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Top 5 Things 'We' NEED Fixed [Archive] - Ryzom

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stygeon
October 13th, 2004, 10:35 PM
Okay ... I've gone thru just about every single thread for a week now. I have read alot of how this affects my gameplay.

I am sorry that each person feels that something affects the way you play the game. That however does not place it as a top item that NEEDs to be fixed.

I do understand there is a wishlist stickied at the top of this forum and that is just it ... it is a wishlist of things you and I as a community would like to see changed,modified or incorporated into the game.

I am starting this thread to be a feedback to the devs of what their top priorities from us the community should be.

I ask that each of you post a problem and why it is a NEED and not a WANT.

There are several issues that are near the top of the list and I would like constructive feedback from each of us in the community. There will be deferring opinions .. that is fine. Just please do not turn this into a flame session so that hopefully 'WE' as the players will provide some input into the fate of 'OUR' game.

That said ... some basic rules.

1) Unless you are over 200 in a skill please do not ask for a change in SP. It is unreasonable at current levels that the majority of us can answer the impact this has.

2) I do understand there is a 'WANT' for quests in game. The devs have stated that this will be added. This is not a 'NEED' to be placed at the top of the fix it list.

3) Please do not ask for any additions to the game. This is a list of items that are currently hindering player growth or inhibiting playing of any nature.

4) Please be honest and sincere and allow that your opinion does matter but it is your opinion. Be courteous to the opinions of others and disagree ... in a constructive manner.



Now to the meat of the subject ...

These are 2 of the items that are recieving alot of heat and discussion in the threads. Relevant information should still be placed in those threads ... but please voice your opinion here.

First ... Tryker resources. The Tryker are currently unable to harvest specific QL of materials. We want to know if this is intentional and if not please fix it.

Second ... Item degradation. We feel that items over QL50 degrade to fast. Is this intentional? (IMO Tryker mats should be fixed first to give them time to make items before the degrade is resolved)



The 2 above are more what I have noticed. That does not mean they should weigh anymore into this than any other. But it is MY opinion of 2 that should be on the list.


Everyone ... this is our oppurtunity to show how much we care about SoR and to work on communication between us and the developement team. We all have varying opinions on what should and should not have happened in beta ... we were not all in closed beta so this is our chance to sound off on what is broken.

vanderpm
October 13th, 2004, 11:07 PM
Personally, I believe lag should be fixed and ranged combat should be balanced a bit more, as well as the Tryker mat issue. I have not run into the problems in the main post yet because I am still on the noob island, but that will change shortly.

evalisa
October 13th, 2004, 11:18 PM
1) Range combat costs (3k+ for 12/24 shots)
2) Trykers areas (mats/invisable walls ect)
3) Item decay (2+ weapons nd suits of armor a day...)
4) Trainer room bugs (teleport not working/no trainer/relocated)
5) Weapon/armor stat bugs (dodge/parry dont show on weapons/armor, +damage dont show on range (but is on mat stats)

sunhawk
October 13th, 2004, 11:19 PM
"2) I do understand there is a 'WANT' for quests in game. The devs have stated that this will be added. This is not a 'NEED' to be placed at the top of the fix it list."

Yes, it is a 'need', in my eyes. Without quests all we will have is grinding, at least when the novelty wears off. Until we really start to feel like we're able to do something epic (Which I concede could be given to us in other ways, like the Kitin raid on Matis lands.), all we'll feel like is that we're just sort of there. Which doesn't lend itself to many but the powerlevellers and those after l33t l3wt.

Edit: But no, this is not as important as fixing the balance issues or any such thing, but it IS still vital and it IS still a need in my eyes. It's merely of a lower priority.

parisg
October 13th, 2004, 11:40 PM
Top 1 Thing: Transparency of the known bugs and the fixes. I don't want to blame our support crew, they have done a good job so far. I wish Nevrax would publish more information though. What exactly do the bugfixes contain? If ranged gets nerfed (I believe it works the way it was intendend now) we would like to know about that. A "damage adjusted" is not sufficient. I would also like to know which bugs Nevrax is currently working on. The list of known bugs in the patch notes contains 1, maybe 2 items. Obviously in these forums, more problems were found by the users. A lot of discussions about fixing some bugs would be futile if it was known which bugs exist and which are being worked on. It is also frustrating to come into the game and ask around if anybody noticed any changes. Maybe it would be possible to open a bug forum.

Top 2 Thing: Inventory/ Trade bugs. We dont want to loose items because we're full. Loose the stacking problems too.

Top 3 Thing: Weapon stats. Please display all the stats of the weapons / Armor as the crafter see it.

These are the things that I found most frustrating. I did not get very high in levels since I am only playing from time to time. But I've enjoyed it sofar!

svayvti
October 13th, 2004, 11:41 PM
My top 5:

#1) Fixing tryker lands - mats/walls/dense aggro packs

#2) Guild missions (Outposts, etc)

#3) Foraging rebalance - economy fix. (Explained here)

#4) Ranged combat overhaul. Stanzas and ammo production

#5) Display bugs (weapon stats, guild names/symbols, etc)

daleknd
October 13th, 2004, 11:47 PM
Maybe you would call these wants instead of needs but it is a matter of perspective I think.

I do not think that creatures should follow you indefinitely. The idea of fleeing and having them eventually give up pursuit should exist, in my opinion.

I also think that there needs to be either a sound or animation associated with dodging, parrying etc. Without this it is very awkward to try to use conditional attacks.

Dalwin
humble forager of the Fyros

anicolai
October 14th, 2004, 12:17 AM
Maybe you would call these wants instead of needs but it is a matter of perspective I think.

I do not think that creatures should follow you indefinitely. The idea of fleeing and having them eventually give up pursuit should exist, in my opinion.

I also think that there needs to be either a sound or animation associated with dodging, parrying etc. Without this it is very awkward to try to use conditional attacks.

Dalwin
humble forager of the Fyros

The ability to flee removes any rush of danger and allows people to freely explore dangerous areas they shouldn't be in. I do support the use of skills if a character wants to be a scout-type class. If you can outrun my dog in real life then I'll be ok with you outrunning them in a game :) Also, why in the world would they give up the chase when they most likely just witnessed you butchering one of their relatives?

It is not at all awkward to use conditional attacks. Make an action for it in your toolbar. When the action goes from greyed out to full color just click it. It also states in your system window when you have just done the required action.


Now on topic...one thing that needs fixing in Matis lands is the Turn of the Tide clan. They use guns that have the added bonus of infinite range. I wiped out their whole village because I kept getting hit by bullets. After they were all dead I went on my merry way, only to find out that I was getting plucked for 20HP every 5 seconds. I turned around...nobody there. Nobody on radar. Figured I would keep walking and ended up almost half the world away from the camp still with no sign of a clan member and STILL getting plucked for 20HP every 5 seconds. Painful to watch yourself slowly die and not be able to do anything about it. In retrospect I probably should have just logged out before I died.

Second thing would be selling items. I would love to see check boxes next to the items and a "sell all checked" button at the bottom.

Third would be some more accurate way to determine if a creature is going to eat you or let you be, other than trial and error of course. Been attacked by things I didn't think would attack me and not attacked by giant things with freaky names that apparently are herbivores.

Can't think of much else that hasn't already been stated.

The Fat Forager - Glimmung

daleknd
October 14th, 2004, 01:44 AM
The ability to flee removes any rush of danger and allows people to freely explore dangerous areas they shouldn't be in. I do support the use of skills if a character wants to be a scout-type class. If you can outrun my dog in real life then I'll be ok with you outrunning them in a game :) Also, why in the world would they give up the chase when they most likely just witnessed you butchering one of their relatives?

It is not at all awkward to use conditional attacks. Make an action for it in your toolbar. When the action goes from greyed out to full color just click it. It also states in your system window when you have just done the required action.


Now on topic...

I am not saying that fleeing should be easy. I agree that risk is an important element. I am simply saying that the concept of successfully fleeing should at least exist. This is a common element of most games in the genre. Is this not the main point of the ability that gives you a short burst of speed?

As it stand now unless you are near NPC guards or a body of water you will never successfully flee. Perhaps it is the designers' intent that the fear spell be the only viable way of disengaging from a combat.

While it is possible to use the conditional attacks, it is more awkward than it needs to be. I should not have to go through battles staring at the icons and playing whack-a-mole when one lights up. Many other games, DAoC for instance, have in game cues when you have parried or evaded an attack. These take the form of a character animation and a sound. This at the very least improves your immersion in the game, to be watching the battle instead of waiting for the icon to light up.

Dalwin
humble forager of the Fyros

needle
October 14th, 2004, 01:53 AM
I've been dragging a dead paker around for days now and it's getting old.

Apartments becoming "encoumbered" with about a quarter of the items that I can personally carry is ridiculous..

Just two things agitating me to no end right now.

ctusk
October 14th, 2004, 02:06 AM
1) Magic amplifiers over lvl 110 have no skill tree. You stop getting xp for making them and cannot advance in making them above lvl 101 crafting.

2) Outposts and guild missions - the content is getting really old really fast.

xenofur
October 14th, 2004, 03:24 AM
in case you didn't see it: http://ryzom.com/forum/showthread.php?t=3003

alystra
October 14th, 2004, 07:07 AM
I have 2 number 1's. Only because I see the need for one to be fixed and the other directly relates to me.

1. Fix the inventory bugs, especially the one where I lose items if I am over bulk when I hit accept. No easy way to tell if I will be over weight. Make the trade window display my bulk with the items I am getting.
1. Fix problems with overloaded areas of mobs in Tryker lands. This is just not cool.

2. Degridation of armor. IF this is a true problem it should be fixed. I only say if, because I am not of the appropriate level to know and wonder if it is happening only to the tanks (people who get hit alot in teams) or to every one in the team.

Pretty much everything else i can think of is really just a want, not a need. :)

lyrah68
October 14th, 2004, 07:52 AM
In any game, my top desires for fixes are anything that hinders the enjoyablity of the game. The highest priorities should be items that affect the HIGHEST number of players (IE lag, disconnects, hardware driver issues, sound issues etc), If more than HALF the players are affected...I can wait for the nice stuff.


The Tryker issue is such that I stuck with the Fyros I started. I find harvesting as a Matis an exercise in futility, I can see NO clues as to where to start looking for material nodes. I do think this should be in the top 100 list somewhere. The Tryker issue should be in the top ten.

I haven't noticed that much lag, in all honesty. I always played during the late night lag storm, and last night I did NOT notice this lagfest in the least.

Recently, there have been a few issues with players harassing other players verbally. I think the ignore feature NOT working is rather serious, I would place that near the Tryker issue. I would place it there since it is game wide, and it only takes ONE horses rear end to ruin the mood of the entire region. PLEASE fix this ASAP. (fixed would be ignored persons can not send you a tell, they are sent a polite notice that they were ignored by this player when they try to send you a tell, NO emotes should show from this person, Tells, around, region ANY speach of ANY kind should NOT show from an ignored person.) Most mature adults would rather use this feature than bother a GM about an immature person.

The map pins issue is an "Icing" issue for me, even though it does affect my abilities to enjoy the game. I would rather see bugs and more pressing issues fixed first. ANYTHING that is visual dressing, including quests, storyline, events, new hair styles, tattoos etc should be WAY back in the priority list until all bugs and game play issues are fixed.

Nothing ticked me off more in Earth and Beyond or Horizons than seeing them waste untold HOURS programing events that no one went to while leaving lag and bugs that ruined the game for me. The feeling it left with many was one of not being heard, or even being totally ignored by developers.


My top five issues, in no particular order are:
ignore feature fixed
lag issues fixed
bugs found and squashed
Tryker issues fixed
Map use expanded to useful (more pins, closer zoom, location command added)

Other wise, the game to roughly 55 is smoothe and enjoyable.

rugster
October 14th, 2004, 01:23 PM
1/ Mob max run to distance. - Stop mobs following forever, its just plain stupid.
2/ Stop action button - desperately needed, for harvesters, casters especially. It takes so long to stop a harvest before an explosion or to run from a mob it simply isnt worth trying. And casting spells no longer required or to escape a multi pull.. again there is no reason for this, moving should stop the cast/harvest but it doesnt, it just lags you out with ultra slow animation.
3/ Mob BAF and Grp Xp - There is none, kill 1 mob or kill 2 at the same time, no change in xp. The mobs however get a massive rise in damage. There should be something to compensate and reward a player for dealing with these situations.
4/ Mob Quad damage or hitting player so much he cant hit a single mob. - When 3 or more mobs attack you, depending on level the mobs get a huge increase in damage dealt, and/or they hit you so fast you can't hit anything at all.
5/ Remove mob quad damage when attacking from rear, or give player the same advantage. - run from a mob and it will kill you 4x faster then if you didnt. Making sprint an almost useless stanza. If a player stands behind a mob when his mate has aggro he gets no damange bonus. niether should the mob.

Amoungest others
Harvest xp.. some people dont like havign to harvest 25 hours a day skilling up. Some people only have a few hours a night. They will reach my level in harvest in about 4 months time. and they'll have no melee, caster or crafter skills to boot. atm you get 3k for a max mob kill. The mob levels raise faster then mats do. So you can keep to the 3k cap very easy in melee.

Fix Harvest Xp, did mention this? oh yeh, xp should be based on overall quality and amount of mats extracted, not on overall quality based on 1 mat extracted. - Reward players who can extract 2 or more mats with the xp they deserve. Additional xp should be rewarded for level of mat, ie fine, choice, excellent..

alstell
October 15th, 2004, 01:54 AM
2/ Stop action button - desperately needed, for harvesters, casters especially. It takes so long to stop a harvest before an explosion or to run from a mob it simply isnt worth trying. And casting spells no longer required or to escape a multi pull.. again there is no reason for this, moving should stop the cast/harvest but it doesnt, it just lags you out with ultra slow animation.


Have you tried ctrl-s? That is the stop action key.

As for what I think needs to be fixed ASAP is the 1280 x 1024 not starting in full screen bug. I am really getting annoyed every time I start the game. I need to switch to 1024 x 768 then back to 1280 x 1024 and then re-set all my windows.

lonwolf
October 15th, 2004, 02:04 AM
Dead packer bug should be at the top, it effects serious storage space.

jhaan
October 15th, 2004, 06:21 AM
1) Storyline

2) Storyline

3) Storyline

4) Storyline

5) Storyline

:D

tgile001
October 15th, 2004, 07:56 AM
My top five in no particular order.

1) Get the economy fixed and working right. ATM Players who don't craft or harvest cannot find equipment without alot of time and effort.

2) Fix the Tryker issues.

3) Make harvesting less tedious by allowing players to search and find specific mat types (ie, choice, excellent, etc).

4) Fix the insane costs for ammo and other issues with ranged wpns.

5) Get accurate descriptions of what spells and abilities actually do so players don't waste time and points on worthless skills. Make it so that players can untrain worthless skills and regain the points they spent.

vanderpm
October 15th, 2004, 08:28 AM
2/ Stop action button - desperately needed, for harvesters, casters especially. It takes so long to stop a harvest before an explosion or to run from a mob it simply isnt worth trying. And casting spells no longer required or to escape a multi pull.. again there is no reason for this, moving should stop the cast/harvest but it doesnt, it just lags you out with ultra slow animation.


Press K, in that menu you have the option to create/map a new key. I mapped the stop action to the Z key. That is much faster than a button could be and takes up no screen realestate.

gralen
October 15th, 2004, 03:34 PM
2. Degridation of armor. IF this is a true problem it should be fixed. I only say if, because I am not of the appropriate level to know and wonder if it is happening only to the tanks (people who get hit alot in teams) or to every one in the team.

Mage using light armor and not being hit, thank you tanks!, and the armor falls right off your body. Personally, I'm switching to a nice set of "show" armor and then just some plain store bought junk to sew my boosts into for actual fighting.

ralgur
October 15th, 2004, 05:10 PM
(1) The con system is anything BUT intuitive for me. Trial and error is the only clue I have. It shouldn't be risk free to wander around in the wild, but as it stands, the current con system is useless to me.

(2) The conditional attacks such as "hit after critical hit" and "hit after dodge" are nice, but the visual cues are not. One of the things I enjoy about combat is watching my character flip around and such. Now, with the conditional attacks, I get to stare at the icons to see when they light up. This really kills immersion.

(3) Lack of Tryker mats over quality 50.

(4) Harvesting - Where are the visual clues? Wandering around for hours trying to find resources is not what I consider fun. I want to do harvesting, and it shouldn't be a "gimme", but as it is now, it's a fun killer.

(5) Fix the ignore function. As a whole, I've been very impressed with the community. However, it only takes one bad apple to ruin the bunch, so to speak.

(6) In game text descriptions of what skills do should be improved dramatically. You should also allow a "surrender skill" option to give up skills you do not want.

Lots of other issues have been listed. Please hurry on this stuff in this thread. No mmorpg is perfect on release. This one is no exception. My "free" month is going to be up. I'd like to be out of beta. :p

sputniik
October 15th, 2004, 06:41 PM
1) A more intuitive, working con system. This is needed especially in SoR because the mobs don't stay in designated spawn points and wander about.

2) Key mapping: having to add a new action once you overwrite (usually unknowingly) it with another function.

3) Inventory bugs!

4) Tryker issues.

5) Visual clues for harvesting.

Now get to work! ;)

oddie
October 15th, 2004, 08:56 PM
1 armour and weap degradation Yes let it wear out, but with the high expense of items, there needs to be some balance somewhere

2 fix the trykers They deserve to be on the same playing field the rest of us are on

3 inventory bugs It is a pain logging in and out to get to what you need, or doing without cause it is a hassle

4 I think the rest is just wants atm..................

gules
October 15th, 2004, 09:47 PM
Viable ranged weapons.

stygeon
October 15th, 2004, 11:29 PM
I would like to thank everyone who has posted so far. Thank you for your time and thoughts. I knew that we as a community could come through in this.

I hope that more of you will add more weight to some of the thing already mentioned or add more of your own.



Please share your thoughts.

daleknd
October 16th, 2004, 12:09 AM
Another one I'd like to add to the mix that I have not seen mentioned is how ressurection and aggro tie together.

I can live with the design decision that you only get healing exp for healing folks you are grouped with during the actual battle. It's a matter of risk vs reward.

The problem I have is that you basically cannot ressurect some corpse you find out in the wilderness. If some guy gets himself killed by anything other than harvesting, it is suicide to rez him. Whatever killed him instantly attacks you. If the risk vs reward says no exp for drive by rezzes, it seems very wrong to me to inherit the corpse's aggro.

Dalwin
humble forager of the Fyros

qjahe
October 16th, 2004, 05:15 PM
the top #1 is fixing Tryker mats.
but that'll never happen.. EVER.
They leaving us in the ditch for more than a month now..

Nevrax as bad priorities, their all over the wrong places.

Its sad.

Reboon

dewdman
October 17th, 2004, 11:00 AM
The soundscape, in my opinion, is severely lacking. I know this isn't a big issue concerning the mechanics of the game itself, but for the pure sake of immersion and general visual/audio aesthetics there needs to be a serious overhaul to the sound engine. The sound of wind and rain and the occasional call of wildlife is really all you hear regularly. Indoors I feel like i'm walking into the vacuum of space. Where is the crackle of torches? The creaking of doors? The whispers of hushed voices, or just the sound of breathing in general? Anything? It's just dead silence. Speaking as someone in the industry of designing and developing games, dead silence is something you want to avoid like the plague.

Overall I'm finding sound in general (or the lack-there-of i should say) to be a major distraction while playing. Nothing takes me out of the immersion and experience a game is trying to absorb me into more than hearing next to nothing in heated combat. There are no audible cues aside from the occasional thud to give you an idea of what is happening in game. It might aswell be text based combat when it comes to what your character is doing.

And maybe its a bug but my character doesn't even have footsteps (and i know it isn't a problem on my end because I have the latest drivers and have done many tests to try and rectify the problem). Hopefully Nevrax isn't disillusioned enough to believe they're done with their sound engine in any way shape or form and will continue to improve and add to it. Its nice to see them adding a soundtrack, but please, add a respectable soundscape first.