not reactivating my accnt and why

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kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: not reactivating my accnt and why

Post by kisedd »

jackmor wrote:Please dont take the advice of the original poster. That would make the game like all the others. I like rysom because its the way it is. If you guys start making it like EQ then we that like Rysom would feel jipped for trying somthing new and differant.

This game is unique among mmorpgs. Please keep it that way. :)
AMen. I don't have the time to do every skill in the game. The higher you get the longer it takes. Players will make choices on their own about what is important to them. You don't need the game telling you what skill set is best.

Look at the people on the EQ2 boards saying their charcters aren't unique. Sure fighters can't heal, but every priest in the game is the same as all the others.
josephm
Posts: 652
Joined: Tue Oct 05, 2004 7:36 am

Re: not reactivating my accnt and why

Post by josephm »

I to was once a fan of having perishable items in the game. But that meant taking away heal stanzas, which I believe are unique and serve as good a purpose as heal potions.

With the open skill set of Ryzom it actually makes it more fair to entry level players to have heal stanzas. I can make almost a mill an hour killing things now. So lets say I buy a zillion heal potions, I can level my 67 1h up to 130's pretty fast.

This doesn't support 'community' play as much as I believe Ryzom wants us to. It's also not fair to new players who can't afford what I can.

The same goes for sap crystals. Sure Bri loaded me with a double 100 acid once. I had a 600 sap glove. Know what happened? I used it for about an hour until I realized that make my 50 sap crystals was taking me so much time, that I could kill 3 1.5k monsters, or 8 700xp monsters in the same time it took me to get 2.5k-3k.

Given the unique open ended skill system and more importantly the ease we are able to transfer from one ability to the next, the current system is incredibly balanced, well thought out, original, and versatile.

As far as the versatility in heal stanzas, I CAN get focus heal 16. I'm spending it on specific tracking and prospection because it aids my guild. I have focus heal 8. I use it when I die and am about to go harvest. While harvesting, I use focus heal 3 (soon to be 4). When harvesting with other people, and using their nodes, I don't need focus heal at all.

The same goes for health/stam/sap/focus combinations that we use for different methods in whatever we're doing.

The game is very combat oriented, and operates much akin to a 'real world' in that events take place that will change a nation or the mindset of the peoples. In between that we go on our daily adventures.

The thing that Ryzom is NOT is a predetermined story that everyone walks through in order to achieve an 'end' that all single player games have where you save the world. In FFXI for example, everyone gets to save the world the same way, or near enough to the same way.

Any multiplayer computer game, having spawned from single player genre's in the days of a 286 (though we did have modems and tradewars while 286 was at the peak), has long dealt with this format because it is still the relative "baby" of the gaming industry.

Ryzom's approach, while unique concerning MMO's is not unique when you look at assorted MUDs, various D&D campaigns, or multiplayer features in many single player games.

In these gaming formats people always had preferences. I liked Secret of Mana, and Mech warrior. My friend in 6th grade liked Zelda and Street Fighter II.

I agree that change is a good thing, and maybe the devs need to change things. One thing that is counter-productive towards improvement however, is taking one idea, (could be anything) and changing it for something that functions in a similiar fashion through a different approach. This doesn't 'add' anything new. Changes, should be meant to fix what is 'broken' and to 'add' to the playing experience.
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