View Full Version : Feature Wishlist Part 1
smirch
September 27th, 2004, 08:46 AM
...after my first day playing the game. Being that I've only taken the faintest step into the world to SoR some of these are probably going to be in-game already and I've just not stumbled across them yet. Please let me know if that is the case.
1) The ability to remap the keyboard!! Help! Please tell me this is already available.
2) Esc clears windows not stickied...ie inventory, trainer, and item subwindows.
3) More in depth character customization.
4) Civilizations actually having an effect on your abilities. Right now it just seems like each race is a different wrapper for the same thing.
5) More music. I dig the ambient fade that queues up at random times but some more background music would be nice to break up the areas of the map.
6) Finally, how about a more detailed map system.
Anybody else have any peeves/suggestions?
-Smirch
Fred1l1
September 27th, 2004, 08:53 AM
1) Press 'K' on your keyboard and remap away :D
3) MORE?...already more than most MMOGs out there...
4) I believe this is in store for the future...
5) Also coming with Patch one
6) What do you mean by this?
smirch
September 27th, 2004, 09:10 AM
1) Press 'K' on your keyboard and remap away :D
3) MORE?...already more than most MMOGs out there...
4) I believe this is in store for the future...
5) Also coming with Patch one
6) What do you mean by this?
Sweet, thanks for the info and I'll be remapping pronto.
In response...
The character customization is mediocre at best. Theres no skin color adjustment, and the body/face customizations could be more incremented to allow for a greater range of features. Don't get me started on the tattoos. It may be my own personal taste but the only tattoos I can stand to see are the Matis set. The Zorai tats look like kabuki vomit and the Fyros look like they fell asleep at a rowdy frat party.
Also the map system, from what I understand of it, seems pretty inadequate. Zooming in doesn't show the terrain or inhabitants any better. Used in conjunction with the radar it does ok.
Maybe City of Heroes and Star Wars Galaxies have spoiled me when it comes to map options....and also character customization on second thought.
Not saying that this game doesn't have a lot of great features but just wanted to discuss the features that leave some room for improvement.
iross1
September 27th, 2004, 10:47 AM
I'd like to see a feature to change one's name/nickname on the forums. I thought the forum nick and login nick were seperate entities, but I was so very wrong.
In all seriousness, one of the many things on the top of my head that should be added into SoR...
Full Character Name customization. The NPCs have full names, why can't we? I'd like a first and last, and possibly the use of apostraphe's in the event I desired to create something outlandish.
Ian--
borleas
September 27th, 2004, 12:27 PM
I'll add my 2 cents...
The ability to lower/turn off the monkey sounds in the jungles!! Or at least let us kill them to shut them up!
mosdef
September 27th, 2004, 12:59 PM
i'd like to logout w/o having to quit the game to switch characters.
vaquero1
September 27th, 2004, 12:59 PM
map upgrade yes mayb a grid system so i can say to my guildmates im in area G4 instead of saying im SW of the big hill east of the NW passage almost like a GPS thing but more of a grid lines
MOSDEF ROCKS AND BLACKSTAR KEEP SHINNING
mosdef
September 27th, 2004, 01:11 PM
wow, how'd this double post?
tribunal
September 27th, 2004, 02:05 PM
I wish i could turn off the camera swinging around behind me all the <edit> time!
cerest
September 27th, 2004, 04:38 PM
Great suggestions guys! Most of them ;) Anything else that would really enhance the game?
jhaan
September 27th, 2004, 04:46 PM
Great suggestions guys! Most of them ;) Anything else that would really enhance the game?
*Ahem* Storyline *cough* :D
I'd like to see more mid-level mobs on the mainland. They seem to be very easy or freaking impossible. I'm level 25 or so fighter and there's not much around Yrkanis that I can fight for decent XP. Also, the color-coded mob stength system needs a re-work, I think. There's another thread about this one.
smirch
September 27th, 2004, 04:53 PM
i'd like to logout w/o having to quit the game to switch characters.
YES!!! This is a must have.
tetra
September 27th, 2004, 05:09 PM
Great suggestions guys! Most of them ;) Anything else that would really enhance the game?
An option to turn on the old camera setup where it doesn't do the twisty thing when you start following a person/mob or attack them, instead have it stay locked with the direction my character is facing.
smirch
September 27th, 2004, 05:10 PM
This is on my "Would Be Pretty Cool If It Was Implemented, But Not Necessary" List.
Right now, from what I understand, armor is the only thing that can be colored. Give that the boot. Make EVERYTHING that can be crafted customizable. You'd be surprised at how much depth a few simple custom details add to a gaming experience.
oosarlik
September 27th, 2004, 05:25 PM
How about an increase in the number of map landmarks allowed. Or even better, have that map info written to a simple text file so people can share landmarks. Horizons did their map flags this way and it was a nice feature.
reubensi
September 27th, 2004, 06:36 PM
Reposting from a different thread:
My personal gripes:
1. Selling more than one item to merchants. This needs to be fixed so that we can select the 5000 peices we have and sell them at once or select 5 different items to sell together. Its annoying to have a full pack and not be able to sell everything in one pop shot. Selling each individually is kinda lame, especially when you have a full pack. Maybe make a check box next to each stack, so you can click it and then scroll down the list checking boxes of stacks you want to sell?
2. I think the player towns are way over populated lol. There is like 50 npcs in each town that do nothing really. Just the little carrier quests, but thats tough to find each person. I tried a few of them and I couldnt find a damn person, it was a waste of time lol.
3. You should have NPC's who can explain things a little better, like stanzas, how to make your own spells, how to augment your weapons and gear, and maybe quests to do so like the other skills with the welcoming trainers.
4. Is there healing potions or sap potions? This is so annoying when I am out there hunting and I get owned because my timer which is way too long on my healing self thing is still greyed out. I really think the healing/support spells need to be looked at. If I want to aura my friends, the downtime between is kinda lame. Makes it hard to be a healer if I wanted to go that route.
5. Are there buff icons?
6. Also importantly in the player towns not noobieville, NPC's who give you a little direction, like a town map. You want the trainer, you should go this way. the Tyker town is so annoying to go through and find who you are looking for and need. Maybe this is just my pet peeve lol.
7. Flavour, we need flavour quests and storys, npc's, rare monsters, uncommon monsters.
**** As it stands i just made it to the homeland and I really don't know what to do or go. I am just wandering around trying to find pc's who give flavour and an idea of where to go and what to do.
smirch
September 27th, 2004, 06:45 PM
How about an increase in the number of map landmarks allowed.
Waypoints for certain classes of missions would be nice. Not for hunt/target/kill missions but those delivery mish's make my head hurt.
Fred1l1
September 27th, 2004, 06:49 PM
Well while we're at all the brainstorming it would be pretty cool if jewelry were represented on your body, and the jewels could be colored as well :)
The jewelry would be on under the armor of course :)
And this is the first game ive been actively involved in (full game/professional mod) that has actually had people on the dev or publishing team repsond to posts fairly frequently and actually take what people come up with and run with a lot of it...Great job guys!
jdiegel
September 27th, 2004, 06:54 PM
I should be able to hear it when somebody is shooting at me. That got me killed twice yesterday. Killed the two melee mobs that aggro'd us, then we all stood there like a bunch of tards while the sniper picked us off. I should hear a bang, zing, splat, something when I'm getting shot at.
sunkist
September 27th, 2004, 08:07 PM
I agree with Reubensi about the explanations... The learning curve is really steep and for someone who just started you can snap their mind just by starting to explain the spells and harvesting skills..
More explanation needs to be given.. maybe from an NPC or something... I know I can just look up those explanations, but it breaks character with the game. Other then that this game is perfect! ^_^
korin77
September 28th, 2004, 07:20 PM
Just a few things to mention : Maps can be further zoomed in on towns by first zooming in on the town and then clicking on the highlighted portion. You will be brought to a town level map that shows everything on a building level.
There is a buff section on your interface, you may not have noticed it because by default the system window or task window gets put on top of it, close it and you will see it right under your status bars.
My wish list is to have
1. Auto loot and auto distribute/split.
2. Some bugs fixed, there are still quite a number of them out there.
3. Ability to go to a different land to join up with friends from a different race. Right now its neigh impossible to go from one land to another til you are over level 150.
4. Intelligent mobs should drop equipment, even if its crappy equipment. RIght now some NPCs don't even allow you to loot them.
5. in Tryker land, you can only swim onto an island from certain places because the slight rise in the terrain prevents swiming up it. However if it was a real life situation you could have just climbed onto it and stood up and walked over to the island. Please fix this.
Starla
September 28th, 2004, 07:46 PM
As mentioned earlier, Jewelery artwork would be nice.
It would also be nice if some of the devs or others who know the inner workings of the game could write and post a few indepth manuals on this site (Such as a skill guide so people could plan out their characters more than 10-20 levels at a time).
A coordinate and waypoint system would be nice ala SWG.
More information about guilds, guild halls and guild missions is sorely needed. Before we plunk down 10,000,000 dappers we'd like to know exactly what we are getting for it.
An indepth explanation of Fame would also be nice.
Btw: I love this game, keep up the good work.
andrecyr
September 28th, 2004, 08:00 PM
I should be able to hear it when somebody is shooting at me. That got me killed twice yesterday. Killed the two melee mobs that aggro'd us, then we all stood there like a bunch of tards while the sniper picked us off. I should hear a bang, zing, splat, something when I'm getting shot at.
I sometimes find it hard to locate the person shooting at me. Mobs instantly recognize who has shot at them (even if their backs are turned) and start charging towards them. It would be nice if the compass (for example) not only showed the mobs/NPCs, but flashed or changed colour if they were attacking you. That way one would stand a chance of either running up to or running away from the attacker.
http://www.ridclan.co.uk/sin/sig.jpg
Out of Cavern Explorer
raynes
September 28th, 2004, 08:28 PM
My feature wishes:
1) More than one pick. It would be nice if we could increase out harvesting through the use of better tools as well as skill.
2) Maps with multiple layers. That way we could mark one with resource spots, one with tribes, one with various animals. It would also be nice if we could make notes on the make.
3) Some sort of stealth or invisibility. Make it so that it can't be used during battle. But it would be nice for spying as well as exploration. Even something like camaflage clothing would be cool.
4) Information on if an animal or tribe is aggressive or friendly. Yes there are colors but the system is confusing the say the least.
5) Leadership skill system that includes diplomacy skills. For those of us who prefer to try peace. Part of this could be a mentoring skill/requirement.
6) Animal communication skill. Something where we could hear what the animals think possibly even speak to them.
ayne31
September 28th, 2004, 08:56 PM
More explanation needs to be given.. maybe from an NPC or somethingI would recommend implemantation of pop-up help windows
Like you click the craft trainer and window appears---->
"Joon Doee is a craft trainer who teaches you new skills as you progress. The more you advance in a skill, the more options you are going to be offered....."And then you can click icons to learn the basics of self-heals, auras, credits, cost etc.
In addition once you hit 31 a msg box should pop up telling you: "You reached lvl 31 in a skill which means you may choose a new title and the skill tree splits up for more in-depht training <more>"
Once you cant stand the pop up you tick a box and its gone from now on ;)
Starla
September 28th, 2004, 09:27 PM
how about some better emote graphics
bremmon
September 28th, 2004, 09:52 PM
Maybe some more uses for mission items. Half the time I get only missions items when quartering and nothing for crafting. Rarely do I only get crafting items. Or at least change the ratio a little bit.
tintagil
September 28th, 2004, 10:29 PM
It was mentioned before about being able to change characters without quitting the game. Well I'll say it again incase the point didn't get across. Also it states in the instruction booklet that you can't color weapons(if you already can well disregard this). The ability to craft different color weapons would be very hooah.
edoughty
September 28th, 2004, 10:32 PM
I'm loving the game so far! A couple of things that have occurred to me that I think would be very helpful:
1. Looking for group utility (ala Dark Age of Camelot / EQ / FFXI) that would show solos looking for groups as well as group leaders looking for more members. Also the ability to specify the basic type of character you are looking for (e.g. Healer, Dmg Dealer, etc.)
2. Auction House (ala FFXI). I understand they are adding some sort of vendors to allow crafters to more easily sell their wares. I'm not sure how this would work but I think a centralized auction house (possibly regional) that has the following features would be great: allow crafters to set a price for an item, post it for sale (removing it from inventory), allow sale while logged off, deliver proceeds on next log on. The one in FFXI also supports blind bidding which would be nice but is not critical.
3. The group loot system needs some work. I always liked the auto-split option in Dark Age of Camelot where each loot item was randomly allocated to a party member regardless of who actually looted the corpse. The loot lot system in FFXI was also nice where all group loot went into a "holding area" where group members could cast lots (roll a random number) on individual items to try to win them. People who don't want the loot don't cast a lot.
That's all that has occurred to me so far.
20mike
September 28th, 2004, 10:38 PM
I'd like to see a feature to change one's name/nickname on the forums. I thought the forum nick and login nick were seperate entities, but I was so very wrong.
In all seriousness, one of the many things on the top of my head that should be added into SoR...
Full Character Name customization. The NPCs have full names, why can't we? I'd like a first and last, and possibly the use of apostraphe's in the event I desired to create something outlandish.
Ian--
Very good idea, possible a way for us to gain a last name after we reach a certain advancement level, possibly once you reach your 100th level in a school, thereby showing that you have gained enough 'knowledge' to be recognized by the comunity with a last name.
svayvti
September 28th, 2004, 10:42 PM
how about some better emote graphics
I think the emote graphics are fine, just a bit difficult to activate. I'd like to see /slash commands for them.
Perhaps also some kind of mood setting and keyword combination that sets off the gestures automatically? It would make it look a lot better and more natural.
aylwyne
September 28th, 2004, 11:10 PM
This is going to be long but I really like Ryzom a lot and see it having way more potential than the other MMORPGs I've played so I want to take the time to provide my initial feedback and suggestions.
There are a few client usability issues that I'd like to see addressed:
1) volume control. I talk to a couple of friends on Teamspeak while I play. For some reason, the Ryzom sounds are incredibly loud compared to other games we've played and I can't hear my friends even though I've got Teamspeak's volume maxed. Consequently, I play with all sounds disabled.
2) some different preset keymap schemes. It'd be nice to have some pre-configured keymap schemes that follow other game layouts and conventions. Most notably, it'd be nice to have a pre-configured 'wasd' keymap scheme so you don't have to set it up yourself and worry about reassigning things that were tied to those keys.
3) camera moving on its own. When I'm in combat and perform an action, the camera always changes to directly face the target of the action rather than staying put where I want it. I want the camera to be locked behind my character at all times. If I'm in combat with 2 friends and want to be able to heal both, the camera keeps bouncing back and forth as I switch targets and it's too easy for me to lose targets out of view.
4) chat usability. I'd like the cursor controls to work in chat. Yes, I realize that if they work in the chat line, you won't be able to control your character while typing. However, I rarely find that I'm trying to move my char while typing a chat message. I mean, my fingers are busy typing the message, not hitting the cursor keys :) Also, if I enter a slash command (/who, etc.), I should have to open a chat line first. In other words, hitting the '/' key should just do that automatically.
5) a "quit to character selection" option. You shouldn't have to quit all the way to desktop to switch characters. It takes far too long to load the game from scratch each time.
In addition to these client usability issues, there's a couple of "nice to haves" I'd like to see in the client:
1) built in browser: A big part of the community on a game like this is the fan websites that get developed. Some games allow you to expose your fan website in the game using a simple in-game browser. With all of the reference sites that get created on games like this (loot and equipment lists, etc.), this really gives these website developers a way to enhance gameplay for people.
2) more detailed maps: I'd like to be able to zoom in and see much more detail on the maps. Like if I mark a resource location, the resolution of the map isn't sufficient to actually get me right back to the same spot, just the general vicinity. It'd be nice to have the map tie in with the prospecting skill somehow. Like maybe a higher level skill that let you find and mark veins of stuff on your map.
Finally, there's several things I'd like to see added to the gameplay and game content itself:
1) Crafting: This is a very important area of MMORPGs to me. I think the Ryzom crafting system is a good start, however, right now there's really no sense of accomplishment in the crafting system. My initial feeling is that it's going to boil down to a mindless grind to get the next recipe. In the last game I played, you had to analyze items (both vendor and loot-only items) to get the recipe. You could only analyze things at or below your skill level. This provided a great sense of accomplishment when you analyzed a rare item and could then build it for people. I think it's important to have a system where there's more to building than just grinding away making boots. As an aside to this, I think it's a bad idea to begin everyone with the same boot recipe. When I pick a craft pack, I should be able to pick the area I want to start crafting in.
2) Environments are a little plain and not much variation across one region. Like when I first appeared in the Trykker starting land, it basically looked like the Fyros land but with a little water. It sure seems desolate for a lake region. I haven't seen the Matis land since earlier beta but at the time I was pretty disappointed. I didn't see the huge trees like in the pictures (except for a few in towns). Rather, the place was filled with what looked like plum trees. It felt more like an orchard than a forest. I think the wildlife behavior is fantastic and i love the day-night and season change. But I think the overall "texture" of the world could be improved.
I'm sure I'll think of other things but this seems like a good start ;)
khayne
September 28th, 2004, 11:24 PM
2) more detailed maps: I'd like to be able to zoom in and see much more detail on the maps. Like if I mark a resource location, the resolution of the map isn't sufficient to actually get me right back to the same spot, just the general vicinity. It'd be nice to have the map tie in with the prospecting skill somehow. Like maybe a higher level skill that let you find and mark veins of stuff on your map.
This is good, but I'd also like the ability to add a marker in the EXACT spot you're standing. As much as I try I can only usually get the marker within 5-10 meters, which is ok, but it would be easier to have it be exact. Maybe a "Mark current location" option when you right click on the map.
cerest
September 28th, 2004, 11:35 PM
Ideas thus far (9/28)
Moving the play button on the character creation (away from the delete button)
Ability to move the action buttons
Logout without leaving the game to switch characters
Map with more details (grid, check points, etc.)
More mid-level mobs
Ability to color armor (perhaps with a dye)
Auto split loot for
Split inventory
Forum for trade postings (want ads)
Make it easier to go to other lands and play with other races
neiana
September 28th, 2004, 11:59 PM
Make it easier to go to other lands and play with other races
oh dear heavens please no! At least, not from one racial land to another. If anything this should be extremely difficult. Going from a racial location to a neutral location should perhaps be easy..
EDIT: My absolute MOST wanted feature, is a way to tell what the game year, month, day and time is in game. I'm trying to create a timeline for the guild I am in, but I can't if I don't know what time it is!
- N
smirch
September 29th, 2004, 12:04 AM
A Burst Run feature!! Or anything that will give me a fighting chance to get away from that pack of rabid gingos that I always seem to attract at the worse moment possible.
stevenso
September 29th, 2004, 12:10 AM
4) Civilizations actually having an effect on your abilities. Right now it just seems like each race is a different wrapper for the same thing.
-Smirch
while this holds true early on, as you progess it becomes less true. As well as the equipment helps make you better suited for certian enviroments n such. Not exactly what your thinking of i suppose, but what you suggest is in most games. Most games don't have a skill based tree either, thus makeing the race have impact's for certian attributes makeing them better at certian jobs. In this game there is no job so it's pretty hard to make such a type of designation. I hope that makes sense b/c i know what i'm trying to say just hope i got it out correctly.
stevenso
September 29th, 2004, 12:11 AM
A Burst Run feature!! Or anything that will give me a fighting chance to get away from that pack of rabid gingos that I always seem to attract at the worse moment possible.
p.s., there is a speed skill.
stevenso
September 29th, 2004, 12:12 AM
EDIT: My absolute MOST wanted feature, is a way to tell what the game year, month, day and time is in game. I'm trying to create a timeline for the guild I am in, but I can't if I don't know what time it is!
- N
The seasons last a week, if that's any help. During beta though when it loaded it told you the season and day. I too wonder why they took that out??
stevenso
September 29th, 2004, 12:14 AM
Ideas thus far (9/28)
Ability to color armor (perhaps with a dye)
This depends on the color of mat's you used to make the item. If ya rightclick the item and go to info you'll see it's color there.
omegaryzom
September 29th, 2004, 12:50 AM
Please improve the log-in/ character creation/ character selection screen for widescreen displays. I am just barely able to see the "play' button on my 1280x720 display and I'm pretty sure I had to guess where some of the buttons were during character creation. Also, please make widescreen resolution options available in-game as the lack of these options cause the screen to revert to 1024x768 if you make any change to your graphic settings (clip distance, etc.) while in a widescreen resolution. I think this has already been passed on to the devs but I thought it was worth mentioning again.
-Omegaryzom
ptooie
September 29th, 2004, 01:41 AM
Ok I think I've got a couple new ones here...
The little eye you see whan a critters looking ay you, could that turn red when they are actually attacking? Sometimes it's hard to tell exactly how many are actually in the fight. I think I could be more efficant with circular attack with this.
Some kind of cool graphic showing your prospecting range, cone, etc. Would gimmie something to ooh and ahh over while I'm waiting. For some reason I'm picturing R2-D2 and the hologram from Star Wars.
mordred3
September 29th, 2004, 02:53 AM
Here's one, especially for mages.
A range indicator on the target gauge. Sure my spell might have 41 meters, but I can't exactly eyeball that too well (especially since us Americans tend to think in feet, not meters).
Granted you can just start from an absurdly far out distance and move in slowly jamming your spell key, but it would just be easy to target something a see "50 M" or something.
A better level/aggressive indicator. Right now the aggression indicator does not work at all, everything shows up as non aggressive to me and I know some stuff attacks on sight. Also the level ranges are way too broad. Instead of a level range, why not make it in relation to the character's average skill or something?
So instead of Green being 1-30, it'd be "You could probably take this creature, but just one" and so on.
More documentation. Much, much, much more. Everyone's already said the need for more guild/fame info and I agree. We are all pretty much in the dark currently. Also a lot of action/stanza descriptions are still in French (an example is the elemental magic bomb effect/spray effect).
gralen
September 29th, 2004, 03:22 AM
Here's one, especially for mages.
A range indicator on the target gauge. Sure my spell might have 41 meters, but I can't exactly eyeball that too well (especially since us Americans tend to think in feet, not meters).
Just right click your compass and set it to your current target.
A better level/aggressive indicator. Right now the aggression indicator does not work at all, everything shows up as non
aggressive to me and I know some stuff attacks on sight.
I know that this is a known issue but can't find the patch notes with that listed.
ayne31
September 29th, 2004, 03:45 AM
I think I could be more efficant with circular attack with this.. I also vote for a target circle on the ground. For harvesting the current targeting visual makes no sense at all.
giyaf
September 29th, 2004, 04:09 AM
Group missions, I am sure Guild missions will be great but everyone isn't in a guild.
Group leader, would love to see some sort of formation control. Let leader be able to somehow label each team member, tank, offensive and defensive and be able to highlight ground in game that would be perfect position for each player, all without forcing player to that spot. As i understand it, mobs can't pass a row of tanks to get a low armored players, need to highlight this.
Stuck on groups at the moment.
A healer needs different information while grouping than a tank. See that we have four different desktop schemes lets use them. The stats of team members are way too skiny.
Kudos to the person who came up with the "More" screen in the windows tab, much easier to find the window i want, than pouring over the key maping section.
Need to find people of the same level to group with. If there is a group out there that is at my lvl i would like to know the group leader and members of that group.
Long distance joining of group members. Make it time dependent so they must be in eye site by a given time. Hate, saying i am waiting by the gate where so and so is siting.
Anyway my two cents, interesting game, interesting world, can put up with a few snafu's but please don't make me call you "little SOE" . Stuck with Sony and SWG for a year, it was sad leaving but when they still haven't addressed day one issues 365 days latter, i am out o there.
Cheers
Giyaf -- Mer the Misguided
( should have stayed on Newbie Island till lvl 50, ouch!!!)
lundfoci
September 29th, 2004, 04:12 AM
Just a casual note for Ryzom Dev.
It will be nice if we have an easier and faster way of equiping our characters.
For example, from action bar 1-10, we can assign roles like
CTRL-1 - Default Fighting Style
CTRL-2 - Meelee 2 handfighting
CTRL-3 - Offensive Magic
CTRL-4 - Crafter
CTRL-5 - Harvester, etc
And more importantly, equipments (and amours) can "automatically" be equiped when we changed to that action bar. (Similar to Neverwinter Night), this allows us to change role as fast as we can. (Desperately wanted this when I was trying to save some noobs from Gaoris in Refuge Area while clumsily switching from Harvester to Fight)
masis
September 29th, 2004, 06:23 AM
Clothing and the ability to make clothing would be lovely. Possibly clothing exists on the mainland? Dunno. Haven't gotten there yet.
Awesome, Awesome game!
lundfoci
September 29th, 2004, 07:27 AM
Clothing and the ability to make clothing would be lovely. Possibly clothing exists on the mainland? Dunno. Haven't gotten there yet.
Awesome, Awesome game!
I was in the beta, don't remember clothing was there.
But the higher quality amours more than made up for it.
mdmusick
September 29th, 2004, 10:04 AM
A couple of minor things that i think would be a big help:
* Noticeable notification of new emails, via a notification box, audible sound, or a combination of the two.
* Smaller dockable progress meters. The current progress takes up a great amoung of much-needed space. It would be nice to have the option to have a few small bar graphs onscreen to monitor advancement in selected skills, rather that checking the progression window every so often.
* Not sure if this is in yet or not (I have yet to find it if it is), but the option for guild leaders and officers to send a guildwide email with a simple click of a button, as opposed to manually sending it to each person or entering names of everyone in the guild.
sivrup
September 29th, 2004, 02:05 PM
Kind of like the harvesting skill tree, but for Quartering animals.
Give you skills to get more, get better quality, better grade (more fine or choice mats) look for certain kinds of mat's (Teeth, or Skins), or even look for certain colors of mats.
Right now the quartering of critters seems to be random.
ayne31
September 29th, 2004, 02:10 PM
Kind of like the harvesting skill tree, but for Quartering animals.
Give you skills to get more, get better quality, better grade (more fine or choice mats) look for certain kinds of mat's (Teeth, or Skins), or even look for certain colors of mats.
Right now the quartering of critters seems to be random.
How about a skill tree for upgrading mats?
3 Basic Q13
can be upgraded to
- 1 fine Q13 with skill <insert cool name>1
or
- 1 basic Q23 with skill <insert another cool name>1
and of course degraded on failure to
- 1 basic Q3
as usual you can purchese <cool skill> for all lvls
sivrup
September 29th, 2004, 04:50 PM
Anything will do, but something needs to be done so you do not HAVE to harvest to be a ranged fighter. and targeted Quartering might help with that.
I personally don't care for harvesting, but I like ranged fighting.
aylwyne
September 29th, 2004, 05:53 PM
There seems to be a lot of mixed opinion on whether or not travel between lands should be easy or limited to high level characters. My personal opinion is that you should be able to travel between lands as a low level character. I do not mean that you should have free reign over the entire set of maps. However, I do feel you should be able to travel from the low level area of one region to the low level area of another region. Like just being able to travel from the capitol of one land to the capitol of another would be nice.
With Ryzom, they've essentially removed the driving force that makes you start several characters in most MMORPGs. Usually, you start other characters because you want to try other classes with different skills and abilities. In Ryzom, you really don't have to do this. You can have one character that's your builder, fighter, mage, and miner. Yes, there are going to be racial abilities but it seem like these are going to be a small subset of the overall set of skills in the game.
I happen to have started a Trykker as that's one I didn't try in the beta. I see myself playing this one character and developing him in all areas. I want to be able to travel to different lands all through my character development, if nothing else to provide variety in setting and to help prevent the boredom of the grind. I want to be able to fight desert yubos and jungle yubos! If I can only travel to other lands after I'm high level, then it's too late. Why would I want to travel to the other land just to fight a low level mob I can totally own at that point?
Again, I totally don't expect to be able to freely travel anywhere. There do need to be areas you can't expect to travel to as a low level character. However, I think you should be able to get from one low level area to the equivalent low level area in another land.
::: sings :::
"Oh, give me land, lots of land under starry skies above,
Don't fence me in.
Let me ride through the wide open country that I love,
Don't fence me in."
svayvti
September 29th, 2004, 07:02 PM
I still think the whole harvesting skill tree needs a massive overhaul which it was denied during beta.
Harmful and Gentle extraction are nothing like originally described. Harvesting was also supposed to have a little more than just dirt digging. Such as fighting the goo with it, etc. But... nothing.
Harvesting missions could also use a major revamp as compared to combat missions they're ridiculously difficult for the same reward.
Furthermore I think something needs to be done to make harvesters more essential. Already I'm seeing large segments of the population which are forgetting harvesters even exist because they're getting what they want from hunting in greater quantities.
docsardo
September 29th, 2004, 07:14 PM
A few things I would like to see:
Ability to jump
Compartmentalized inventory. At the least I would like a "stuff I am saving" compartment for current weapons I use and crafting supplies I'm keeping and a "junk I'm selling" compartment for the rest. When you loot something it should go to the "junk" compartment until you drag it to the "save" compartment. When you change weapons equipped the previous weapons should be stored in the "save" compartment. It's a pain having to delve info on 10 different Q20 swords to make sure you sell the basic ones that you just crafted for a mission and not your choice ones that you use or craft to sell to players.
I repeat the need for better looting and grouping systems
Ability to dye crafted items and add particle effects. Ability to craft "fluff" items like clothes (not armored) to further individualize characters
I would love to see a scouting skill branch added to the Harvesting tree. Maybe similar to SWG where you gain in ability to scout/sneak without being seen by mobs while you explore areas that are more dangerous/higher level than you are. Improving in this branch would then help you to not get attacked by aggro animals while harvesting. This skill would also make you more valuable in groups for scouting ahead.
I would like to be able to spend skill points to improve quartering skill. Improved skill would allow you to increase the number of materials received while quartering and also upgrade the quality (e.g., choice vs. fine)
Amount of materials you get while extracting should be increased. Harvesting is still by far the most tedious of the skill trees. On newbie island I spend an hour collecting choice materials to craft 4 swords and sell the swords in 5 minutes. It seems that supply will not be able to keep up with demand.
Thanks for listening -
Kraak - Fyros Crafter of Fine Weapons
raynes
September 29th, 2004, 08:01 PM
I still think the whole harvesting skill tree needs a massive overhaul which it was denied during beta.
Harmful and Gentle extraction are nothing like originally described. Harvesting was also supposed to have a little more than just dirt digging. Such as fighting the goo with it, etc. But... nothing.
Harvesting missions could also use a major revamp as compared to combat missions they're ridiculously difficult for the same reward.
Furthermore I think something needs to be done to make harvesters more essential. Already I'm seeing large segments of the population which are forgetting harvesters even exist because they're getting what they want from hunting in greater quantities.
It's Earth and Beyond all over again. Story put off for the from release. Harvester/Prospectors not really needed. Little rewards in harvesting as compared to combat.
usagiyo
September 29th, 2004, 08:07 PM
This isn't as much as an improvement, rather it is a suggestion. Have a global chat channel that includes noob lands. As the game ages and progresses, there will be less and less people in noob land. This will be discouraging, either making them decide not to subscribe, or to come over to the big world way way to early.
It would be nice for them to be able to communicate globally into all zones.
Fred1l1
September 29th, 2004, 08:50 PM
It's Earth and Beyond all over again. Story put off for the from release. Harvester/Prospectors not really needed. Little rewards in harvesting as compared to combat.
Harvesting is ALWAYS needed...monster mats don't drop as good of quality of mats as harvesters can harvest, and the bosses that do drop them don't drop as much as harvesters can harvest. And im 99% sure that in later harvesting levels you will be able to harvest like 10 mats at a time which is one goari drop if you get a good one...harvesters are needed period.
EDIT: sorry not trying to jack the post...continue with the great suggestions guys :)
kierstad
September 29th, 2004, 09:17 PM
Ideas thus far (9/28)
Moving the play button on the character creation (away from the delete button)
Ability to move the action buttons
Logout without leaving the game to switch characters
Map with more details (grid, check points, etc.)
More mid-level mobs
Ability to color armor (perhaps with a dye)
Auto split loot for
Split inventory
Forum for trade postings (want ads)
Make it easier to go to other lands and play with other racesThings I'd like to add (some already mentioned):
Hot-keyed equipment
Shift+Click Sell/Buy that sells the entire stack of the clicked item, buys a full stack of the clicked item
Ctrl+Click Sell/Buy that sells one of the stack, buys one from a stack (implement splittable stacks of goods)
Slash commands for emotes (Yes, I like developing macros for certain things :P Anyone who knows me from SWG and other games knows this lol)
Soften the sound files for Kipee's just a little. Default sound settings makes them sound like they should be 500' tall instead of 3.5'
More weaponcrafting missions in starter areas
More missions for the other crafts in starter areas (jewelry, ammo, etc)
Auto-target on hit (state flag that you can set to on/off)
I'm sure I'll come up with more the more I play. Great game so far, and an excellent support staff.:D
redhen
September 29th, 2004, 10:22 PM
My first post here.
I think it is great that SoR has reasonable plunder rather than the common rats dropping swords. Now I would like a reasonable use for the plunder. All those lovely steaks and no stove. I would love to cook and sell food that heals or other goodness.
sivrup
September 29th, 2004, 10:29 PM
I'd like to have a couple of toggles i can set to . . .
1) Remain in combat and auto target the next critter that is attacking you, at least while you are being attacked by somethign.
2) auto Quarter. I hate having to click on my kills, tand wait a second to click again to quarter them.
3) Auto load the next ammo clip. it's bad enough having to manually reload with 12 shot clips, but 6 shot clips are worse. if i have the clips in inventory, i should be able to auto reload them, or to "queue them up in a specific order"
tetra
September 30th, 2004, 12:17 AM
A refresh of Cerest’s page 4 overview to include the last few pages.
A way to tell the game time/day/week/month/year, similar to the beta login prompt
Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.
A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.
The log-in/Character creation/Character selection screens don’t work well with wide screen displays. Please include options for widescreen resolutions available in game since changing graphics settings causes the widescreen to revert to a normal 4:3 aspect resolution. not being somewhere I can look, but I’m pretty sure that aspect ratio and resolution can be manually edited/added in one of the client_config files.
More information in the targeted eyeball thing that mobs/players looking at you get. Specifically having it turn red/flash red/something similar when they are attacking you.
A graphic/overlay/wireframe that shows prospecting range & cone.
A range indicator for the target info window (where it shows hp/name/etc), sometimes the compass will reset to north or you will need to be tracking something else like a group member.
The aggressive/nonaggressive indicator box does not work very well and many(all?) aggressive mobs will show as nonaggressive/green in it. This may be a known issue.
Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.
Group missions would be nice.
The stats on the teammember hp/stam/sap displays are two thin and could have their bar thickness increased. There is a setting for this in one of the client_config files but I don’t know how playing with it will effect the actual graphic the bar goes over
Long distance adding of group members, other mmo’s have done this with things such as /invite <name>, by an option in a friends list, or other similar thing.
An easier/faster way of equipping armor/weapons/craft tools. Also it’s difficult to quickly tell the difference between similar items such as two different staffs with different bonus’s or different types of ammo. Having the ability to hotkey equip <insert item> would alleviate at least part of this problem. Horizons had a good macro system for equipping things.
Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.
A noticeable notification for new emails such as a notification box, an audible noise every so often when you have a new email, or some combination of the two.
Smaller dockable progress meters. The current progress meter (the A key box) takes up a huge amount of space and won’t shrink down smaller than a certain size. Also it requires that you keep stretching it out horizontally as you level further and further down the trees since there is no horizontal scrollbar.
The ability for guild leaders and officers to send a guildwide email easily without needing to send it manually to each person or entering names of everyone in the guild.
Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
A way to merge multiple mats into a single higher quality one (basic>fine, fine>choice, etc). Horizons had something similar with alchemy and it was useful but enough of a pain that people tried to avoid needing it.
Currently ranged fighting has an early everquest style “optional” requirement of THOU MUST SHALL ALWAYS BE HARVESTER because of the incredible amount of resources needed to make a useful amount of ammo (9 mats for 12 shots).
The Harvesting may need an overhaul. Harmful and gentle extraction “aren’t like originally described”.
Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions
It is incredibly difficult to collect a useful amount of materials as a harvester. This may change at higher levels, but at low levels they are pretty much useless due to the incredible time it takes to harvest a bunch of mats.
The ability to jump
Compartmentalized inventory or packs that can be used to sort inventory. At the very least a “stuff I want to keep”, “stuff I want to sell”, and “stuff I haven’t sorted yet” way of labeling things. It’s a nuisance to look at the properties of 10 different swords that were just crafted to make sure that you don’t sell the choice mats one that you use when doing a quest.
Better looting systems. /team loot alpha, /team loot random, the ability to have anyone open the corpse but the items show up on the screen for the person who’s turn it is to loot (to even things up for support/ranged classes).
Change global chat to include the newbie lands to help prevent new players from feeling like they are in an empty world when they start in a few months.
Make it possible to revisit the newbie islands.
Better inventory management when selling/buying. Examples given are ctrl-click to select multiple items and shift-click to buy an entire stack of one item
/emotename style calling of emotes.
Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.
More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.
“quest item” drops are virtually useless and only serve to frustrate and clutter inventory. You are always going to get at least one completely useless drop on any kill and often times will get nothing other than these unsellable unusable quest items. Please allow us to sell them again or give them some purpose.
A toggle to remain in combat and autotarget the last/next critter to hit you.
The ability to chain up a bunch of ammo stacks or simply have it autoreload with similar ammo. The ability to make one giant stack of ammo similar to how you could have a 50k stack of ammo in AO and just have your weapon keep pulling from it.
ayne31
September 30th, 2004, 12:21 AM
2) auto Quarter. I hate having to click on my kills, tand wait a second to click again to quarter them. ctrrently you would get all that unusable mission stuff too which you'll have to destroy manually afterwards.
smirch
September 30th, 2004, 12:49 AM
Still would be nice to be able to hotkey weapon sets.
The functionality to switch hotkey bars in macros is there, would be nice to be able to use it for more than cycling through skills.
Absolutely. Connect the left and right hand boxes to each hotkey bar sheet so you could essentially have one double pane of hotkeys for combat, one double pane of hotkeys for crafting etc. Switching from my armor crafting kit to my daggers should and could be a lot easier with just a smidge of a change to the interface.
kierstad
September 30th, 2004, 02:17 AM
Absolutely. Connect the left and right hand boxes to each hotkey bar sheet so you could essentially have one double pane of hotkeys for combat, one double pane of hotkeys for crafting etc. Switching from my armor crafting kit to my daggers should and could be a lot easier with just a smidge of a change to the interface.Hrm, that's a great idea. I was thinking more of dragging and dropping your equipment into available slots, but having the hands locked to individual hotbars....that's an idea :)
docsardo
September 30th, 2004, 07:22 AM
Just thought of a few more things that I would really like to see:
Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
Kraak - Fyros Crafter of Fine Weapons
raynes
September 30th, 2004, 08:10 AM
Just thought of a few more things that I would really like to see:
Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
Kraak - Fyros Crafter of Fine Weapons
What about the ability to align your character with one of the in game tribes. So say I got a 80 out of 100 faction with the Icon Worshippers, allow me to carry the title of Icon Worshipper above my character.
ayne31
September 30th, 2004, 09:18 AM
I like both the ideas above of a shield skill tree (or at least abilities like *bash*) and titles depending on faction. Qeusts which are tied to be given only at very high faction could also lead to exclusive titles :)
sivrup
September 30th, 2004, 01:35 PM
ctrrently you would get all that unusable mission stuff too which you'll have to destroy manually afterwards.
I don't want it to automatically "take" all the quartered material, though that would be nice to put in a toggle for as well, My original intent was to just have the quartering results window automatically come up and allow me to quickly choose. if i am in combat with more than one critter, wait until i exit combat mode, then have the quartering windows come up in sequense of my kills so i can choose.
But If it automatically went into my inventory (all of it) then i could easily destroy large quantities of the useless stuff in batches with a right click, destroy, enter, enter.
BTW, I like the idea of setting the "CTRL - 1" through "CTRL - 0" hotkeys to change weapons and armor as I choose, that way I can setup a hotkey to equip my pistol and heavy armor, and a hotkey to equip my mage staff and light armor. It does not have to be automatic, perhaps 10 seconds while equipping, but make the changes a bit easier.
One last thing, I will again say i'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used. the usefullness would deminish, as you eventually need greater range, but it would be nice to be able to dual weilt the pistols sometimes.
sivrup
September 30th, 2004, 01:39 PM
Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.
Also, perhaps a visual indicator when you get to 75% pack full, and another at 90%??? that way i can hunt without constantly looking at the "p" screen. if i see a "scales" symbol i know i'm getting close, and when it changes to a "red Scales" then i know i need to hit a town quickly.
billg1
September 30th, 2004, 02:05 PM
General issues
1. A way to Auto Select weapons or groups for duel wielders
2. Remove some of the useless NPCs in the towns. Theirs just to many that get in the way
3. Remove some of the MOBs in the wilderness, again theirs just to many
4. Better Targeting system. How about the TAB key to cycle nearby targets instead just the space bar for the nearest
5. Ability to create my own chat tabs and chat forums
6. Ability to dock private message tabs
7. Better descriptions for the stanzas and upgrades
Inventory
8. Better Inventory System setup similar to the Tabbed hierarchy of the skills menu. Have a tabbed inventory system for weapons, armor, materials, mission only Items. Then have those tabs contain tabs of the different types of weapons, materials and so on. This way you can have all blade mats in 1 tab and all shaft mats in another tab and so forth. Also have them auto sort by type then quality for similar Mats.
Harvesting
9. When prospecting for specific minerals and mineral types you should ONLY find what you specify in the skill/stanza setup. This is not the case. When I setup a prospecting skill with the stanzas to find choice shafts that is all it should look for and find. It should not locate basic or fine shafts. It should not locate dead nodes. It should not locate the nearest coice mat. It should ONLY find nodes of Choice Shafts that can be harvested. As it is now I wasted alot of skill points on searching for specific mats and NEVER find anything or I find basic mats or even worse the nearest choice mat node, but I spent the focus for locating Choice Shafts.
10. When harvesting for specific mineral types you should ONLY harvest what you specify in the skill/stanza setup. This is not the case. When I setup a harvesting skill with the stanzas to find Choice mats that is all it should look for and find. It should not locate basic or fine mats. It should ONLY find nodes of Choice mats that can be harvested otherwise its wasted focus and skill points.
masis
September 30th, 2004, 02:20 PM
No. Please do not remove some of the mobs in the wilderness. The current amount of mobs keeps down the killstealing that is so rampant in other games. I'm very, very happy in this area.
chevelle
September 30th, 2004, 02:45 PM
I'm quite agreed with mots of these posts, and I have a suggestions that others have mentioned in a new topic on the board.
---
An idea was for a way to reset your skills up to level 30 (while you're still in newbieland). We all make some bad choices up tot hat point and instead of recreating it would be much simpler to reset and get back the skp.
I think it would be best to reset skills individually since it is only up to level 30 that isnt very overpowered. Each 10skp you reset drops you a level in the skill and each time you delete a low ranking skill like Extraction1 it would take away extraction 2 (giving you back those points).
Or more simply: Only allow the resetting of skills that don't have dependants so that you'll hae to reset the highest level first and work your way down. Basically a way to remap your skills.
---
Another topic idea is to edit the "Aura" skills. They're currently quite underpowered for the recharge time. I have to concur as I have Aura Hp 2 and I can't noticeably see the effect of those 12 regens while its activated. Suggestion: Make the regen more noticeable/last longer or cut the recharge to 5 minutes or so.
altair
September 30th, 2004, 03:14 PM
cut down on useless npcs - I have basically the minimum requirements, and the extra npcs lag my computer to no stop, plus I can't find people in the huge crowds.
harvesting - like stated above, if you don't change the prospecting to find only the mats that are used to make the skill, at least make it so the 50m, 100m, etc. only find the mats. It's very annoying.
bugs - get em fixed... there's no reason a game should have so many bugs at launch time.
sunhawk
September 30th, 2004, 03:23 PM
No. Please do not remove some of the mobs in the wilderness. The current amount of mobs keeps down the killstealing that is so rampant in other games. I'm very, very happy in this area.
Agreed, one of the best things about Ryzom is that it does actually feel like a real world a lot of the time. Thinning out the herds would not be cool.
I don't think it'd be a good idea to cut the numbers of NPCs, either. In the newbie towns, yes, there may be too many guards for the size, but remember - they are essentially refugee camps where some of the greatest warriors, mages and craftsmen of the civilization may come from. Wouldn't you want that protected?
I love the way there are patrols, I don't know about the other cities, but Yrkanis felt extremely good that way, as well as having guards at the gates. Plus, we need other NPCs for flavour. Though maybe they could remove the places where there are two merchant selling the same thing next to each other, and at least spread them to other parts of the city (Again, I'm only speaking for Yrkanis here.).
Auras sound like the need to be revised, I was planning to take one or two but after reading this forum it just doesn't seem worthwhile.
I know for a fact that ranged combat needs to be revised. IMO, doing something like upping the ammo caches fivefold would be a good idea - you'd get sixty shots before needing to reload, and you'd actually get a reasonable amount of ammo from harvesting. Tone the price of individual bullets down, though, so you can't make easy money from it. I love the feeling of shooting things to bits, but it's just not something easy enough to do in-game, and whilst that's fine in and of itself, it's essentially removing the option for a lot of people. Please rethink the ranged combat.
chevelle
September 30th, 2004, 03:47 PM
Refreshing the wishlist! Quick guide to avoid reading all the pages:
1 A way to tell the game time/day/week/month/year, similar to the beta login prompt.
2 Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.
3 A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.
4 The log-in/Character creation/Character selection screens don’t work well with wide screen displays. Please include options for widescreen resolutions available in game since changing graphics settings causes the widescreen to revert to a normal 4:3 aspect resolution. not being somewhere I can look, but I’m pretty sure that aspect ratio and resolution can be manually edited/added in one of the client_config files. Also move the delete button!!
5 More information in the targeted eyeball thing that mobs/players looking at you get. Specifically having it turn red/flash red/something similar when they are attacking you.
6 A graphic/overlay/wireframe that shows prospecting range & cone.
7 A range indicator for the target info window (where it shows hp/name/etc), sometimes the compass will reset to north or you will need to be tracking something else like a group member.
8 The aggressive/nonaggressive indicator box does not work very well and many(all?) aggressive mobs will show as nonaggressive/green in it. This may be a known issue.
9 Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.
10 Group missions would be nice.
11 The stats on the teammember hp/stam/sap displays are two thin and could have their bar thickness increased. There is a setting for this in one of the client_config files but I don’t know how playing with it will effect the actual graphic the bar goes over
12 Long distance adding of group members, other mmo’s have done this with things such as /invite <name>, by an option in a friends list, or other similar thing.
13 An easier/faster way of equipping armor/weapons/craft tools. Also it’s difficult to quickly tell the difference between similar items such as two different staffs with different bonus’s or different types of ammo. Having the ability to hotkey equip <insert item> would alleviate at least part of this problem. Horizons had a good macro system for equipping things.
14 Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.
15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
16 A way to merge multiple mats into a single higher quality one (basic>fine, fine>choice, etc). Horizons had something similar with alchemy and it was useful but enough of a pain that people tried to avoid needing it.
17 Currently ranged fighting has an early everquest style “optional” requirement of THOU MUST SHALL ALWAYS BE HARVESTER because of the incredible amount of resources needed to make a useful amount of ammo (9 mats for 12 shots).
18 The Harvesting may need an overhaul. Harmful and gentle extraction “aren’t like originally described”.
19 Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions
20 It is incredibly difficult to collect a useful amount of materials as a harvester. This may change at higher levels, but at low levels they are pretty much useless due to the incredible time it takes to harvest a bunch of mats.
21 The ability to jump
22 Compartmentalized inventory or packs that can be used to sort inventory. At the very least a “stuff I want to keep”, “stuff I want to sell”, and “stuff I haven’t sorted yet” way of labeling things. It’s a nuisance to look at the properties of 10 different swords that were just crafted to make sure that you don’t sell the choice mats one that you use when doing a quest.
23 Better looting systems. /team loot alpha, /team loot random, the ability to have anyone open the corpse but the items show up on the screen for the person who’s turn it is to loot (to even things up for support/ranged classes).
24 Change global chat to include the newbie lands to help prevent new players from feeling like they are in an empty world when they start in a few months.
25 Make it possible to revisit the newbie islands.
26 Better inventory management when selling/buying. Examples given are ctrl-click to select multiple items and shift-click to buy an entire stack of one item
27 /emotename style calling of emotes.
28 Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.
29 More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.
30 “quest item” drops are virtually useless and only serve to frustrate and clutter inventory. You are always going to get at least one completely useless drop on any kill and often times will get nothing other than these unsellable unusable quest items. Please allow us to sell them again or give them some purpose.
31 A toggle to remain in combat and autotarget the last/next critter to hit you.
32 The ability to chain up a bunch of ammo stacks or simply have it autoreload with similar ammo. The ability to make one giant stack of ammo similar to how you could have a 50k stack of ammo in AO and just have your weapon keep pulling from it.
33 Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.
34 Perhaps a visual indicator when you get to 75% pack full, and another at 90%??? that way i can hunt without constantly looking at the "p" screen. if i see a "scales" symbol i know i'm getting close, and when it changes to a "red Scales" then i know i need to hit a town quickly.
35 A way to Auto Select weapons or groups for duel wielders
36 Remove some of the useless NPCs in the towns. Theirs just to many that get in the way
37 Better Targeting system. How about the TAB key to cycle nearby targets instead just the space bar for the nearest
38 Ability to create my own chat tabs and chat forums
39 Ability to dock private message tabs
40 Better descriptions for the stanzas and upgrades
41 When prospecting for specific minerals and mineral types you should ONLY find what you specify in the skill/stanza setup.
42 When harvesting for specific mineral types you should ONLY harvest what you specify in the skill/stanza setup.
43 An idea was for a way to reset your skills up to level 30 (while you're still in newbieland). We all make some bad choices up tot hat point and instead of recreating it would be much simpler to reset and get back the skp. I think it would be best to reset skills individually since it is only up to level 30 that isnt very overpowered. Each 10skp you reset drops you a level in the skill and each time you delete a low ranking skill like Extraction1 it would take away extraction 2 (giving you back those points). Or more simply: Only allow the resetting of skills that don't have dependants so that you'll hae to reset the highest level first and work your way down. Basically a way to remap your skills.
44 Another topic idea is to edit the "Aura" skills. They're currently quite underpowered for the recharge time. I have to concur as I have Aura Hp 2 and I can't noticeably see the effect of those 12 regens while its activated. Suggestion: Make the regen more noticeable/last longer or cut the recharge to 5 minutes or so.
45 I know for a fact that ranged combat needs to be revised. IMO, doing something like upping the ammo caches fivefold would be a good idea - you'd get sixty shots before needing to reload, and you'd actually get a reasonable amount of ammo from harvesting. Tone the price of individual bullets down, though, so you can't make easy money from it.
46 Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
47 Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
48 I'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used.
49 Noticeable notification of new emails, via a notification box, audible sound, or a combination of the two.
50 Smaller dockable progress meters. The current progress takes up a great amoung of much-needed space. It would be nice to have the option to have a few small bar graphs onscreen to monitor advancement in selected skills, rather that checking the progression window every so often.
51 Option for guild leaders and officers to send a guildwide email with a simple click of a button, as opposed to manually sending it to each person or entering names of everyone in the guild.
Credits to the folks who made the posts in the first place, apologies to any repetitive information or anything I've missed. I had no idea how much work it'd take to copy past all this when I decided to!
ozzy111
September 30th, 2004, 04:15 PM
Great suggestions guys! Most of them ;) Anything else that would really enhance the game?
Yes Cerest there is.
The GM's do a heck of a job trying to keep everyone informed of what's going on in Klient, but it does absolutely no good whatsover for the webpage to say that the server is up when its not.
I believe this to be a minor issue to fix and would appreciate any assistance you could offer.
neiana
September 30th, 2004, 04:26 PM
I'd like to add another thing. How about when I click a chat window, that it it makes that chat window the default, rather than requiring me to double click in the actual text input area.
- N
gralen
September 30th, 2004, 04:41 PM
Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.
That is actually a feature to make out of game macro use and afk crafting more tedious. The boxes randomly clear which requires user intervention.
kierstad
September 30th, 2004, 04:45 PM
Another thing I forgot to mention:
Please change the keymap utility to accept a double click to select the function we want to remap so that it prompts for the new key we want assigned. In its current form, it's so much easier to just modify the underlying xml file.
chevelle
September 30th, 2004, 04:48 PM
Another thing I forgot to mention:
Please change the keymap utility to accept a double click to select the function we want to remap so that it prompts for the new key we want assigned. In its current form, it's so much easier to just modify the underlying xml file.
I beleive you need to double RIGHT click to edit in game ^_^
kierstad
September 30th, 2004, 05:14 PM
I beleive you need to double RIGHT click to edit in game ^_^That's counter-intuitive. Looks like I'll just stick to editing the xml.:mad:
tetra
September 30th, 2004, 05:57 PM
That is actually a feature to make out of game macro use and afk crafting more tedious. The boxes randomly clear which requires user intervention.
it's actually a pretty poor attempt to deter people setting up macro's.... First off you will run out of cash or inventory space pretty quickly, and if you have enough cash to not care then it's not such a big deal.
Most importantly, macro programs have the ability to look at areas of the screen and react if something is or is not seen. AC1 made a science out of creating better and more advanced macro's, putting in infuriating "features" to try and stop people from doing so is just silly :P.
ayne31
September 30th, 2004, 06:06 PM
Chevelle you did an *AWESOME* job in putting our wishes to santa together into one comrehensive list! Thats the first time I did read everything on it (as its kinda hard to wade through so much posts).
/bows until her nose touches the desert sand.
Could you open a thread with your *AWESOME* (cant resist) list, make ist sticky and unstick the old one? Only If like this idea yourself of course.
raynes
September 30th, 2004, 06:16 PM
Chevelle you did an *AWESOME* job in putting our wishes to santa together into one comrehensive list! Thats the first time I did read everything on it (as its kinda hard to wade through so much posts).
/bows until her nose touches the desert sand.
Could you open a thread with your *AWESOME* (cant resist) list, make ist sticky and unstick the old one? Only If like this idea yourself of course.
Two things that were listed that are very bad ideas.
1) The ability to return to the noob island.
There is no reason to go back there once you have left. The only thing that would result in is the ability to do things in a very easy, low risk manor.
2) Removal of NPC's from towns.
Towns and cities are suppose to be busy places. They need to be filled with life and NPCs. You remove some of them it will ruin the feel of realism.
ozzy111
September 30th, 2004, 07:15 PM
Ideas thus far (9/28)
Make it easier to go to other lands and play with other races
This is a wonderful idea. I too would like to be able to get out to other areas. Perhapsa teleport mechanism of some sorts with tickets for sale.
raynes
September 30th, 2004, 07:33 PM
This is a wonderful idea. I too would like to be able to get out to other areas. Perhapsa teleport mechanism of some sorts with tickets for sale.
You are aware that those teleport machines and those tickets only work after you have been to the new location, right? Plus there is a big issue with those roleplayers who refuse to support the Karavan.
kierstad
September 30th, 2004, 08:14 PM
Chevelle you did an *AWESOME* job in putting our wishes to santa together into one comrehensive list! Thats the first time I did read everything on it (as its kinda hard to wade through so much posts).
/bows until her nose touches the desert sand.
Could you open a thread with your *AWESOME* (cant resist) list, make ist sticky and unstick the old one? Only If like this idea yourself of course.It would take a moderator to sticky the thread. Cerest may already be looking at doing it, hopefully.
svayvti
September 30th, 2004, 08:34 PM
I think a pay option to get to other lands is a good idea.
For instance many crafters who don't have a large guild to show them, etc will probably take forever to be able to get to other race lands. Zorai also have a rather difficult time of it. Some other means of travel would be nice, though we don't want to make it too easy.
and yes, teleport tickets can be bought from the Kami. Some bug appeared at release where you have to target the Kami altars before you can purchase them however and to make it worse they can't be targeted with the mouse. Use ctrl-spacebar.
cerest
September 30th, 2004, 09:41 PM
Yes Cerest there is.
The GM's do a heck of a job trying to keep everyone informed of what's going on in Klient, but it does absolutely no good whatsover for the webpage to say that the server is up when its not.
I believe this to be a minor issue to fix and would appreciate any assistance you could offer.
You're absolutely right. We're definitely working on it. Thanks.
cerest
September 30th, 2004, 09:47 PM
THANK YOU CHEVELLE!!!
Sorry guys they made me take a day off yesterday so I couldn't refresh the main list and I'm happy to see someone took it upon themselves to do it. Thanks again! Ok so here it is as of now
1 A way to tell the game time/day/week/month/year, similar to the beta login prompt.
2 Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.
3 A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.
4 The log-in/Character creation/Character selection screens don’t work well with wide screen displays. Please include options for widescreen resolutions available in game since changing graphics settings causes the widescreen to revert to a normal 4:3 aspect resolution. not being somewhere I can look, but I’m pretty sure that aspect ratio and resolution can be manually edited/added in one of the client_config files. Also move the delete button!!
5 More information in the targeted eyeball thing that mobs/players looking at you get. Specifically having it turn red/flash red/something similar when they are attacking you.
6 A graphic/overlay/wireframe that shows prospecting range & cone.
7 A range indicator for the target info window (where it shows hp/name/etc), sometimes the compass will reset to north or you will need to be tracking something else like a group member.
8 The aggressive/nonaggressive indicator box does not work very well and many(all?) aggressive mobs will show as nonaggressive/green in it. This may be a known issue.
9 Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.
10 Group missions would be nice.
11 The stats on the teammember hp/stam/sap displays are two thin and could have their bar thickness increased. There is a setting for this in one of the client_config files but I don’t know how playing with it will effect the actual graphic the bar goes over
12 Long distance adding of group members, other mmo’s have done this with things such as /invite <name>, by an option in a friends list, or other similar thing.
13 An easier/faster way of equipping armor/weapons/craft tools. Also it’s difficult to quickly tell the difference between similar items such as two different staffs with different bonus’s or different types of ammo. Having the ability to hotkey equip <insert item> would alleviate at least part of this problem. Horizons had a good macro system for equipping things.
14 Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.
15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
16 A way to merge multiple mats into a single higher quality one (basic>fine, fine>choice, etc). Horizons had something similar with alchemy and it was useful but enough of a pain that people tried to avoid needing it.
17 Currently ranged fighting has an early everquest style “optional” requirement of THOU MUST SHALL ALWAYS BE HARVESTER because of the incredible amount of resources needed to make a useful amount of ammo (9 mats for 12 shots).
18 The Harvesting may need an overhaul. Harmful and gentle extraction “aren’t like originally described”.
19 Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions
20 It is incredibly difficult to collect a useful amount of materials as a harvester. This may change at higher levels, but at low levels they are pretty much useless due to the incredible time it takes to harvest a bunch of mats.
21 The ability to jump
22 Compartmentalized inventory or packs that can be used to sort inventory. At the very least a “stuff I want to keep”, “stuff I want to sell”, and “stuff I haven’t sorted yet” way of labeling things. It’s a nuisance to look at the properties of 10 different swords that were just crafted to make sure that you don’t sell the choice mats one that you use when doing a quest.
23 Better looting systems. /team loot alpha, /team loot random, the ability to have anyone open the corpse but the items show up on the screen for the person who’s turn it is to loot (to even things up for support/ranged classes).
24 Change global chat to include the newbie lands to help prevent new players from feeling like they are in an empty world when they start in a few months.
25 Make it possible to revisit the newbie islands.
26 Better inventory management when selling/buying. Examples given are ctrl-click to select multiple items and shift-click to buy an entire stack of one item
27 /emotename style calling of emotes.
28 Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.
29 More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.
30 “quest item” drops are virtually useless and only serve to frustrate and clutter inventory. You are always going to get at least one completely useless drop on any kill and often times will get nothing other than these unsellable unusable quest items. Please allow us to sell them again or give them some purpose.
31 A toggle to remain in combat and autotarget the last/next critter to hit you.
32 The ability to chain up a bunch of ammo stacks or simply have it autoreload with similar ammo. The ability to make one giant stack of ammo similar to how you could have a 50k stack of ammo in AO and just have your weapon keep pulling from it.
33 Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.
34 Perhaps a visual indicator when you get to 75% pack full, and another at 90%??? that way i can hunt without constantly looking at the "p" screen. if i see a "scales" symbol i know i'm getting close, and when it changes to a "red Scales" then i know i need to hit a town quickly.
35 A way to Auto Select weapons or groups for duel wielders
36 Remove some of the useless NPCs in the towns. Theirs just to many that get in the way
37 Better Targeting system. How about the TAB key to cycle nearby targets instead just the space bar for the nearest
38 Ability to create my own chat tabs and chat forums
39 Ability to dock private message tabs
40 Better descriptions for the stanzas and upgrades
41 When prospecting for specific minerals and mineral types you should ONLY find what you specify in the skill/stanza setup.
42 When harvesting for specific mineral types you should ONLY harvest what you specify in the skill/stanza setup.
43 An idea was for a way to reset your skills up to level 30 (while you're still in newbieland). We all make some bad choices up tot hat point and instead of recreating it would be much simpler to reset and get back the skp. I think it would be best to reset skills individually since it is only up to level 30 that isnt very overpowered. Each 10skp you reset drops you a level in the skill and each time you delete a low ranking skill like Extraction1 it would take away extraction 2 (giving you back those points). Or more simply: Only allow the resetting of skills that don't have dependants so that you'll hae to reset the highest level first and work your way down. Basically a way to remap your skills.
44 Another topic idea is to edit the "Aura" skills. They're currently quite underpowered for the recharge time. I have to concur as I have Aura Hp 2 and I can't noticeably see the effect of those 12 regens while its activated. Suggestion: Make the regen more noticeable/last longer or cut the recharge to 5 minutes or so.
45 I know for a fact that ranged combat needs to be revised. IMO, doing something like upping the ammo caches fivefold would be a good idea - you'd get sixty shots before needing to reload, and you'd actually get a reasonable amount of ammo from harvesting. Tone the price of individual bullets down, though, so you can't make easy money from it.
46 Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
47 Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
48 I'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used.
49 Noticeable notification of new emails, via a notification box, audible sound, or a combination of the two.
50 Smaller dockable progress meters. The current progress takes up a great amoung of much-needed space. It would be nice to have the option to have a few small bar graphs onscreen to monitor advancement in selected skills, rather that checking the progression window every so often.
51 Option for guild leaders and officers to send a guildwide email with a simple click of a button, as opposed to manually sending it to each person or entering names of everyone in the guild.
52 More skilltrees. Including shields, quartering and upgrading mats.
53. Database of known bugs
54. A way to remap skills eventually, after level 30 or so.
55. Hotkeys, hotkeys, hotkeys.
56. More crafting and harvesting missions for the noob-land
57. Real-life uses for the meat. Such as cooking and enfusing with a spell for health.
58. Widescreen settings in the config.
59. Another pay option to get to the other lands.
60. Audio for private messages (tells).
PLEASE REMEMBER TO BE CONSTRUCTIVE. If you don't have anything to add to the wishlist please don't post. Thank you.
gralen
September 30th, 2004, 11:00 PM
You are aware that those teleport machines and those tickets only work after you have been to the new location, right? Plus there is a big issue with those roleplayers who refuse to support the Karavan.
Kami teleports work just as well and are available in each continent as well. (More in Burning Desert/Witherings, less in Verdant Heights/Aeden Aqueous but still there in all populated continents).
Just noticed that Svayvti posted this as well...ah well.
Cilar
September 30th, 2004, 11:56 PM
I was thinking about the cosmetic skills branch (tattoos and hair) planned in patch TWO. It would be great if we could get a different tattoo for each guild.
cerest
September 30th, 2004, 11:57 PM
I was thinking about the cosmetic skills branch (tattoos and hair) planned in patch TWO. It would be great if we could get a different tattoo for each guild.
Hmm, like a real tribe? ;) Interesting thought but I wonder if the devs would feel like generating that many special tatoos?
sivrup
September 30th, 2004, 11:59 PM
Streamline the login. I don't need to accept the EULA EVERY time i logon, I should not have to "select" my server every tine, since there is only one choice.
Cilar
October 1st, 2004, 12:10 AM
Hmm, like a real tribe? ;) Interesting thought but I wonder if the devs would feel like generating that many special tatoos?
Well, the symbol would be the same as the one we pick up at guild creation.
ozzy111
October 1st, 2004, 04:30 AM
Two things that were listed that are very bad ideas.
1) The ability to return to the noob island.
There is no reason to go back there once you have left. The only thing that would result in is the ability to do things in a very easy, low risk manor.
I disagree for this reason only.
IF we are taking care of OUR people what better way than to greet them, show them around, and take them by the hand to get them as far along as possible in the quickest amount of time in a safe invironment. As you all well know the current Greeters are less than desirable as I have seen posted in this forum on more than one occasion.
chevelle
October 1st, 2004, 05:25 AM
Thankyou very much for your gratitude! While playing I had a few inconviences I thought I would add.
Lag has gotten very bad lately, is it just the server? Yo-yo effect is killing! (skipping ahead and backward while running instead of smooth).
Making the first Matis Pistol requires 1 of 4 different mats while the basic ammo takes 9 4 6 2 (Along those lines). Perhapssss the plans were assigned wrong? It'd make more sense for the ammo to take less mats right!?
Currently the two hardest stats to raise are Int/Wis and Sta/(er whatever the regen is i forget). Focus and Hp both have multiple skp categories you can spend it on. Would it be possible to maybe add Int/Wis to Craft and Sta/* to Harvest? I think it makes sense in an RPG aspect: Crafting takes knowledge and harvesting takes grueling stamina. Just an idea tho.
t41nt3d
October 1st, 2004, 12:07 PM
15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
Perhaps when you become higher levels and you pick a more "defined" skill (i.e. whether you want to make weapons, armor, jewellery) just slightly change the chance in getting those items needed to make what you specialise in, there for you still get all the items but you more frequently get the items you would most use. What do you reckon?
zzeii
October 1st, 2004, 12:11 PM
I have one major 'displeasure' so far.
The drop rates on the herbivores for CRAFTABLE materials, is rediculously disproportionate to the number of taks drops. It currently on about a 2:10 ratio if you are lucky. Makes it impossible for ranged weapon users to make ammo from quartered mats (let alone the fact i can still make higer damage bullets with store bought mats, something else that bothers me). And finding the lining for making a suit of heavy armor, a 6-12 hour ordeal, and thats if you're lucky.
Mind you, I'm in tryker lands right now. Where we still can not harvest q100 mats yet. So this obscene imbalance of quartered mats makes it near impossible to make a full set of heavy armor that is at least using fine and q70~ mats. I have never received more than 3-4 useable mats from an herbivore, and thats if I'm REALLY lucky, 1/3-1/2 the time i recieve none. And on many occasion there has been 6-10 'task' items.
I know they are 'removing' the task drops from looting in the next patch. Well, making them not visible, and auto-looted if you have the mission. But I'm afraid this will not change the extremely limited amounts of materials that are dropped, and required, for crafting. Lining/grip, jewel/magic focus, cloth/can'tthingofitscounterpart, and hammer/counterweight are all in ultra rare quantities for gathering for use in crafting usable items, let alone for practice.
So for those harvesters who don't feel 'needed', unless they change this, you now have a list of materials you could sell just to people who want to practice crafting with mats over 25. (Not going into the disturbing drop rate in success from using armor craft 3 with q30 mats, to armor craft 3 with q25 mats, its why its more economical to just make q10 stuff and sloooooooooowly grind away wearily at the xp, than have 50% or more of your combines at q25 come out degraded because you are using ac3).
Guess that was 4 gripes really. But they do all tie together, and I don't think I am the only one to feel this way.
But beyond this, I do very much love the game, otherwise I wouldn't be posting this here.
editor's notes:changed a number ;)
eegreen
October 1st, 2004, 08:42 PM
In the Task Window, I can only see 3 tasks in the list at a time. This creates a lot of scrolling to find the task I'm looking for. An increase to 6 tasks visible in the list at a time would be a good fix, or maybe just make it player customizable so we can decide how big we want the list to be.
svayvti
October 1st, 2004, 08:53 PM
Harvesters are already close enough to being pointless with the amount of drops on critters vs what a harvester pulls. Combined with superior combat missions, superior income on fighters, high leveling speed... quarterable mats do NOT need a boost.
It would be nicer though if the mat drops were a little more "averaged". i.e more often getting one meat, one hair, one skull, one eyes, one skin, etc on a kill. Rather than opening it up and getting only 3 skins, or 8 skulls (huh?.. are we quartering pregnant yubos?)
Harvesting and Ranged combat both really need an overhaul (perhaps after magic gets one?). This should be done to fix ranged combat and harvesting, rather than upsetting the quartering rates.
Craft and harvest missions need an overhaul. You have to lose money to do any craft mission for fame, and harvesting missions are just ridiculous... too much time for too little reward. The harvest mission items are silly. Fighters/mages get theirs on ANY mob while also getting craft items. Harvesters look for one little spawn spot in an entire zone, and get nothing they can sell.
I think going back to newbie island is a bad idea, it could become griefer central with 50+ mages or ranged fighters destroying everything just to be jerks. It happens in other games... on the other hand communicating somehow with people on newbie island other than tells would be good. Making the newbie island and capitol cities on the same region chat perhaps?
Oh, and much more than race differences. I'd really like to see a lot of differences for supporting the kami or karavan or going middle of the road. I thought this would be important to harvesters... but it makes no difference and Kami and Karavan ended up being two flavors of the exact same thing.
Also, make sure to follow the guild forums (http://ryzom.com/forum/showthread.php?t=1378) for a bunch more wishlist suggestions.
kierstad
October 1st, 2004, 09:03 PM
It seems that there are a few things that need to be looked at when it comes to facing and animations:
While casting a spell, if you are facing away from the target, you do not "auto face" until the spell leaves your hands.
While using a Zorai Rifle (only race I've noticed this on as it's the only one I've made rifles with) and while wearing full heavy armor, as you shoot your model's head swivels 360 degrees. I felt like the exorcist :P Yes, I have bugged this in-game, but wanted to post it here as well.
zzeii
October 1st, 2004, 10:39 PM
Harvesters are already close enough to being pointless with the amount of drops on critters vs what a harvester pulls. Combined with superior combat missions, superior income on fighters, high leveling speed... quarterable mats do NOT need a boost.
Ummm... Yes, I do agree that kitins/carnivores do drop alot of mats. But there are mats they don't drop. That only herbivores/plants drop. And they drop at far lesser rate than what you can aquire in harvesting. Getting only 10-12 usable lining, where only 1-2 is of an actual useful grade/quality for 1-2 hours of work is absurd. Unlike harvesting where, once you know where a spot is you can carefully extract 15-20+ in a good 20-30 minutes. And by level 51, you should easily be getting 2-3 mats per extraction with careful skill point spending. I've spent my time harvesting in beta. And its FAR faster to get certain mats than quartering (and you get a higher grade to boot).
cerest
October 1st, 2004, 11:46 PM
While using a Zorai Rifle (only race I've noticed this on as it's the only one I've made rifles with) and while wearing full heavy armor, as you shoot your model's head swivels 360 degrees. I felt like the exorcist :P Yes, I have bugged this in-game, but wanted to post it here as well.
LOL, oh my!
cerest
October 1st, 2004, 11:57 PM
October 1, 2004
Here is how the list stands right now:
1 A way to tell the game time/day/week/month/year, similar to the beta login prompt.
2 Some want a way to make it easier to visit other continents at low levels, others think it a bad idea.
3 A burst run feature, the sprint skill may be inadequate and is quite expensive anyways. Mounts may fix this however.
4 The log-in/Character creation/Character selection screens don’t work well with wide screen displays. Please include options for widescreen resolutions available in game since changing graphics settings causes the widescreen to revert to a normal 4:3 aspect resolution. not being somewhere I can look, but I’m pretty sure that aspect ratio and resolution can be manually edited/added in one of the client_config files. Also move the delete button!!
5 More information in the targeted eyeball thing that mobs/players looking at you get. Specifically having it turn red/flash red/something similar when they are attacking you.
6 A graphic/overlay/wireframe that shows prospecting range & cone.
7 A range indicator for the target info window (where it shows hp/name/etc), sometimes the compass will reset to north or you will need to be tracking something else like a group member.
8 The aggressive/nonaggressive indicator box does not work very well and many(all?) aggressive mobs will show as nonaggressive/green in it. This may be a known issue.
9 Better descriptions on what the different stanza/bricks do, some (such as bomb/spray/etc) may still be in French.
10 Group missions would be nice.
11 The stats on the teammember hp/stam/sap displays are two thin and could have their bar thickness increased. There is a setting for this in one of the client_config files but I don’t know how playing with it will effect the actual graphic the bar goes over
12 Long distance adding of group members, other mmo’s have done this with things such as /invite <name>, by an option in a friends list, or other similar thing.
13 An easier/faster way of equipping armor/weapons/craft tools. Also it’s difficult to quickly tell the difference between similar items such as two different staffs with different bonus’s or different types of ammo. Having the ability to hotkey equip <insert item> would alleviate at least part of this problem. Horizons had a good macro system for equipping things.
14 Clothing and/or the ability to make frivolous clothing. AO had a wonderful amount of this in Miirs and other similar shops.
15 Quartering seems to be completely random, a way to influence what type of resource you get through a skill or item would be nice.
16 A way to merge multiple mats into a single higher quality one (basic>fine, fine>choice, etc). Horizons had something similar with alchemy and it was useful but enough of a pain that people tried to avoid needing it.
17 Currently ranged fighting has an early everquest style “optional” requirement of THOU MUST SHALL ALWAYS BE HARVESTER because of the incredible amount of resources needed to make a useful amount of ammo (9 mats for 12 shots).
18 The Harvesting may need an overhaul. Harmful and gentle extraction “aren’t like originally described”.
19 Harvesting missions are incredibly difficult/tedious for the same reward as incredibly easy/quick crafting missions and moderately annoying fight missions
20 It is incredibly difficult to collect a useful amount of materials as a harvester. This may change at higher levels, but at low levels they are pretty much useless due to the incredible time it takes to harvest a bunch of mats.
21 The ability to jump
22 Compartmentalized inventory or packs that can be used to sort inventory. At the very least a “stuff I want to keep”, “stuff I want to sell”, and “stuff I haven’t sorted yet” way of labeling things. It’s a nuisance to look at the properties of 10 different swords that were just crafted to make sure that you don’t sell the choice mats one that you use when doing a quest.
23 Better looting systems. /team loot alpha, /team loot random, the ability to have anyone open the corpse but the items show up on the screen for the person who’s turn it is to loot (to even things up for support/ranged classes).
24 Change global chat to include the newbie lands to help prevent new players from feeling like they are in an empty world when they start in a few months.
25 Make it possible to revisit the newbie islands.
26 Better inventory management when selling/buying. Examples given are ctrl-click to select multiple items and shift-click to buy an entire stack of one item
27 /emotename style calling of emotes.
28 Kipees in the newbie land sound like they should be their 3-4 story tall high level brethren.
29 More missions for crafts other than weapons & armor in the newbie lands, there are none for jewelry, ammo/ranged weapons, possibly shields, etc.
30 “quest item” drops are virtually useless and only serve to frustrate and clutter inventory. You are always going to get at least one completely useless drop on any kill and often times will get nothing other than these unsellable unusable quest items. Please allow us to sell them again or give them some purpose.
31 A toggle to remain in combat and autotarget the last/next critter to hit you.
32 The ability to chain up a bunch of ammo stacks or simply have it autoreload with similar ammo. The ability to make one giant stack of ammo similar to how you could have a 50k stack of ammo in AO and just have your weapon keep pulling from it.
33 Fix the bug where the crafting window constantly clears. if i have to make a bunch of helmets for a quest, it's annoying o have to constantly re-select the mats.
34 Perhaps a visual indicator when you get to 75% pack full, and another at 90%??? that way i can hunt without constantly looking at the "p" screen. if i see a "scales" symbol i know i'm getting close, and when it changes to a "red Scales" then i know i need to hit a town quickly.
35 A way to Auto Select weapons or groups for duel wielders
36 Remove some of the useless NPCs in the towns. Theirs just to many that get in the way
37 Better Targeting system. How about the TAB key to cycle nearby targets instead just the space bar for the nearest
38 Ability to create my own chat tabs and chat forums
39 Ability to dock private message tabs
40 Better descriptions for the stanzas and upgrades
41 When prospecting for specific minerals and mineral types you should ONLY find what you specify in the skill/stanza setup.
42 When harvesting for specific mineral types you should ONLY harvest what you specify in the skill/stanza setup.
43 An idea was for a way to reset your skills up to level 30 (while you're still in newbieland). We all make some bad choices up tot hat point and instead of recreating it would be much simpler to reset and get back the skp. I think it would be best to reset skills individually since it is only up to level 30 that isnt very overpowered. Each 10skp you reset drops you a level in the skill and each time you delete a low ranking skill like Extraction1 it would take away extraction 2 (giving you back those points). Or more simply: Only allow the resetting of skills that don't have dependants so that you'll hae to reset the highest level first and work your way down. Basically a way to remap your skills.
44 Another topic idea is to edit the "Aura" skills. They're currently quite underpowered for the recharge time. I have to concur as I have Aura Hp 2 and I can't noticeably see the effect of those 12 regens while its activated. Suggestion: Make the regen more noticeable/last longer or cut the recharge to 5 minutes or so.
45 I know for a fact that ranged combat needs to be revised. IMO, doing something like upping the ammo caches fivefold would be a good idea - you'd get sixty shots before needing to reload, and you'd actually get a reasonable amount of ammo from harvesting. Tone the price of individual bullets down, though, so you can't make easy money from it.
46 Shield skill branch in the Fighting tree, with some sort of bash (stun) skill as well as the ability to block for 1-3 nearby group members depending on the shield size; currently there isn't much incentive to use anything other than a 2-hander
47 Dual wielding skill branch in the Fighting tree with special styles and the ability to dual wield more types of weapons (like dual axes or maces)
48 I'd like to see dual weild on pistols. it would be nice. would allow a bit of style to be used.
49 Noticeable notification of new emails, via a notification box, audible sound, or a combination of the two.
50 Smaller dockable progress meters. The current progress takes up a great amoung of much-needed space. It would be nice to have the option to have a few small bar graphs onscreen to monitor advancement in selected skills, rather that checking the progression window every so often.
51 Option for guild leaders and officers to send a guildwide email with a simple click of a button, as opposed to manually sending it to each person or entering names of everyone in the guild.
52 More skilltrees. Including shields, quartering and upgrading mats.
53. Database of known bugs
54. A way to remap skills eventually, after level 30 or so.
55. Hotkeys, hotkeys, hotkeys.
56. More crafting and harvesting missions for the noob-land
57. Real-life uses for the meat. Such as cooking and enfusing with a spell for health.
58. Widescreen settings in the config.
59. Another pay option to get to the other lands.
60. Audio for private messages (tells).
61. More usable materials with quartering.
62. More visible tasks in the task window, without scrolling.
63. A /guildinvite "name" command, instead of having to be close by.
64. List of guild members and total number of guild members (such as the friends window is now)
65. Branding of guild sign on items crafted by guild members
PLEASE REMEMBER TO BE CONSTRUCTIVE. If you don't have anything to add to the wishlist please don't post. Thank you.
smirch
October 2nd, 2004, 12:22 AM
Just wanted to toss a quick opinion in about one of the above suggestions...
25 Make it possible to revisit the newbie islands.
Wth? Newbie land isn't supposed to provide easy hunting for almost 1/4 of the game, it's supposed to be an informative and brief jaunt to learn the mechanics of the game. This brings me to something that has been floating in random spots on the board but hasn't seem to make its way to this thread yet.
Mainland Balance
The difficulty increase of mainland mobs to newbie land mobs, exact same con, is so huge a lot of people will quickly lose interest after the jump to the mainland and opt to reroll and hang out on the island.
Some balancing and proper scaling of mob difficulty to range from nearest town needs to be done.
morgan73
October 2nd, 2004, 12:28 AM
I would like to see a way to shut off/turn on all tell messages. Ignore works well for when you just don't want to deal with a few, but I don't see anything in place for when you just plain don't want anyone to send you a message. Having a new tell pop up dead center of the screen can be a very bad thing at times, and between user, region, guild, team, and area chats, and not to mention in game email.. It's not impossible to reach someone without using the tell. As it stands right now, you absolutely must allow anyone and everyone to send private messages at all times, whether or not you want them, because the ignore list would be impossibly long and tedious to add every single name, including the issue that you have to *know* the name to be able to stop it.
Wow, that was long winded.. in summary, PLEASE put in a command to block all tells that can be turned on and off at will. ;)
rotor
October 2nd, 2004, 01:34 AM
Unless I missed it:
Different colored text for people on your friends list.
(If this already exists, then ignore me, I must not have many friends.:o)
kazuki
October 2nd, 2004, 07:00 AM
I am thinking in the crafting skills tree somewhere a skill to put the crafters label on the item. I am just trying my first crafter now so I admit I am supposing a lot here but.... listening to the regional I hear it, in my interactions with crafters I see it, many crafters take great care and pride in their products. They are like scientists figuring out the best combinations of mats to get the desired qualities in their items (one gave me the vest and pants off his body because he was unable at the time to get the quality he wanted in the armor set he was making for me. Thank you again, Orbawyn).
So what I'm thinking is the offered ability skill to attach the label at 50SP so it doesn't become merely amusing then a dapper or focus fee for the actual crafting and attachment of said label AFTER the item has been crafted (maybe like the Use Item Enchantment button). That way the expense will only be invested in attachment to items the crafter decides they want thier label on.
It will also help those of us who have a devil of a time remembering who made which when we are ready for new equipment.
Maybe harvesters can get a skill to do a bit of alchemy ...
Maybe we can have tattoo artists that can modify our existing tats as we reach milestones in our development...
Sorry its so long but damm I love this game.
rotor
October 2nd, 2004, 07:33 AM
From playing other mmorpgs, I'm used to seeing a "Market" forum. Wish we had one for each community of the forums.
callies
October 2nd, 2004, 08:21 AM
Unless I'm pressing the wrong button (usually the spacebar for the closest mob), a way to cycle through targets and other clickable objects within your field of vision? It's tough with tons of spawns infront of you to deliver that excruciating bolt of magic when you have to precisely click on a specific target.
I'd like to revisit the idea about an auto-attack. Sitting to regen stat pools and having to stand -> click target -> execute attack is SUCH an ordeal.
GMs, VERY nice job on keeping an eye on these forums as well as in-game support! (5 minute response on in-game ticket and I almost fell out of my chair!)
Thanks.
lyrah68
October 2nd, 2004, 08:31 AM
My dream list:
Make Ignore WORK, turn it on, I should not hear or see anything that person says on ANY tab, and it should automatically turn OFF incoming and outgoing tells to/from this person.
a location feature, with NUMBERS so I can make IN DETAIL all the nodes I find on my OWN graph paper.
Or better yet, Allow us to store up to 350 map pins, and allow us to zoom in far enough too so that nodes that are 5m apart can have map pins. OR allow us to BUY a map for EACH grade of material nodes, yes it should hurt when we buy it (less than 500 dap or even let one harvest pack include the basic nodes, under 1k for the fine map, and about 1 or 2k for the choice nodes), or a mission to get this? sounds fair to me as long as it isn't "Kill 50 kippee and make it quick it is urgent" (in other words, you aint going to be able to do this until most of the first wave of players are already on the mainland...so map it your OWN danged self)
Matis and the Masked race need VISUAL clues about where to harvest, in Fyros lands you get the pebbles, in Tryker lands you get the jellyfish, but the other two you get???what?? to run around all night prospecting into the VOID?? Sorry that doesn't work for me.
Umm better quality tools, not sure why, but I just think if a mage needs a better staff for their upgraded spells, that Harvesters need a q10 pick, and crafters need a better needle and thread kit etc. Maybe that is just me though. OH and this should be available at the mellee merchant as well. And I think that using the higher end tools SHOULD dramaticaly improve your chances at crafting OR help you NOT destroy a resource node.
OH and most importantly...umm about storage space. Could I get a backpack? What about a BANK? I would like a better way to control where my supplies are in my inventory, and even be able to MAKE a weight reducing backpack. I know the split stacks is coming in first or second patch, but I am ready for it asap.
Ok, I do want to complement your GM staff for the FASTEST in game reply times I have EVER seen. The only time I had to bother a GM, it took him/her a few SECONDS to reply. I thought I was going to FAINT.
I also want to state that it SHOWS that the Devs are serious about this game, you LOVE this product and want us players to be happy...and it seriously shows. THAT is the main reason I was willing to bug the poor guy at EBgames for a week solid. And I bought TWO copies, one for me, and one for my teen aged daughter. (and No I don't tend to buy two of ANY game).
If I don't get ANYTHING on my list, I will still play, prolly until the last server is shut down in ten years or something, but...I still wanted to give my input on this thread.
Thanks in advance for the best game I have ever played online.
*salute*
lariva
October 2nd, 2004, 04:38 PM
1. I twould be nice if map was precise. Horizontally it is fine, vertically however, it is quite a bit off.
2. Functinality to drop a marker by clicking on yourself or team mate and selecting "drop marker" this way i dont have to move off to drop it, and tell my team mates to move a bit since their character prevents me from accessing mark function.
3. Most definately map grid, so you could relay to people as to where you are - i'm a bit tired of telling ppl - "that big tree to the left of arena up on top of the road...." I want 10x10 meter grid at max zoom and 50x50 meter grid on other zooms.
4. With addition of a grid, ability to drop markers over a number of grid segments. With altered color - I.e. select number of grid boxes and mark - the color of the grid is the same as the color of the flag that is currently being used. This way I can mark up spawn area, harvesting locations etc.
Did i forget anything?
map upgrade yes mayb a grid system so i can say to my guildmates im in area G4 instead of saying im SW of the big hill east of the NW passage almost like a GPS thing but more of a grid lines
MOSDEF ROCKS AND BLACKSTAR KEEP SHINNING
lariva
October 2nd, 2004, 04:43 PM
http://ryzom.hotsubject.info
From playing other mmorpgs, I'm used to seeing a "Market" forum. Wish we had one for each community of the forums.
kisedd
October 2nd, 2004, 04:46 PM
1) I'd like to be able to mark and item or put an item somwhere that I won't give it to a mission giver. When I make 10 Q20 pikes that look just like my uber pike, it's too easy to give it away when they all look the same.
2) Slider bars for the various sound options. I turn up the volume to hear the ambiet noises, and then get blown out of my seat by some Kipees or the lady howling as she fights.
kierstad
October 2nd, 2004, 05:09 PM
My dream list:
Make Ignore WORK, turn it on, I should not hear or see anything that person says on ANY tab, and it should automatically turn OFF incoming and outgoing tells to/from this person.
I agree, right now it seems to be rather flaky.
a location feature, with NUMBERS so I can make IN DETAIL all the nodes I find on my OWN graph paper.
Although this would be nice, I'm kind of hoping it isn't put in. Way too easy to make bots with a /loc function (harvesting, walkbots, etc). There are a couple of sites (mostly french, german) that do have maps that you can download and print, albeit not the best solution, but you can still mark places on it.
Or better yet, Allow us to store up to 350 map pins, and allow us to zoom in far enough too so that nodes that are 5m apart can have map pins. OR allow us to BUY a map for EACH grade of material nodes, yes it should hurt when we buy it (less than 500 dap or even let one harvest pack include the basic nodes, under 1k for the fine map, and about 1 or 2k for the choice nodes), or a mission to get this? sounds fair to me as long as it isn't "Kill 50 kippee and make it quick it is urgent" (in other words, you aint going to be able to do this until most of the first wave of players are already on the mainland...so map it your OWN danged self)
I'd prefer seeing more pins than buying maps at this point. Different sets of pins for different categories of items:
Material Sources
Basic
Fine
Choice
Excellent
Superb
General Landmarks
Kami/Karavan Teleports
Each group would have a max limit of markers. If they coded markers to be stored clientside, this shouldn't be an issue to increase the limit on them.
Matis and the Masked race need VISUAL clues about where to harvest, in Fyros lands you get the pebbles, in Tryker lands you get the jellyfish, but the other two you get???what?? to run around all night prospecting into the VOID?? Sorry that doesn't work for me.
Masked race = zorai.
I think they actually do have some visual clues, I can't tell you specifically what they are as I don't really harvest/forage that much.
Umm better quality tools, not sure why, but I just think if a mage needs a better staff for their upgraded spells, that Harvesters need a q10 pick, and crafters need a better needle and thread kit etc. Maybe that is just me though. OH and this should be available at the mellee merchant as well. And I think that using the higher end tools SHOULD dramaticaly improve your chances at crafting OR help you NOT destroy a resource node.
I agree. Right now if you buy a QL10 tool of any kind and equip it, it changes to QL1 (at least for me, not sure if anyone post 100 level can verify it still happens then?)
OH and most importantly...umm about storage space. Could I get a backpack? What about a BANK? I would like a better way to control where my supplies are in my inventory, and even be able to MAKE a weight reducing backpack. I know the split stacks is coming in first or second patch, but I am ready for it asap.
Storage space is addressed with pack mounts. Personally I don't want to be able to lug around an unrealistic number of things (even though you kind of do already). It defeats the purpose of having pack animals in the game.
I'm not sure if apartments/guild apartments have separate storage, as I haven't gotten one yet.
It would definitely be nice to be able to sort or compartmentalize your inventory. Mentioned a few times on this thread and I think Cerest included it on the list.
kierstad
October 2nd, 2004, 05:10 PM
vBulletin Wishes:
*Visual notification of whether or not a mod/gm/dev posted in a thread. :)
jenuviel
October 2nd, 2004, 06:04 PM
I'd like to see emotes in the game; not the pre-defined right-click emotes that are there now, but the ability to type in your own emote sans graphics. Every MUD in existence has this feature, as do all of the MMOs I've played. To be more clear, I'd like to be able to type:
/emote glances up at the sky with a frown, squinting her eyes in the glare.
The resulting display seen by myself and those nearby:
Jenuviel glances up at the sky with a frown, squinting her eyes in the glare.
This is such an essential function of roleplaying that I'm amazed it wasn't included. I'm loving the game so far, but this little detail would add immeasurably to it. When emotes can be user-defined, the playerbase is limited only by its imagination. If Diku MUDs can support the feature, I'm sure Ryzom can! =)
cerest
October 2nd, 2004, 06:09 PM
vBulletin Wishes:
*Visual notification of whether or not a mod/gm/dev posted in a thread. :)
Do you mean at the top? Because right now there is. All of the GMs and devs and CMs (me included) have it in their signature.
solmor
October 2nd, 2004, 08:33 PM
I have been thinking about the end game of this game, and it almost seems that it could be doomed as soon as people get to the endgame. Currently, there is almost no difference in races besides the way weapons look, and the new racial abilities. But what would make someone want to start a new character if its almost the same as the last one, since there are no predefined characters... 2 characters with everything maxed out will be the same no matter what... making it almost pointless to create another... this is what i was thinking... may not be the best idea... but there could be some end game towards it...
1. add in a race vs race pvp system, kinda like daoc but do not ruin it with a stupid patch like NF did. have rewards in it and keep an active eye on it at all times
2.make classes... but do not make them real classes... for example... when you chose ure 3 packs in the beginning... you can choose ure primary line, ur secondary line, and ure tertiary line... in ure primary line u can go up to 250... secondary 167(2/3 of 250) and tertiarty 83(1/3 of 250).... therefore... not everyone is the same once they get to the endgame... making there a reason for you to start up a new character....
3.or instead of 2... make it so u can only max out one line...and bring hte rest to 150... or something along that sorts...
please comment freely but do not just throw down my ideas, as we are trying to be constructive and get somewhere in this thread.
thank you
ayne31
October 2nd, 2004, 08:58 PM
2.make classes... but do not make them real classes... for example... when you chose ure 3 packs in the beginning... you can choose ure primary line, ur secondary line, and ure tertiary line... in ure primary line u can go up to 250... secondary 167(2/3 of 250) and tertiarty 83(1/3 of 250).... therefore... not everyone is the same once they get to the endgame... making there a reason for you to start up a new character....
3.or instead of 2... make it so u can only max out one line...and bring hte rest to 150... or something along that sorts...
I wont comment - just curious why you think is would improve gameplay.
stellus
October 2nd, 2004, 10:59 PM
A Dev Digest! Keeps track of all posts made by a GM, developers,or community liaison!
wicker
October 3rd, 2004, 12:08 AM
Invulnerabity:
I wasted 70 points for invuln 2. Pretty much a worthless skill. Never enough time to run anywhere and not enough time to actually regain HP. Plus you can't hit with it! Needs to be a lot longer and get to use it a lot more and get to HIT while using it.
Warcry:
Also needs to be longer and get to be used more often.
tingqua
October 3rd, 2004, 07:39 AM
humble wish,,,
1 : /follow macro (key bind)
2 : Team member Target macro (key bind) : just like most mmo has... S/a EQ , DAoC, AO, etc etc,,
zzeii
October 3rd, 2004, 04:28 PM
Here's something that I'd like to see:
Aura/power stanza's refreshed automatically upon death and respawn. (Not when you go into a coma and get revived though).
Yea, and how about a stealth ability. Like say....sneak? You see a mob laying down, back towards you 5m away, at night, pretty much sleeping. Once would think you could sneak by it ey?
toddl
October 3rd, 2004, 08:03 PM
My feature wishlist:
1) Heal over time spells. I've been playing a healer and I am having to hit waaayyy too many f-ing keys during fighting. It wears me out after awhile. I'm jealous of the linkers. Just give me a nice HoT spell that I can cast on the MT sometimes so I can veg out and watch the battle ;-)
2) Esc key clearing unecessary windows (trade, inventory, crafting, etc.).
3) Some way of visually sharing your map information with other players. Like if I have something flagged on my map, I would like to be able to share this location with a friend. I would like to be able to show them my map (and ideally they would be able to "copy" any flag location they like onto their own map).
4) Fix the Sap Crystal / Crafting / Cristalize / Inventory bug. I use my wand and sometimes fill up other peoples wands for them. This is an annoying bug.
5) More keyboard commands without having to make a macro - i.e. things like /follow, /assist, etc.
suldrun
October 4th, 2004, 11:23 AM
In the Guild window, show who is online and who is not (I don't feel like putting everyone from my guild in my contact list just to know who's there)
oddie
October 4th, 2004, 07:29 PM
I would like to let my team mates to know I am casting by sending a group say when I cast. I have looked through the macro and see no way to do this in the preset macros.
i.e. I set up a macro to cast a heal on team mate and at the same time have the group say "Healing <name> in 2 seconds".
Any other macros to cast spell 1 pause, spell 2 would be nice too.
And I heartily agree we need escape key for windows not stickied.
Also the forage for 50m, when i cast i get the meters to the material, but no other clues as to direction, of course I have not used this a lot yet, so maybe i missing something. But I could use some more clues to find the material or more time to find it.
oddie
October 4th, 2004, 07:41 PM
humble wish,,,
1 : /follow macro (key bind)
2 : Team member Target macro (key bind) : just like most mmo has... S/a EQ , DAoC, AO, etc etc,,
you have the ability to target team member, in the macro menu u can set up target an entity.
However, it seems that if u had a team of 8 this would be difficult u need a target macro for each of them and 8 separate keys. So which keys? I find it difficult to remember all the short cut keys. Therefore, when i set up a key that is in use (at least from my experience from beta) I lose the original short cut and the ability to easily reset it back and choose another key not in use. Cause I cannot remember and don't have a index I can access in my brian to get to all the triva that is in there.
HMMMM, may some can.
morgan73
October 4th, 2004, 10:12 PM
I have to agree with some of whats been mentioned, too many mobs of lesser and higer levels, and almost nothing inbetween. There are so many low level mobs packed in such small groups that I hate traveling, because as soon as I get anywhere near a group, I lag 3 times as bad as when there is nothing in sight.
And I also have to agree that travel between racial lands is *too* hard. Too many agros, they overlap patrols so heavily that I at least can't get through, no matter how hard I try, time, watch, and wait, something eats me within 1 minute of stepping out the portal into Tryker lands.
Difficult I can understand, but I was given the impression that racial interrelations was extremely important in this game.. yet.. only a handful have ever made it to another land, and none to Tryker that I know of. Add in the perpetual lag, and travel is nearly impossible, to completely impossible, depending on where you are going and what you want to do.
I love this game, but between the perpetual rubberbanding getting me killed, way too many high level agros packed in close quarters (which, by the way, howcome if they are SO agro, they don't also fight with another different agro over territory???), and the near impossibility of being able to visit other races when I was given the impression that said interaction was highly important.. It's getting to a point where I wonder if I should regret my 6 month subscription. :(
jesder
October 4th, 2004, 10:49 PM
Please change the wording on all crafting/harvest/info screens
The word quality is used way to much and means many things.
Quality number next to an item (mats or finished products) really should be the leve of the item
Quality on a finished product is fine (this is what crafters see when they make the item)
I am unsure if the different mat types are called quality as well (basic,fine,choice,..). I know this part confuses people as well.
We had a nice long chat going about this and other things related to what makes a good item in this game and while I think most people knew the system, they could not communicate with other players due to being from the other side (crafters vs harvesters vs fighters vs jack of all trades)
dalacane
October 5th, 2004, 01:27 AM
Need an in game volume control,
also some of the creatures like the kipee are louder then others makes it hard to balance volume late at night when people are sleeping.
vicky20
October 5th, 2004, 01:57 AM
Great suggestions guys! Most of them ;) Anything else that would really enhance the game?
Characters running speed is a bit slow. I'ts annoying that anything under the sun can catch me pretty easy. I did find a run buff available in the melee tree but it only lasts 10 seconds and takes 15min to recharge. Once a critter decides to start chasing me it never, never stops. Ouch.
khayne
October 5th, 2004, 09:04 AM
A way to copy/cut a stanza from one action bar to another. That way I don't have to delete and recreate each one every time. :rolleyes:
svayvti
October 5th, 2004, 10:36 AM
14 pages in this has probably been said already, but...
* make Tryker intercontinental transportation easier. Remove some mobs that aren't needed, or add teleporter kami/karavan members.
* Some basic revamps to ranged fight. Decrease amount materials needed to make ammo. Nail their bugs ASAP (damage displays, choice mats doing 0 damage, etc)
* gives us more updates on content patches :)
billg1
October 5th, 2004, 01:55 PM
Fix Zora Kovan snipers nearly unlimited range and the ability to shoot thrrough mountains.
gralen
October 5th, 2004, 02:46 PM
* make Tryker intercontinental transportation easier. Remove some mobs that aren't needed, or add teleporter kami/karavan members.
Vital issue here, the Trykers have only 2 exits from their continent (I know of a third tunnel near Windermeer but it's a dead end with no portal).
The Tryker <-> Lands of Umbra link in Bounty Beaches is blocked by a wall to wall line of cutes let alone the hordes of torbaks and aggro kitin.
The Tryker <-> Matis link is buried in the Maze of Sprites. The maze itself is daunting enough but it also has multiple wall to wall blockades of torbak, cuttler, Gibbaď, and aggro kitin. I sat for an hour waiting for an opening through one blockade only to watch the blasted critters on one side simply switch places with those on the other about three times. I now have every kami respawn point in the Witherings, the Burning Desert and Matis from Yrkanis north (I know of other homins who can make similar claims) and my highest level is only 44. I know how to get around aggro mobs and I cannot get into Tryker nor has any other homin I know that has tried.
kierstad
October 5th, 2004, 05:48 PM
Do you mean at the top? Because right now there is. All of the GMs and devs and CMs (me included) have it in their signature.Cerest,
Sorry I didn't reply sooner, but it's been hectic at work.
What I mean is an icon along the side, or even a dev digest forum (locked of course preventing users from posting) that lists the threads someone has actually responded in and their responses.
When I say on the side, I mean when you look at the list of threads in the forum, not in the actual individual thread itself. I.E. looking at the threads list for North American Community - English > General would show an indication of which threads have been responded to by dev/gm/mod.
tvick
October 5th, 2004, 07:27 PM
Great suggestions guys! Most of them ;) Anything else that would really enhance the game?
1. A banking system (maybe thats what houses are for?)
2. Background music.
3. a /loc command to get a numbered location of where you are. (i.e. bpb: Where ya at? Me: 300x456 bob, in stead of, hey bob, go a bit east, then south for 5 minutes from the nw village and you should find me)
4. A way to change my forum nick. Seriously now, I could just start running a password generater based on common dictionaries and use people forum names. (not that I would.. just saying)
5. Modest clothing? ;)
tvick
October 5th, 2004, 07:33 PM
Do you mean at the top? Because right now there is. All of the GMs and devs and CMs (me included) have it in their signature.
He means a dev tracker type of ability, a search that will list just the threads that employee's have posted in somewhere. SWG has one: <A HREF="http://forums.station.sony.com/swg/tracker?role=Dev">Dev Tracker Example</A>
My html is rusty, lets hope that link works. ;)
-- edit,
It didn't oh well. ;)
gkvector
October 5th, 2004, 07:42 PM
It would be nice to be able to name weapons and have the names show up in the tooltip when selecting in the hands window.
If I have several staves, for example, that are all the same quality, there's no way to tell them apart (other than getting info on them, which is kinda slow in the heat of battle) even though they may have very diffrent capabilities (one may be tuned for healing, another tuned for off magic, etc.)
zakoum
October 5th, 2004, 08:17 PM
Hi all Homins,
This is my first post and my first real MMORPG (I only played Neverwinter Nights)! After going through the 15 pages, here are my suggestions:
-An easier way of finding people at your level, with filters for professions or group goals (such as X is looking for a group to harvest or hunt around level Y, etc.). I would like this since, IMO, playing online = playing in groups, even if you gain less exp than solo or have to share the loot (I never had problem with loot sharing so far)!
-A better indication of your team health. I played a healer and knowing the real number of your team health would make a lot of difference- healing someone with 250 hp out of 500 is less crucial than healing someone with 50hp out of 100, which is now represented graphically in the same way.
-Quick keys for weapons – I tried to do an hybrid shooter/2 daggers wielding – shooting to attract 1 enemy at the time, but it was too tedious to do.
My other suggestions have already been pointed out.
zelgro
October 5th, 2004, 08:24 PM
A problem I have noticed [As both a crafter, harvester and warrior] is that the materials gained by harvesting overpower the materials gained through hunting by far.
I suggest evening the playing field, to simply make them different methods, otherwise creature loot is simply good for selling to vendors, and crafting items with the body parts is completly obsolete.
deadwolf
October 5th, 2004, 08:36 PM
First, I will say that I know some (if not all) of my wishes have already been listed. I just haven't the timme or patience :p to wase through 15 pages of posts. That said, here's my "wish" list - -
1) In game map coordinates under radar (such as Asheron's Call uses)
2) Means to I.D. a monster's level (range). i.e. r-click for info - example: right click on suckling Yubo, select info "Suckling Yubo, level xx, HP xx
3) Long distance team and guild invites (such as Horizons uses) but limited to same landmass
4) Toggleable method to switch views on experience progress from bar graph to numeric (or percentage) view or back
5) Diffeent sized & priced guild halls, each dependent on total number of members in a guild. This helps the smaller guilds who may not otherwise be able to afford a guild hall (especially if majority of members can only play part time)
I'm sure I could come up with more if I thought about what I have seen in SoR already, but this will be enough.
Thanks for letting me input.
Wolf
cerest
October 5th, 2004, 08:38 PM
Cerest,
Sorry I didn't reply sooner, but it's been hectic at work.
What I mean is an icon along the side, or even a dev digest forum (locked of course preventing users from posting) that lists the threads someone has actually responded in and their responses.
When I say on the side, I mean when you look at the list of threads in the forum, not in the actual individual thread itself. I.E. looking at the threads list for North American Community - English > General would show an indication of which threads have been responded to by dev/gm/mod.
OK got it.
kierstad
October 5th, 2004, 08:42 PM
3. a /loc command to get a numbered location of where you are. (i.e. bpb: Where ya at? Me: 300x456 bob, in stead of, hey bob, go a bit east, then south for 5 minutes from the nw village and you should find me)
Nothing personal, but I hope they do not implement a loc command, as I responded to an earlier thread. It is WAY too easy to make bots with that feature implemented/enabled (combat, walkbots, etc).
cerest
October 5th, 2004, 08:43 PM
Ok guys, I'm starting an new thread for this wishlist so that people don't have to read through 15 pages ;) Go here... http://ryzom.com/forum/showthread.php?t=2304
vBulletin v3.5.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.