the above to show the person's complete mastery and indepth knowldege of digging.

This could be done as a free "Option" with no credit requirements to add into your stanza

#12 [en] 

I've been thinking about how this kind of idea could be extended to other skills too. A few suggestions:
  • Homins who've mastered all three pierce melees - pike, spear and dagger - could gain access to a short-lived aura which, for example, doubles (or even triples) stam consumption but completely ignores the target's armour. Very short-lived, to avoid unbalancing. Other similar things could be available for other melee types.
  • Masters of CC and dags get a dodge boost, as a result of spending so much of their lives doing it, frequently. Could also apply to other melees, possibly as a parry boost where appropriate.
  • For each dig/craft/magic/melee master after the first, an extra pair of HP/sap/stam/focus max/regen attributes become available. Would require some careful balancing, given the number of possible craft masters versus, for example, the lower number of possible magic masters - perhaps not one for each craft master but one for each new craft type master (HA, MA, shield, whatever major types weaps are split into etc), and so on.
  • I'm sure dig multi-masters would love some extra map flags. :P

Knowledge 4 is an excellent idea, and I like Razrah's ideas too, especially the topside sups - they'd become very highly prized materials, and it'd be good to see that apply to things other than boss mats and Aen gear.

#13 [en] 

I want random aboveground sup mats anyways :P
Nysha
[*]Masters of CC and dags get a dodge boost, as a result of spending so much of their lives doing it, frequently. Could also apply to other melees, possibly as a parry boost where appropriate.
But this dodge boost would have to only work if they are using CC or daggers, so as to not be cumulative with other bonuses. If all these multi-master bonuses were cumulative then we'd have effectively changed the skill level system into a character level system.

#14 [en] 

I don't like the idea of moving mats at all (at least basic - choice. Don't know anything about sup+). It's often hard enough for me to find mat spots as it is. I do like Freddy's suggestions. I don't currently have an opinion on the rest.

Shouldn't the melee skills suggestion be in a separate thread?

Last edited by None (1 decade ago)

#15 [en] 

Waylanda
It would be nice to have a skill that once you have mastered a Region you can tell the weather in said region i would not say that you'd have to master all 5 regions to get that as that is a seriously huge amount of work for only a few folks to use.

I can get under that.....tho methinks there should be a prize for mastering all 5 regions.....perhaps to get PR weather, you need to master all 5 regions ..... or how about, you prospect sup and if it's not there, it tells ya how long till it pops ..... I'd grind 20 trees for that one. :)

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