Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 43

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 82

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 86

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 98

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 102

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 172

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 371

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/class_core.php on line 2291

Deprecated: Function set_magic_quotes_runtime() is deprecated in /home/forums/public_html/includes/class_core.php on line 1489
Ryzom - Forums: What Bugs You The Most? (by Xavier Antoviaque)
Ryzom

Ryzom (http://forums.ryzom.com/index.php)
-   Feedback (http://forums.ryzom.com/forumdisplay.php?f=84)
-   -   Forums: What Bugs You The Most? (by Xavier Antoviaque) (http://forums.ryzom.com/showthread.php?t=21381)

norvic January 16th, 2007 02:03 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
In PvP (not duels) it doesnt matter how good you are (or think you are), somone gets taken out but bounces straight back up (backed by a healer army in ops) the healing changes tackled this a little but not enough.

Healing cant be nerfed again for PvE reasons but tactics play little or no part in current op battles because of healer armies.

If your down in PvP there should be a 30 sec, 1 min timer.

ajsuk January 19th, 2007 05:25 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by ajsuk
* /brb {brb} tag maybe? - For the more short-term distractions... =)
Perhaps even /brb 30 (Countdown timer gives message "Jayce will be back in 30 minutes")


Adding on to this, maybe add extra colour indications to the online status icon in the friends/guild lists...

Blue = Online
Blank = Offline
Red = AFK
Yellow = BRB

Even a personal message also?
/brb taking a shower - Jayce will be right back
/brb 30 Walking the dog... - Jayce will be back in 30 minutes - Walking the dog...
/brb taking a shower - Jayce will be right back - taking a shower
/afk - Jayce is away from keyboard
/afk on the phone - Jayce is away from keyboard - on the phone
Perhaps...

jindo38 January 24th, 2007 09:21 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Want auto follow and mini map 'range to tgt' feature be made able to put in a macro.

blaah January 24th, 2007 09:28 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jindo38
Want auto follow

you can create chat macro for this. use /follow in "say" line

rushin January 24th, 2007 09:49 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jindo38
mini map 'range to tgt' feature be made able to put in a macro.

want that as a permanent option

arfindel February 12th, 2007 06:39 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
I've seen this risen in a lot of threads, but now, that GF shows clear signs that they understood that this game has a special payer base and want to dedicate to conquer more of it, I feel the need to raise it again.

We have already houses, they only need 2 things: drop visible decorative things inside and aloow them to be visited. Can't be so incredible hard.

I came originally from a game where this was an important feature. You had on one hand the peaceful crafters who could have spent months decorationg houses, organising shops, museums, exhibitions, name it, and on the other hand dedicated fighters who played like crazy, camped for months, spent to the last coin to hunt/buy/get trophees to show in their houses. To this add the crowd of people wanting to see their clothes exposed, either as memories or as decoration.

Now if you base your expectations on the current long time player type, this will give a reason to come in game and stay within for a huge amount of time. It is also a neverending preoccupation, fit well with the possiblity to have 5 alts, encouraging even buying second account, endless time sink and money sink, encouraging crfating (let alone a furniture craft possibility), and playable by both the digger type and the fighter type.

To this I would add an impressive numebr of objects that are already created in the game (weapons, armors, mission mats) but that are not exploited at their full potential because thye can only be traded within the mission relations between the player and the NPC. They make a rich base of already done decorations that can be used to aesthtical targets inside our houses or guild halls.

If you are working to bring more quest lovers, more crafter type players, and generally get as much as possible from the player base that SOE dumped at some moment and are wandering from agame to another, houses is the next stop to consider and elaborate.

great83 February 23rd, 2007 09:46 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
I would like to see an option on the radar where i can filter wwhat shows up... for example if i am in LoU hunting other homins i dont care about the mobs, i am just looking for sources and homins. If somone asked in region for a rez and i am not exactly sure where they are i will look on the radar for corpses and run to them in hopes one of them will be them. the current system makes it where a clustered area of mobs ( which show a orangish color on the radar as defult) hide everything else when you are looking at the radar with 250 or even 125 meters.

neniti February 24th, 2007 12:07 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
tap tap, is this thing on?

so, here it goes..

packers speed: not be able to catch me while i'm using speed up ? thats stupid.
i know.. pay attention, but if packers only follow you 50m then stop (and then they die because speed up is used for reason :-).

aggro dragging: happens a lot. and i do mean intentional aggro dragging... not so much to grief, but to lose aggro after running thru aggro area using speed up. mostly "ohh sorry, didnt see you" excuse even when you in plain sight no mobs around you. paramount stock workshop is nice example. stand in that outpost, away from all the mobs. sooner or later, someone comes with kinchers. You lucky if you get "Ohh sorry, didnt see you" and a rez.

how about mobs not leaving aggro right after they see another homin, but after they have got or lost their prey ? and then only when homin they passed is still in aggro range ?
also fits to RL hunting for animals.. they pick one and chase one until they catch it or it gets away.

great83 February 27th, 2007 12:24 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
I would like to see all of the PR (prime root) regions be turned into GvG areas... ya i know it wont happen really but hey we all need a pipe dream :)

jamela February 27th, 2007 12:35 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by great83
...the current system makes it where a clustered area of mobs ( which show a orangish color on the radar as defult) hide everything else when you are looking at the radar with 250 or even 125 meters.

That's a big part of the fun of the rezz run :). Please don't change it. The homin bleeding to death can try to give directions, and you can look out for their gasping speech bubbles.

great83 February 27th, 2007 12:54 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jamela
That's a big part of the fun of the rezz run :). Please don't change it. The homin bleeding to death can try to give directions, and you can look out for their gasping speech bubbles.


well my request will make it a option hun, just you wont have to use the filter on the radar unless you want to.

blaah February 27th, 2007 08:06 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jamela
That's a big part of the fun of the rezz run :). Please don't change it. The homin bleeding to death can try to give directions, and you can look out for their gasping speech bubbles.

ohh, but thats no fun. just /invite them. ty devs for letting dead ppl receive invites (or send one out)

jamela February 27th, 2007 08:17 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Yes, I know - that shows just how "optional" options can be. When the remote invite was introduced every rezz run begun to start with a team invite. So I refuse an invitation and ask for some directions instead, and typically get no further response until "oh, I just respawned cos you didn't want to come", or "don't worry, X teamed up and is coming to get me."

japamala February 27th, 2007 09:28 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jamela
Yes, I know - that shows just how "optional" options can be. When the remote invite was introduced every rezz run begun to start with a team invite. So I refuse an invitation and ask for some directions instead, and typically get no further response until "oh, I just respawned cos you didn't want to come", or "don't worry, X teamed up and is coming to get me."


Strange.... I always try to give directions when needing a rez, rather than inviting.

thlau March 5th, 2007 10:27 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jamela
Yes, I know - that shows just how "optional" options can be. When the remote invite was introduced every rezz run begun to start with a team invite.

There was a time where it wasn't possible to invite dead people to a team, atleast it was that way as the Lands of Umbra were PvP and not GvG. In my humble opinion that limitation was removed with the introduction of the outposts, but I can't remember that moment in time exactly. After the introduction of the remote invite maybe that limitation should be brought back.

ajsuk April 9th, 2007 02:28 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by ajsuk
Adding on to this, maybe add extra colour indications to the online status icon in the friends/guild lists...

Blue = Online
Blank = Offline
Red = AFK
Yellow = BRB

Even a personal message also?
/brb taking a shower - Jayce will be right back
/brb 30 Walking the dog... - Jayce will be back in 30 minutes - Walking the dog...
/brb taking a shower - Jayce will be right back - taking a shower
/afk - Jayce is away from keyboard
/afk on the phone - Jayce is away from keyboard - on the phone
Perhaps...


How about adding a status icon to each member in the team window also?

btw, do you GF dudes still read this thread?

Marjo April 26th, 2007 05:02 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
I let you choose:

[ ] We do
[ ] We don't
[ ] Obiwan Kenobi


This thread slowly transformed into a wish-list (or a tea room?) and look less and less like a vent-your-frustr... what-bugs-you-the-most thread. Where did your anger go? :( Joke aside, many of the interface suggestions here may be used in a next improvement of the UI. Nothing has been scheduled yet, but if we start working on it I'll publish a document.

Again, thank you for your input.

kaetemi April 26th, 2007 05:05 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by Marjo
what-bugs-you-the-most

Unstackable sap crystals that don't show the right sap load >_>

ffxjosh April 27th, 2007 08:50 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by Marjo
I let you choose:

[ ] We do
[ ] We don't
[ ] Obiwan Kenobi


This thread slowly transformed into a wish-list (or a tea room?) and look less and less like a vent-your-frustr... what-bugs-you-the-most thread. Where did your anger go? :( Joke aside, many of the interface suggestions here may be used in a next improvement of the UI. Nothing has been scheduled yet, but if we start working on it I'll publish a document.

Again, thank you for your input.




lol. made me laugh, anyways *puts on agnry face*

Why the hell, when someone is in a solo guild can i not put all my items into the guild hall (TP's etc), and then not be able to recruit anyone until they remove those items?

Why can't GL's have a check box next to people's name to allow them to craft from GH. (obviously defualt would be 'not allowed')

Why can't we buy a 'packer room' in our GH's so if our packers are on follow when we enter a GH, they eneter the 'packer room' and slowly start regaining their runnning distance left? - also this would allow us to be able to craft from them.

WHY DONT CATS CONTINUE? - I.E why if there are 6 cats left in one stack and i have one stack in my bag. I craft somthing that gives me 8000xp, why doesnt my cat usage continue onto the next stack?

well, they all bug me the most about being in a solo guild (other than the quiet guild chat ;) ) was my best effort at anger ;)


kaetemi April 27th, 2007 06:48 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
The sometimes inconsistent usage of the generic/mission/outpost/none item backgrounds.

zengrath May 29th, 2007 08:51 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Hi, I may be new to Ryzom but I am not new to MMORPG's. I completely understand that Ryzom is unlike any other MMORPG out there.. no other game like it comes close, and there isn't many like it.

This post may be a bit lengthy but please hear me out.

Having played a lot of MMORPG's as well as just about every Genre there is.. And as well as having friends and family who are also addicted to games but are no where near the level I am at in excelling at them. I would like to suggest some idea's that may help out newbies and those not extremely familiar with online games, or RPG's for that matter.

I really want to see this game excel, with all my might. This is one of those unique jewels in games that, desperately need to be heard. But before that can happen, things need to be changed to keep it newbie friendly while not affecting the core game play that makes it so great.

For 1, this game has no advertisements, I have searched for unique MMORPG's for years and haven't heard of this game only until recently, Which was completely shocking. The problem is, you need money to advertise, and things need to be fixed before any major investment in advertisement can go about..

so here are the things I had difficulties with, and that i think should be addressed as soon as possible to start making it easier for new players to become addicted to Ryzom :P.

First... There needs to be more polishing up on the beginner quests. Newbie island quests should be easy to understand, while teaching you everything you need to move onto the mainland. The problem is, some quests are unnecessarily challenging.

There are 2 quests that need to be fixed before it drives too many more players off.. First is the warrior scouting quest to select 4 different creatures. The major problem with that quest is there is no updates once a creature is selected. The problem isn't just the fact that some people may not remember what creatures they selected and which ones they need to get... But also that when nothing updates, that person usually things they are doing something wrong, causing the quest not to update. Thus they get confused and frustrated without taking the time to think and consider that the quest doesn't update properly and maybe to just try and click all 4 and see what happens. For someone who has played a long time in Ryzom, this may seem ridiculous, but watching family and friends struggle through games, This would drive them absolutely nutz, and there is no need for that, Especially in a newbie quest.

Also the crafting quest for creating 3 quality 15 amplifiers. I don't even recall it asking me to create 3 amplifiers. And again that is another quest that doesn't update. Even for someone like me who flys through just about any single player RPG in days, and who has been playing games all my life, thought i was doing something wrong. And even though I experienced another quest that didn't update, I was still worried the whole time while creating the amplifiers that I may not be creating them properly, perhaps missing some important text in the quest that i didn't see. Now that i have done that quest, and have had more experience in the game, to me now, it seems ridiculously easy, But for someone who doesn't have much experience, only gets very put off by the lack of quest updates, or clarity.

There is also some bad english translations in a few quests that would defeinetly put off some people that i know. For example locating the camp of bandits near the lake. One of the quests i recall asks to look for bandits, "in the lake", The problem is... I was in the center of the lake in a previous foraging quest, And was ultimately very confusing before even heading to the lake, due to knowing there is no bandits "in" the lake. So i therefore asked in /r before heading over there only to find out.. It's not even close to being "in" the lake, it's north of the lake.. and you actually have to be on land, north of the lake to see them. At least with the default graphic setting distances and such.


There can be many other things but i have one last big suggestion.. There are many players who come to play Ryzom for it's unique classless and crafting system, being able to choose to craft or forage or melee or anything you like without restrictions on how many levels your allowed to have in each category. Also a lot of people who come, also like the idea of having a very in-depth crafting system and are tired of the extremely simple WoW type crafting systems that are obsolete because of dropped mob items that far surpass the weapons you can create.. So many people come looking for that change..

Now to get to the point on the previous paragraph.. is the foraging system. It's fine, and i like it.. past level 50... The problem is.. It's not only extremely drawn out for those familiar with the foraging system, but it's also very confusing and hard to learn for someone who is totally clueless on how it works. I caught on pretty quickly to how to locate spots using the different tools, But even then i can understand there being a lot of people, who are very mature players who simply would have a very hard and frustrating time to trying to grasp a reason to bother going up to 50 in foraging. If it wasn't for everyone telling me how much easier it gets at 50 due to having more options. I would probably have given up on it myself, And yet i know without a doubt i had an easier time catching onto the aspects of foraging then most people will at first..

So i seriously suggest fixing the first 50 levels of foraging. Don't touch the rest of foraging, that's fine, leave it as it is. But make the foraging quests more informative.. give more exp, or more of a boost in getting past that frustrating first 50 levels. I in all the games I've played my whole life, have never ever been so bored and never seen a grind so bad when it comes to getting to 50 in foraging, I had to literally be talking to people in the game to keep my mind off of it, so i could forage without falling asleep. Don't get me wrong. I will love foraging and already to love foraging now that i have more tools available and more uses for it, But seriously the first 50 levels there isn't a whole lot that makes it worth it, And certainly would confuse many people in trying to find reasons to keep at it.

I garrente the majority of people who give up on Ryzom early, is foraging. Crafting can be a little harsh too, but no where near foraging and foraging can be very important for crafting, so if the first 50 levels of foraging is that difficult, most people will tend to give up on crafting as well, and there for be disappointed in half the game already. Endless they somehow find fighting so interesting as to push them far enough into the game, and talking to enough people in the game, to realize how fun crafting can be later on.


I don't know for sure specifically that can fix the 50 level foraging grind.. But i suggest possibly making ether more content for the first 50 levels.. meaning more things that can be done with the lower level foraging, other then making items that are almost worst then the npc's items, (most people take a while to grasp the important of fine and higher levels of mats, including me). So i think one idea is to up the stats on user created items early in the game to encourage and excite people to keep at foraging and crafting... Or.. Make it easier to get to 50, so that people can experience the added specializations of foraging skills.

Making it easier to get to 50 by lessing exp, or something similar might not be a great idea if overdone, because then once 50 is reached it may actually become so slow in the leveling process that people will see it as .. thinking that every 50 levels this degree of slowing down will continue.. So i suggest maybe a little bit of tweaking on the exp needed to level up first 50 levels, but more emphasis on the quality of items that can be made with basic mats.. or making it easier to access mats on newbie island or something.


Whatever it is, something needs to be drastically done with the foraging at the first 50 levels because even as an extremely patient person that i am.. I almost gave up on it myself if it wasn't for other players explaining the options that would open up at 50+.


I have noticed that the players in this game, more then any other, actually want more mature players into the community. This world is huge and vast, and there simply isn't enough players to fill the void. But they also appreciate the work and dedication to playing this game, and in that it keeps mature players around and tends to leave those more immature players from ruining for the others. But while I'm saying that these changes need to be made to make things easier for new players, I am not saying to change the core aspects that keep the mature players here and the bad ones out. All I am saying is that there is no need to torture even mature players who are very potential customers with little imperfections like bad english translations in text or non-updated quests and very frustrating beginning foraging learning curve. These things can be fixed while still keeping the core aspects that everyone who plays love about this game.

So to sum things up, If we want more mature players, and we won't more money, There for more money to spend on development and advertisments, which would therefore create even more players and more development... We need to fix the most important things that would otherwise cause very potential customers from playing in the first place.


I hope that my post has made an impact on one of the developers, or at least some players with some patience of reading this, to push developers into waking up and realizing the importance of this.. I will continue to contribute anything i can to keep Ryzom alive.. and kicking. And i hope to be a great aspect to the community. I truly support any games like this that try to dare be different then the rest. Because it is not easy being different, It's very hard to convince old players and new alike to learn a system that is different then what they are used to, To break them of their comfort level and to ask them to relearn what they have learned in other games.. And that is why it's very important to have the beginning area's and quests and grinding to be as smooth as possible while teaching as much as possible to easy the learning curve of a completely different game then what they are used to experiencing.



P.S. I hope this post is realized and that more players read this and decide to post their difficulties and frustrations while learning this game, So that things can be addressed to ease more players into our world. As this to me, is one of the most important things that need to be done. Yes long time players want more content, want more things happening for them, But without new players, new revenue, advertisements, and so on, There can be no new content for those players who want it.

blaah May 29th, 2007 10:14 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
foraging yeah.... can be difficult, especially if you starting to belive the rumor that "tracking is bugged" ;-)...

anyway, (tracking works btw ;-), you familiar with pr mat spots ? (for example) anete fiber choice/excel/supreme in one spot. they should make same thing in other regions too not just PR/nexus. it would make things easyer to track and it would not require 3 sec prospect spamming to find the mats in tracked area ;-)
(they can even use current excel spots for this)

higher than choice should also have weather/season requirements to make things more .... interesting. (for example) race anete fiber basic/fine (no weather/season), choice (weather) and excellent (weather/season) in one spot.

.. and on silan, it would make easyer to find that zun amber... maybe.

iwojimmy May 29th, 2007 11:20 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
To make Foraging/crafting more newbie friendly, I would suggest making excelent q mats "easily" available on Silan.. so players can craft items superior or equivalent to the quest rewards.
Having Quests rewarding uber lewt (for the level) creates a false impression..and acts to discourage player crafters. Empowering players, and giving them the thrill of providing uber gear to all and sundry, would go a long way towards binding them to Ryzom.
The extra XP from digging xl would speed up the lower level grind, while the low quantities attainable at those levels would prevent xl gear from flooding the market.

I dont even know if the prospect for excelent quality is available at Silan levels, which is a problem, or how the SP economics work out.. but a lot of stuff is done on Silan which doesnt balance on the rest of Atys.

tr808 May 29th, 2007 11:50 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
What u say about advertisment is so true, i myself have pointed this out aswell as on the forum as in game tickets, what amases me the most is that on a site as MMORPG.com its very hard to find Ryzom, when i started there was actaully an campaign running there and many people i still play with today came to Ryzom because of this campaign.... but since GF took over the game news isnt updated, advertisment for Ryzom just doest seem important for them.... while i see a browsergame of them being well advertised on the site.... GF is clearly overlooking a very valueble source of new players wich would cost a fraction of what they could make by just simply running a campaig for a month.

Nice post and welcome to Ryzom :)

gillest May 29th, 2007 12:48 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by zengrath
This post may be a bit lengthy but please hear me out.


A big +1 to your entire post.

Two additions to complement it and maybe makes forage easier:

1- Use the open sources and delay the freaking prospecting quest to later when they have range 2 or something... (even with lvl 250 forest i nearly went mad myself trying to find the 3 spot along the edge of the world....)
Use the open spots: it is how we leveled long ago on the mainlands...
And maybe make alternance between crafting and harvesting:
- Could create 4 open spots for ambers and 4 for seeds, teach the basic of extracting linked with making jewels through craft quest, add HP and so on.
- after range 2 is available make them quest prospect or something....

2- XP wise, the worst aberration of the game (I know, it is working as intended, I get this one many times on the tickets of this problem...):
All digger know that u get harmful at lvl 105 (Q120), 115 (Q130).. and gentle at 110 (Q120), 120 (Q130) and so on...
Except at low level with this gap (top of my head is between 20 and 40) where u need 5 more lvl than the rest of the trend to get the gentle: like u get gentle Q30 at lvl 25..... and not at lvl 20.
Working as intended to make it harder for ppl surely as the xp are lower for 5 hellish lvls.... (that is on a period where harvesting is hard, why make it even harder-slower)
And create confusion: when u explain to new players: at lvl x0 u get gentle +10 and aggro +15 at lvl X5... which is how it works for the next 210 levels....

jamela May 29th, 2007 01:11 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by gillest
...And create confusion: when u explain to new players: at lvl x0 u get gentle +10 and aggro +15 at lvl X5...

I'm not surprised - your explanation has me confused too :p. Just tell people that they have to learn Aggressive extraction before they can learn the more delicate Gentle action, which takes a little more skill (5 more levels).

Prospection for Choice and up is not available on Silan, and it's obvious how much more complicated the training island would have to be if suddenly land-specific materials were available while every crafter can only learn their racial craft skills. I imagine Ryzom does not allow a mixed ecosystem at all.

The frustration with finding the exact spots for the first prospecting tasks could be alleviated by marking them with environmental clues, and making sure the nodes will always pop at those signs.

gillest May 29th, 2007 01:47 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by jamela
I'm not surprised - your explanation has me confused too :p.

Let me make it clearer i was at work lol: knowing that gentle get u more xp than harmful due to no lose of quality:
Lvl 00 (x0): Gentle 10
Lvl 05 (x5): Harmful 20
Lvl 10 (x0): Gentle 20
Lvl 15 (x5): Harmful 30
.... So far so good...
Lvl 20 (x5) nothing.......... no gentle 30...
Lvl 25 (x0): Harmful 40 AND Gentle 30

Gentle 30 is 5 lvls compared to the rest until 250 (less xp from 20 to 25): what would u say if u had to wait till 245 to get gentle 250????

No reason to get 2 different quality at lvl 25 (except working as intended) and nothing at lvl 20 apart slowling new players xp....
AND confusing them in spending all their SP on other thing between lvl 10 and 25, then not having enough at lvl 25 to buy gentle 30, and then having to harvest 5 or 10 more lvls with gentle 20 or 10 lvl with harmful 30 which is a pain: utter nonsense imo....

tassyt May 29th, 2007 02:51 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
I agree with Zengrath also, just having left Silan.

1. Polish the quests, and make sure that every single quest updates appropriately. The fact that some of the quests don't update gives an "unfinished" look to the game.

2. I found that levelling Fight and Magic were much, much easier than levelling Craft and Forage. The issue with Craft was purely due to lack of money and mats (more on this below). The issue with Forage is that it takes forever to dig at these low levels, and so is mind-numbing to do. The simplest fix I'd suggest is: allow learning faster extraction speed/rates on Silan. After finding out about these latter options, I kept looking for them at the trainer, and never could find them, even when my Foraging level increased to 39.

Other things that bug me:

3. Raw mats for crafting cost very much more than a crafted item of the same q. I know the merchants need to make their cut (of course), but I believe that the sell value of a crafted item should be increased to almost (maybe -10%) what its mats cost retail. Right now, as a lowbie crafter, I feel like I'm paying for the privilege of crafting, rather than making money by providing services as a crafter. I know of no real-world economy that ever successfully functioned using the current raw mats/finished item values of Ryzom (at least when buying raw mats wholesale in bulk).

4. No way to review complete mission text. We should always have an option to review the complete original mission-giver text. Double-clicking on the mission from the mission window, or selecting "Review mission" from a context menu from the same place, should bring up this text.

5. No jump/climb. Alright, I've stepped out of "small changes," but the lack of this manueverability is a huge peeve of mine.

6. "Universal" chat. I'd mentioned this on a separate forum item, and though some like Uni as it is, I really do believe Q&A should be separated into "Support" channel, and "Universal" left for those who want to discuss non-Q&A.

Commenting on player-made vs quest reward items on Silan: there are two categories of items not filled by quest rewards: Hvy Armor and Jewels. I didn't find out about the usefulness of Jewels until later, but a suit of basic q50 Hvy Armor I bought early on (crafted by Isi) really helped me along in Silan. In fact, I made it a quest for my Daelarin to craft one of equal quality (to sell to other players) before he left (he almost completed it before leaving, only becoming frustrated by one item which came out degrated three times in a row). Of course, I don't really want the quest reward items to be lessened (they're great teasers as to what crafters can create later), however, perhaps some NPC banter could talk about the usefulness of crafting Hvy Armor and Jewels for other players, in order to educate crafters on some items they could help out with on Silan.

klaelfr May 29th, 2007 03:11 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
i dunno..
i used to think digging was borin and i left Silan with a lvl 9 in it.
a week after i hitted the ML. there was a Kitin invasion( the last one, just before the receivership).
so, being a noob, i found myself hanging vaguely in fh, bit bored, with all those shiny greenie bubbles around..
i took my pick..made a few holes, then before i noticed, i was digging in fount cos i needed higher q :)

in my experience, you shouldnt concentrate in diggin at low level, just do it when bored, or need to relax after 2-3 hrs hunt :D
levels will come easily, as you dont 'aim' to reach one, and soon enough you will have access to all the spiffy skils who make it engrossing :)

blaah May 29th, 2007 05:28 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

6. "Universal" chat. I'd mentioned this on a separate forum item, and though some like Uni as it is, I really do believe Q&A should be separated into "Support" channel, and "Universal" left for those who want to discuss non-Q&A.
around, region and faction channel is for non-q&a/general stuff. really, one /uni is enough.

zengrath May 29th, 2007 06:41 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Thanks for everyone replies. I'm glad most people agree with me with some of it. I still strongly believe that the lower stuff needs to be addressed before any amount of new players arriving is going to subscribe and go farther in the game.


I was thinking a little bit last night in bed after making the post. I still strongly suggest revising the lower level gathering, Yes gathering isn't completely necessary at low levels, but that's because of the way it is, And it should be more rewarding and necessary at those low levels, or else what would be the point in providing newbie island if they don't try to show as much as possible to new players what the game is all about?

First things first, fix the quests that aren't updating and fix some of the wording in those quests, Provide better informations, make it less frustrating for new players. No need to be harsh on new players with non-updating quest books or not enough information to get them through a quest. That needs to be addressed first, and it would make a large impact on the impressions of the game.

Now i have 2 ideas that i think will both work, first one though may need more work then the 2nd, But I want to say again, i haven't been playing that long, I'm new to Ryzom so i may be off, But i want to get the ball rolling if i can.

1. First suggestion i have is bumping up the stats on 1-50 quality items. Make it worth while to gather and craft those newbie items, why not? It's not like they will use those same items over level 100 on the ML, Most likely they are going to get new updated higher quality items, SO why not boost the newbie items to give reason to get excited about crafting early one. Right now there is only excitement towards crafting for people who can see far enough ahead to realize that crafting sucks on newbie island it it gets much better later on.

2. This idea might work better.. But allow the finding of choice mats in the jungle (if not already), And have the majority of nodes on the rest of the island Fine quality. Those nodes for the beginning quests that don't require prospecting, go ahead and keep those basic, This way people have an idea of the levels of quality of nodes, Yet they have more access to higher quality mats to ease them into making more things. I think it would be very easy to up the quality of mats on the newbie island, wouldn't take a great deal of work, And it would help to some degree for newbies.

I think we should be able to make some nice items slightly better then Quest items, But those items should require as much work at least as the quest itself, For example allowing Choice materials of level quality 50, that may surpass the quest items, While also allowing easier to get Fine items spread throughout the rest of the island that would be okay enough to encourage players to get their gathering and crafting up.

It's important i think to not hinder the rewards of the quests too much, we still want players to be able to do those quests and have decent rewards for doing them. But we also need to make the lower level foraging and crafting more appealing to newbies.

Right now, foraging in this game is unlike any other... again things need to be easier 1-50... NOT HARDER.. From what everyone experiences those beginning levels are very difficult and boring and drawn out. Why show people a new style of foraging / crafting compared to most games.. but make it harsh on them in introducing it? Most people do not come to play for fighting/magic, They can play many other games with decent fighting abilities. Most people want to see what this crafting is about. And right now on newbie island.. people will be disappointed endless things are boosted somehow.



After these things are addressed to pull in more new players.. Then i think we can worry about other content for Mainland gamers. Like possibly new lands, new features or whatever. But right now, I had a lot of frustration and i know without a doubt a lot of others have been annoyed those first 50 levels, no need for that. first 50 levels should be very easy compared to the rest.. Needs to be used to show players what this game is all about, Not hit them hard from the start and scare them away.


Thanks for everyones response. Sorry for the long posts but i want to make the point clear, as i strongly believe in it. And I'm sure, once i get farther into this game.. That i will have some common feelings on other issues that long time players may have.. But right now i see the weakest areas of this game lying on newbie island. And it can be fixed with a little thought and a little bit of work, which will go a long way.

zengrath May 29th, 2007 06:49 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by tassyt
I agree with Zengrath also, just having left Silan.

1. Polish the quests, and make sure that every single quest updates appropriately. The fact that some of the quests don't update gives an "unfinished" look to the game.

2. I found that levelling Fight and Magic were much, much easier than levelling Craft and Forage. The issue with Craft was purely due to lack of money and mats (more on this below). The issue with Forage is that it takes forever to dig at these low levels, and so is mind-numbing to do. The simplest fix I'd suggest is: allow learning faster extraction speed/rates on Silan. After finding out about these latter options, I kept looking for them at the trainer, and never could find them, even when my Foraging level increased to 39.


Good points. both of them. I like the idea also to allow easier access to skills early on. This i think can be another option to look at. But also may be the trickiest. Because if you mess with extraction speed and rates too much on Silan, it may throw things off and cause a chain reaction which will then have to adjust the rest of the foraging tree's to match.. So better skills early on may be a good idea... It may also be a bad one, Depending one what skills they come up with to help newbies.

iwojimmy May 30th, 2007 05:14 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
As a further suggestion or solution to having choice/excelent mats on Silan, how about having them self-popping, so no one needs a prospect-for-higher-quality that isnt available at their level.
They would need to be in a "high" level part of Silan, up with the kitins probably. The race/terrain of the mat could be random, so players would have unusable (to themselves) mats which they could trade, boosting the economy.
Not having prospected the sources will reduce xp, and focus regen.. which will be a valuable lesson for when they move onto the 'real' Ryzom
:D

iwojimmy June 9th, 2007 09:05 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Something that came up in Uni chat the other day.. Packers being left in peoples way.

While having the ability to move other players packers is ripe for abuse, there is still scope for improvement.
Firstly, Packers/mounts need to be identifiable, so you can "info" it and see who they belong to, then contact them and inform them of the problem - I beleive this is a task CSRs are required to do at present.
Within cities it should be possible to call the 'parking police' (NPCs), who will collect illegally parked Mekkies and put them into the stables - no mess no fuss.
but if you are going to have Identifiable mekkies, why not carry it through to its logical extension and have personalised mekkies, with tattoos/paintjobs, individual kit etc. that can be seen by other players... something else players can use as a display and artform.
People might even start taking their mounts out and cruising the main streets on a saturday night, if they didnt all look identical :p

meloner June 9th, 2007 12:10 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by iwojimmy
Something that came up in Uni chat the other day.. Packers being left in peoples way.

While having the ability to move other players packers is ripe for abuse, there is still scope for improvement.
Firstly, Packers/mounts need to be identifiable, so you can "info" it and see who they belong to, then contact them and inform them of the problem - I beleive this is a task CSRs are required to do at present.
Within cities it should be possible to call the 'parking police' (NPCs), who will collect illegally parked Mekkies and put them into the stables - no mess no fuss.
but if you are going to have Identifiable mekkies, why not carry it through to its logical extension and have personalised mekkies, with tattoos/paintjobs, individual kit etc. that can be seen by other players... something else players can use as a display and artform.
People might even start taking their mounts out and cruising the main streets on a saturday night, if they didnt all look identical :p


\o/ totally agree with this ! ! \o/

and while we're talking about personalisation, how about customising your armor with the guild banner or a symbol of your choice or something ? same for shields ? *dreams* :p oh yeah i almost forgot... the apartment customisation too pleeeeeeeeeease :p

neniti June 9th, 2007 01:04 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by iwojimmy
Within cities it should be possible to call the 'parking police' (NPCs), who will collect illegally parked Mekkies and put them into the stables - no mess no fuss.

there i perfectly valid reasons to keep packers in city and not in stables... especially if the area i around apartment / guild hall.
i have 12 in fh ap/gh area (only 6 can be appear at once tho) and would be very upset if they would move to stables by itself. not to mention that then i would not even try find better place for packer so they dont get in the way and would just leave them where they were (if devs make the timeout too small, they make legit packer owners angry, if they make it too long, this "improvement" backfires).

better is just make "walk thru" timeout zero for packers/mounts (and on those stupid npc on cities).

iwojimmy June 10th, 2007 05:23 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by neniti
there i perfectly valid reasons to keep packers in city and not in stables... especially if the area i around apartment / guild hall.
i have 12 in fh ap/gh area (only 6 can be appear at once tho) and would be very upset if they would move to stables by itself. not to mention that then i would not even try find better place for packer so they dont get in the way and would just leave them where they were (if devs make the timeout too small, they make legit packer owners angry, if they make it too long, this "improvement" backfires).

better is just make "walk thru" timeout zero for packers/mounts (and on those stupid npc on cities).


If they arent in the way, most people will ignore them. Packers that dont cause problems add to the scenery. Thats why I suggested it as a player initiated call to have them moved.

kuroari June 24th, 2007 08:31 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
D'oh >.< okay this is getting really annoying in guild now :/

- my guild's a really small one, and we've all been together for a long time and i can say i trust every guildmember i have with our guildhall. we all work to fill it, we should all be able to use it! *sighs* at present, i had one of my members create an extra 20 odd some alts just so we can cushion the guild enough for an extra High Officer, thats a JOKE.. cmon! lemme give members of my choice GH access!!

*frustrated >.<*

--

guildhall has room for 1000 items.. i think unless every one of those is auto/launcher ammo, it doesnt go anywhere near max bulk space availabe... get rid of the '1000 items' and let us make more use of the extreme bulk amounts!

(same goes for apartment, more space more space more space! )

--

totally agree with harvesting on Silan.. i have an alt on silan that i use all the time, average levels in fight through craft are 30ish, my harvest is still 12!! harvest is a joke on silan, and upping the mats to choice would be amazing (we had choice mats in the old noob-lands.. why not silan? (yea i still have one in old noob-zora!) ..)

--

the quest thing? idk.. "finishing" and revamping the quests would be nice, even better would be to make it absolutely obvious the quests are a TUTORIAL.. there are no similiar quests on ML (though they've said theyll change this.. it should be obvious till they do)

--

still not seeing cats as a reward of anything other than PvP .. and i have a generally non-pvp guild.. cmon folks, stop ignoring us PvE and RPers!!

--

*groans* focus use.. i know i know, there's 2-step digs and silly fancy things to work around it.. but jeez why is soloing harvest _VERY HARD_ to start, _VERY EASY_ around 100-200, then all of a sudden _LOTS OF WORK_ again after 200? shouldnt things just get 'easier' as time goes on? .. i was able to dig way more efficiently at level 150 than now at 225....

--

kuroari July 4th, 2007 03:10 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
The 'harmful' extracts are first, 'gentle' are second.. when i need to switch between qualities i have to scroll all the way down, switch those around so gentle are on top? (i think majority of the players without CPer-alts use gentle more times than harmful) :p

(okay so thats a small one.. but its still annoying o.O )

iwojimmy July 4th, 2007 08:52 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by kuroari
D'oh >.< okay this is getting really annoying in guild now :/
......
--

guildhall has room for 1000 items.. i think unless every one of those is auto/launcher ammo, it doesnt go anywhere near max bulk space availabe... get rid of the '1000 items' and let us make more use of the extreme bulk amounts!

(same goes for apartment, more space more space more space! )

--
.......
--


Big guild, with lots of samples of boss mats etc, and an outpost..
regularly runs into 1000 item limit :(

kuroari July 4th, 2007 06:46 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by iwojimmy
Big guild, with lots of samples of boss mats etc, and an outpost..
regularly runs into 1000 item limit :(


erm, little guild has same problem, i meant get rid of that item limit and keep bulk limit

doubleta July 23rd, 2007 05:17 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
master of pain and impaler titles gone T-T *crys*

ffxjosh July 25th, 2007 05:02 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
It'd be nice if cities were less dead.

Fro exmaple, we have all these NPC's walking about, it'd be really cool if for example they were to speak to each other, meet up from one side of the town and walk to the bar, have a few drinks and commnuicate with each other.

It'd be cool to see an NPC wave and say "Hello!" to another then they both sit down by a campfire and talk about a current event. (If anyone's played S.T.A.L.K.E.R you will kinda know what i mean)

anything to make cities more 'alive'!!!


Thanks

iwojimmy July 26th, 2007 04:44 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by ffxjosh
It'd be nice if cities were less dead.

Fro exmaple, we have all these NPC's walking about, it'd be really cool if for example they were to speak to each other, meet up from one side of the town and walk to the bar, have a few drinks and commnuicate with each other.

It'd be cool to see an NPC wave and say "Hello!" to another then they both sit down by a campfire and talk about a current event. (If anyone's played S.T.A.L.K.E.R you will kinda know what i mean)

anything to make cities more 'alive'!!!


Thanks


Not just the cities, include the groups of wandering tribespeople too.
I dont think text speech tho, that would become repetitive and intrusive, require translations, and also require dialogue creation.
Instead, have 'indistinct muttering/crowd noise/gibberish' as sounds associated with NPCs, same as animal noises. Possibly differentiated by gender and even race.

vguerin July 26th, 2007 04:49 AM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
The NPC's used to have mindless chatter, it was more annoying then anything else.

billie1 July 27th, 2007 03:57 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
one thing bit confusing....
when you leave the RoS, Ruins of Silan, Island for the mainland..
does great, except for small detail..
offers to go to the capital city of race, which is good..
but does not say where the capital city is.
#8 Leave for the capital city
-----------------------------------------
Race, City, Location
------------------------
Zorai = Zora, Jungle
Matis = Yrk, Forest
Fyros = Pyr, Desert
Trykers = Fairhaven, Lakes
--------------------------------------------
and maybe highlight the one preferred according to the person choosing where to go.
or even Race Location, would be great..something can look up for reference...

akovylin August 6th, 2007 01:47 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
When u die and get ressed radar changes to track North - not good, espicialy in op wars =)
Also after death (or res, haven't noticed) u loose target.

Want atleast that radar won't loose its state after resurect or logoff/login also

And speed power doesn't recharge when offline :(

kuroari August 6th, 2007 09:07 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
yea the compass issue has been chatted about before - i think its one the devs know about / considered at some point? i'm too lazy to find the thread/post :P

as for logging out etc - the new servers have been just ridiculous in this aspect :)

sometimes i logout with some 800k DP, log back in the next day, and boom - 0 DP. Huh? othertimes i have FULL DP. half the time when i have a flower active, and log back in a day or two later, the flower is still active (again, the other half the time, it isnt!) its just silly the way this works but i'm not gonna complain if i wake up to find no DP or to find that the flower i ate 3 days ago is still in effect :D

akovylin September 17th, 2007 03:02 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Still when digging if camera need to be turned my char digs standing still not sitting and using the pick
Remeber it was said in some past patch that it will be corrected :(

xtarsia September 17th, 2007 06:03 PM

Re: Forums: What Bugs You The Most? (by Xavier Antoviaque)
 
Quote:

Originally Posted by akovylin
Still when digging if camera need to be turned my char digs standing still not sitting and using the pick
Remeber it was said in some past patch that it will be corrected :(


that only happens if ou move the camera useing the right mouse button.

use the left one and your char will not try and turn.

(for me at least thats true..)


All times are GMT +2. The time now is 04:32 AM.

Powered by vBulletin Version 3.5.4
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Ryzom forums are part of the SoR service and subject to the EULA and Code of Conduct.