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#251 [fr] 

Why this option is hidden and not advertise?
For an example, how a new comer can figure out this?

#252 [en] 

Do we talk about this?



System > Windows > Communication > AppZone

#253 [fr] 

Didn't knew it exist, so you can forget my previous message. Thanks Moniq :)

#254 [en] 

Moniq


System > Windows > Communication > AppZone


or press (and keep the key down) F1 (or F2, F3 or f4, as ryzom has 4 desktops. the 1st one, F1 is the default one)

Last edited by Craftjenn (5 years ago)

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Mon profil sur le wiki Francais

https://fr.wiki.ryzom.com/wiki/Utilisatrice:Craftjenn


Craftjenn, Ranger

#255 [fr] 

Un bouton dans la fenetre de craft permettant d'enregistrer directement la recette dans le livre des recettes

#256 [en] 

I think @Loved 's idea of potion making is a great idea.
But I'd LOVE to see NEW OCCUPATIONS which make the game LESS REPETITIVE and more ENJOYABLE and FUN, even for new players.
And Marauder / Ranger occupations, I don't understand why we still don't have them.

#257 [en] 

Rissa
Un bouton dans la fenetre de craft permettant d'enregistrer directement la recette dans le livre des recettes

That would save a lot of effort! I like it :)

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#258 [fr] 

Rissa
Un bouton dans la fenetre de craft permettant d'enregistrer directement la recette dans le livre des recettes

Yesssss! +1 for that.

#259 [en] 

I have always loved the way that Atys feels so organic and dynamic and alive, and many aspects have a cyclical nature, all giving an impression that there is some kind of natural equilibrium. With the obvious exception of the Karavan artifacts, everything appears to be organic and there are no metals or minerals to be found.

For 2020 I would love it, please, if you would make everything perishable. Make materials degrade over time and eventually decay to dust or go mouldy, make crafted items lose hit points over time and finally fall apart. Packers and mounts lose constitution. Nothing should last forever.

Supreme might last an Atys year in storage and then degrade to Excellent, which lasts a couple more before becoming Choice, etc.

Kitin larvae degrade to generic crafting material?

Next step - homin aging.

#260 [fr] 

+1 for the mats degradation over time .... specially for sup and xl which are supposed to be rare (which is not the case).

#261 [en] 

Sinvaders
+1 for the mats degradation over time .... specially for sup and xl which are supposed to be rare (which is not the case).

Same thought. What we discussed in guild was a Degradation after every Jena Year. So if you have dug supreme Materials q250 it will be after one 1 Jena Year (72 days) excellent q200.

supreme q250 -> excellent q200 -> choice q160 -> fine q128 -> basis q102 -> unusable

excellent q250 -> choice q200 -> fine q160 -> basis q128 -> unusable

choice q250 -> fine q200 -> basis q160 -> unusable

fine q250 -> basis q200 -> unusable

basis q250 -> unusable

So that every Jena year there will be a degradation of 20% by quality and 1 class degradation of the harvested and looted materials. Crafted items should not have this behavior.

Another things about the market:

1) No more losing resells! Just hide the items which are timed out and let the players take it again.
2) Restrict the slots for the resells to lower than 50, not 128.
3) Make it possible to group gears and resell it as a package. Maybe a Rite would be good in this case.
4) Paying for the market taxes, when you take the items back or someone buy it, not before.
5) Degrade the price after a while and upgrade the taxes. Lets say someone resells an item by 700% and the item stays 7 RL days (2 seasons). Every RL day the price of the item will go down by 100% and taxes go up by 100%. If the reseller resells an item by 700% and 70 RL days (almost 1 jena year), the prize will go down by 10% per day and taxes go up to 10%.
6) Let the players set time for resells by themselve, but up to 1 Jena Year.

It encourage Homins to use the market more than today. You loose nothing and the market will not be abused as storage.

About Bandits and Avatars:

1) Let the avatars loot each other with a predefined  or a random loot box if they are in "faction tagged mode".
2) Bandits should be lootable like the primitives, they have jewels!
3) Lootable chests in bandit camps.

About storage:

1) Buyable chests with some bulk, which can be placed everywhere like the barrels, for temporary storage. Also it should be able to put them into the Guildhalls or Appartments for more storage.
2) Don't destroy anything when an appartment or guildhall moved to another city. Just add some "taxes" for each mats that will be transfered. Add a time limit and mats per day limit untill everything is transfered.
3) There should be an "item deliverer npc" for dapper. Give the NPC some items and only a specific chosen homin can get it within a specific time. If not delivered it will be timed out and you can get the item back.
4) "Delivery Service" for Dapper to transfer items from one Guildhall to another or from one appartment to another with time limit for dapper.

Thanks for reading :-)

Edited 2 times | Last edited by Heernis (5 years ago)

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Nicht klicken!


#262 [en] 

Pirozhki
I think @Loved 's idea of potion making is a great idea.
But I'd LOVE to see NEW OCCUPATIONS which make the game LESS REPETITIVE and more ENJOYABLE and FUN, even for new players.
And Marauder / Ranger occupations, I don't understand why we still don't have them.

This is not a new idea ... this was part of the game ... never fully implemeneted but was not re-intruduced on the new server:

http://app.ryzom.com/app_forum/index.php?page=[color=#ff0000]to[/ color]pic/view/6805

"New advanced occupations will be accessible to players. Here is the list of the occupations which will be available at the moment of the patch:
  • Catalyst Artificer: Allows you to create experience catalyzers from products obtained by elementary occupations.
  • Alchemist: Allows you to create advanced potions of regeneration usable during fighting.
  • Aurachemist: Allows you to create potions which give to the whole team a beneficial aura and usable during fight.
A new system was developed to allow the addition of new occupations without requiring a patch. New advanced occupations will be added regularly throughout the coming weeks, so that you can assimilate the combinations and stategies progressively. Here is a list of some of the planned occupations:
  • Pyrotechnician: Allows the creation of fireworks.
  • Stylist: Barber/Tattooist.
  • Crystalyst: Allows you to increase the quality of Marauder crystals."

 

As to the degradation thing, I struggle  a bit with this as on Arispotle server, players into PvP were less interested in "winning" then even competition.   Guilds often switched cult allegiance, neutral players chnaged sides to even things outb and OP mats / uber mats were openly traded.  Winning because you had "superior gear" of "superior numbers" was considered a hollow victory.

But as Atys is a place that is inhabited by various player mindsets, this is one change that has drastically different impacts depending on  your approach to the game.    Yes I understand the PvP implications and that guilds who can hunt uber mats en masse" .... where the goal is to have an advantage in PvP scenariois ... would benefit by such a change as those who devote the most time to harvesting uber mats have an nherent advantage.

But for smaller guilds and solo players, it's simply an invitation to leave game.

a)  From a personal PoV, I actively pursue "not finishing the game".  That's why I never really was into 'cats" for other than crafting, alts. etc.  So I take frequent vacations ... 3, 6, 12, 18 months ... keeping my subscription active to support the game's existence.  I would not do that if eveything I worked hard on obtaining, would disappear.

 

b)  Solo players and small guilds will take a much longer time to collect the "goal" weapon or Armor set.  It often takes me a year, sometimes 2,  to assemble enough mats for an armor set.

c)  If the idea is to make the best items rare, so as to provide that inherent advantage of superior gear, then would the same not be accomplished by using "wear out" bricks not only as credits but in actions.... add a "wear out opponent's gear" stanza ?

Edited 3 times | Last edited by Fyrosfreddy (4 years ago)

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#263 [en] 

About degrading materials

I am massively against this idea.

If you are too rich, destroy your material, it is quite simple and already implemented.

If you're jealous of other people's equipment, move your ass.

Last edited by Nightviper (5 years ago)

#264 [en] 

i would like to see that everything that can already be used in the game simply works..... if this happens, you could use this circumstance to do long overdue balancing work. Imagine, armor and weapons would change a bit, already there would be a reason to make new things again. In the area of long-distance combat, there are many ways to start and make something useful out of something useless that promotes the variety of ryzom, instead of talking about brewing any potions - which in the end only lead to the game being better mastered on its own.

i would appreciate it if the little time available for the actual development of the game would be invested in relevant things of game design that are already visible.

Battle system:
Revise two-weapon combat
Revise staffs
Revise shields
Completely revise or balance long-distance combat
Make avoidance and defense scores consistent

Generally just balancing

Play around with the old values:
Boss Respawn Timer less predictable.
Server restart doesn't fill sources anymore, but the sources spawn as randomly as bosses.

Completes the encyclopedia

Makes use of the stanza variety that is there. Damage over time, life balancing of the team, concentration.
Revise HP,SAP,Endurance Aura

There is potential in the available counterparts.

It has to be something new?
Medium Helmets
New Craft Patterns
Separates design from craft pattern
Equipping bosses with new mechanics
Store equipment in such a way that it is affected by balancing.

Content (a very personal view)
If the factions and nations are standing around inactively, give the players the possibility to harm the faction of marauders (not directly the players but the faction). Give the marauders an opportunity to harm the nations and factions (not specifically the players). Any form of competition outside the OP fights which is still the most used form of player events. I don't see the point in creating a faction that hates everything and everyone, giving them the land of a nation and no one has a chance to actually change anything about it. We used to have to build our temples ourselves, now we just watch and write posts what we want, while ideas have been accepted for 10 years (or more).

Last edited by Nightviper (5 years ago)

#265 [en] 

i would like a new West entrance to Fairhaven
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