Hey Everyone,
Since the first round of questions have been answered, or as many as we could were answered, it's time to start the second round of questions. If your question wasn't addressed in the last round feel free to ask again. We will be making individual threads for every round to try and make the questions a little more organized.
As before, please keep in mind that not all questions can be answered since we are limited in the number to submit. But I will try to get the most frequently asked questions addressed.
Thanks guys.
Q & A Part II
Re: Q & A Part II
Here we go : a new week, and a new round of questions & answers.
First, to avoid any misunderstanding, I would like to point out the fact that the weekly questions & answers article is not a features request area... With questions like "Will you implement the feature XXX ?", when it is not something we are currently working on, I have two possible answers : either I say "That's something we are looking into - stay tuned" or "No, sorry, that's not planned for the near future". It doesn't mean that I will *never* answer this kind of question (there are some questions of that kind in the current article), but it will be more the exception than the rule, since having an article filled with this kind of answers would not be really the most interesting thing on Earth... I prefer focusing the Q&As on questions for which I actually *have* an interesting answer to provide.
Also, if you have missed the first Q&A article from last week, you can find it [post=12132]here.[/post]
________________
Quote:
''I am all for Clean up But.... Does this mean there will Be 0/none/zip/zelch/nunca/(all the words David Spade says in Captial one commercials) Content ?''
No : cleaning and content production are two separate things, with dedicated teams working on both fronts. While the code team is focusing on cleaning, the leveldesigners are producing new content for the game. As a matter of fact, the spring clean even helped content production to increase its delivery rate : as explained in the Clean-up! article, a large part of the spring clean is actually targetted at helping content to reach the game more easily and cleanly.
Even if this week's patch was mainly a bugfix patch (the new testing process helped us to find some subtle bugs with texts, so we pushed back content release), but new content is still being produced.
________________
Quote:
''Will there be a Linux client for Ryzom ? If the answer is yes, will its features be the same as those of the Windows one?''
Ahhh, I was waiting for that question. That's something I'm also interested in, since I'm a Linux user : I work on a Linux box (Debian rocks! ) and my computers at home also run Linux - once I tasted the kind of freedom it gives, there was no way to return to the Microsoft World.
Happily enough, the Linux version of Ryzom is something which has been planned from the start : the NeL engine, at the core of Ryzom, was designed with portability in mind; the game supports OpenGL 3D acceleration, OSS/Alsa sound (through FMOD), and uses as few OS-dependent C++ functions as possible. So porting Ryzom to Linux is something which can be done quite easily if you compare it to other games; but still - it requires time.
But the good part is that you can already run Ryzom under Linux : the Cedega emulator works well with Ryzom. Since most of the processing burden relies on the 3D card nowadays, even with the emulation layer you get a very good framerate in most cases (and thanks to Grandma's unofficial HOWTO, the installation is painless). I use it to play Ryzom - and really I don't feel the difference between my Ryzom and the one of my Windows-liking collegues.
So, I do not know for you, but since I'm able to play, even if it's only emulated and not official supported, I prefer to see the development focusing on features and content. The native version will come soon enough.
________________
Quote:
''Is it possible to reduce loading time ?''
It's quite true that loading the game or teleporting takes time in Ryzom. A few parts could of course be optimized (like the the XML interface initialization), but from the start we have taken the conscious decision to make some concessions on loading times in order to obtain higher quality 3D graphics (most of the loading time is spent preparing textures and meshes that are too large to stream off the hard drive without stalling the game). 3D art in Ryzom is very rich, with a lot of details that create its unique visual environment and atmosphere. We would really hate to see these details disappear to become that pixel soup that a lot of MMORPGs are serving us, just to gain a few seconds...
________________
Quote:
''"Where are the webkits ? You said there would be some new ones, but you still haven't provided them."''
You're definitely right, that's something which would be quite helpful. I will sit with the artists to collect elements for a new webkit.
________________
Quote:
''Will you do something to improve range fighting ?''
We have real ambition for range fighting, as a third form of combat - something different from melee and magic - bringing an original diversity to the game. So this is a major point here : range fighting clearly needs to be deeply reworked and improved. But for that we need to finish the other big works currently in progress - the cleaning and the outposts.
________________
Quote:
''Are there any plans to make siding with the Karavan or the Kami more attractive ?''
Yes : that's linked to the fame improvements which are currently being actively discussed in-house. We want it to be more attractive, and that means giving the fame more impact. When this revamp makes it into the game, you will need to explicitly choose an alignment - being pro-Kami, pro-Karavan or neutral. I'll tell you more about that when it makes it into development.
________________
Quote:
''How many people are actually working on Ryzom's development, compared to the number of people working on the commercial version of NeL ? Is Ryzom just a showcase game for the NeL engine ?''
NeL licensing is really something separated from the production : independant contractors are in charge of handling the commercial operation, so this is not affecting the devs at all. Our main focus is really on Ryzom : selling commercial licenses and support for NeL is a good way to finance Ryzom's development.
________________
Quote:
''Will we have to pay for the novels being written by Alexis Aubenque, which you mentionned in the Q&A round last week ?''
No, they will be published on the website, free of charge. The reason why they will be on the website (and not in a book or in-game) is quite anecdotic : Alexis Aubenque and David Cohen (Nevrax' CEO and editorial director, for those of you who do not know him ) met a few months ago; Alexis became a Ryzom fan and they decided to work together on a few novels. It was too late to introduce the novels into the encyclopedia, since most of its texts were already written, but they would still illustrate quite well the lore section of the website. I hope you will enjoy them.
________________
Quote:
On the outposts : ''What if you're not in a guild ? How does that affect your ability to enter/exit outposts ?''
We have a general rule in mind when we add new content or features, which is to not break existing game mechanisms.
So, when you will approach an outpost, if you are neither in the guild owning the outpost or in an opposing guild, the outpost area won't be different from other areas of the game : you won't be able to use the features and facilities of the outpost, but you won't be considered as an enemy - at least, no more than you already are in the current version of Ryzom.
Even if there are some good reasons why you would want to take advantage of the new outposts, as they will provide some nice features for the guilds controlling them, it will really be up to you to decide to go for it or not.
________________
Quote:
''Will there be a chance to control, build up and keep an outpost, completely without engaging in any PvE/GvG ? If not, will there be any security measures to ensure fair sport (declaration of war with consent of both parties or delays) ?''
1) No, unless you have good diplomacy skills and get allies to do the fighting for you. At least not at first.
2) Yes. There will be various control mechanisms to ensure fair sport, as we know how some sneaky techniques can ruin all the fun in PvP or GvG; declaration of war will be one of these control mechanisms.
________________
Quote:
''Can a guild control more than one outpost?''
Yes.
But the answer here is slightly more complex than a simple "yes" or "no" : we are quite aware of the "ubber-guild" effect, so it won't be that easy to play Monopoly with the outposts. We want to give everyone a chance to enter the game, so there will be control mecanisms to help the fight of small guilds. On top of this, owning an outpost won't be free; the outpost upkeep will have to be taken into account, occupying several of them will be costly.
And do not forget that you can have allies helping you. Sometimes, brute force is not the only key to victory - having good relationships can go a long way toward your success.
________________
Quote:
''We would all like to see more people around, and seeing people leave presents a very bad image at this stage. What are you doing to give the game lasting appeal ?''
In the short/mid-term, if you have followed my recent posts, you should already be quite aware of our current works in progress : the spring clean, the outposts, the new content being prepared, the events improvements, etc. All these points will contribute in giving more lasting appeal to the game.
On a longer term, the question becomes quite interesting. We have some ideas about that in-house, and I believe that you could be really surprised by what could come out of it.
As you all know, we aren't one of these big corporations which have been dominating the game market lately. This can have some drawbacks (such as the testing capacity issue I was discussing in News from the Devs), but it also gives us several major advantages : they are bigger, so they have more brute force than we have; but since we are smaller, we have a better aptitude to be responsive, and - the most important here - we are able to push back innovation frontiers in a way big corporations would have troubles to follow. Institutional investors and shareholders have a tendancy to freak out at the very idea of trying something new.
I do not want to make any promises here that I wouldn't be able to keep afterwards. But watch out.
--
Xavier.
First, to avoid any misunderstanding, I would like to point out the fact that the weekly questions & answers article is not a features request area... With questions like "Will you implement the feature XXX ?", when it is not something we are currently working on, I have two possible answers : either I say "That's something we are looking into - stay tuned" or "No, sorry, that's not planned for the near future". It doesn't mean that I will *never* answer this kind of question (there are some questions of that kind in the current article), but it will be more the exception than the rule, since having an article filled with this kind of answers would not be really the most interesting thing on Earth... I prefer focusing the Q&As on questions for which I actually *have* an interesting answer to provide.
Also, if you have missed the first Q&A article from last week, you can find it [post=12132]here.[/post]
________________
Quote:
''I am all for Clean up But.... Does this mean there will Be 0/none/zip/zelch/nunca/(all the words David Spade says in Captial one commercials) Content ?''
No : cleaning and content production are two separate things, with dedicated teams working on both fronts. While the code team is focusing on cleaning, the leveldesigners are producing new content for the game. As a matter of fact, the spring clean even helped content production to increase its delivery rate : as explained in the Clean-up! article, a large part of the spring clean is actually targetted at helping content to reach the game more easily and cleanly.
Even if this week's patch was mainly a bugfix patch (the new testing process helped us to find some subtle bugs with texts, so we pushed back content release), but new content is still being produced.
________________
Quote:
''Will there be a Linux client for Ryzom ? If the answer is yes, will its features be the same as those of the Windows one?''
Ahhh, I was waiting for that question. That's something I'm also interested in, since I'm a Linux user : I work on a Linux box (Debian rocks! ) and my computers at home also run Linux - once I tasted the kind of freedom it gives, there was no way to return to the Microsoft World.
Happily enough, the Linux version of Ryzom is something which has been planned from the start : the NeL engine, at the core of Ryzom, was designed with portability in mind; the game supports OpenGL 3D acceleration, OSS/Alsa sound (through FMOD), and uses as few OS-dependent C++ functions as possible. So porting Ryzom to Linux is something which can be done quite easily if you compare it to other games; but still - it requires time.
But the good part is that you can already run Ryzom under Linux : the Cedega emulator works well with Ryzom. Since most of the processing burden relies on the 3D card nowadays, even with the emulation layer you get a very good framerate in most cases (and thanks to Grandma's unofficial HOWTO, the installation is painless). I use it to play Ryzom - and really I don't feel the difference between my Ryzom and the one of my Windows-liking collegues.
So, I do not know for you, but since I'm able to play, even if it's only emulated and not official supported, I prefer to see the development focusing on features and content. The native version will come soon enough.
________________
Quote:
''Is it possible to reduce loading time ?''
It's quite true that loading the game or teleporting takes time in Ryzom. A few parts could of course be optimized (like the the XML interface initialization), but from the start we have taken the conscious decision to make some concessions on loading times in order to obtain higher quality 3D graphics (most of the loading time is spent preparing textures and meshes that are too large to stream off the hard drive without stalling the game). 3D art in Ryzom is very rich, with a lot of details that create its unique visual environment and atmosphere. We would really hate to see these details disappear to become that pixel soup that a lot of MMORPGs are serving us, just to gain a few seconds...
________________
Quote:
''"Where are the webkits ? You said there would be some new ones, but you still haven't provided them."''
You're definitely right, that's something which would be quite helpful. I will sit with the artists to collect elements for a new webkit.
________________
Quote:
''Will you do something to improve range fighting ?''
We have real ambition for range fighting, as a third form of combat - something different from melee and magic - bringing an original diversity to the game. So this is a major point here : range fighting clearly needs to be deeply reworked and improved. But for that we need to finish the other big works currently in progress - the cleaning and the outposts.
________________
Quote:
''Are there any plans to make siding with the Karavan or the Kami more attractive ?''
Yes : that's linked to the fame improvements which are currently being actively discussed in-house. We want it to be more attractive, and that means giving the fame more impact. When this revamp makes it into the game, you will need to explicitly choose an alignment - being pro-Kami, pro-Karavan or neutral. I'll tell you more about that when it makes it into development.
________________
Quote:
''How many people are actually working on Ryzom's development, compared to the number of people working on the commercial version of NeL ? Is Ryzom just a showcase game for the NeL engine ?''
NeL licensing is really something separated from the production : independant contractors are in charge of handling the commercial operation, so this is not affecting the devs at all. Our main focus is really on Ryzom : selling commercial licenses and support for NeL is a good way to finance Ryzom's development.
________________
Quote:
''Will we have to pay for the novels being written by Alexis Aubenque, which you mentionned in the Q&A round last week ?''
No, they will be published on the website, free of charge. The reason why they will be on the website (and not in a book or in-game) is quite anecdotic : Alexis Aubenque and David Cohen (Nevrax' CEO and editorial director, for those of you who do not know him ) met a few months ago; Alexis became a Ryzom fan and they decided to work together on a few novels. It was too late to introduce the novels into the encyclopedia, since most of its texts were already written, but they would still illustrate quite well the lore section of the website. I hope you will enjoy them.
________________
Quote:
On the outposts : ''What if you're not in a guild ? How does that affect your ability to enter/exit outposts ?''
We have a general rule in mind when we add new content or features, which is to not break existing game mechanisms.
So, when you will approach an outpost, if you are neither in the guild owning the outpost or in an opposing guild, the outpost area won't be different from other areas of the game : you won't be able to use the features and facilities of the outpost, but you won't be considered as an enemy - at least, no more than you already are in the current version of Ryzom.
Even if there are some good reasons why you would want to take advantage of the new outposts, as they will provide some nice features for the guilds controlling them, it will really be up to you to decide to go for it or not.
________________
Quote:
''Will there be a chance to control, build up and keep an outpost, completely without engaging in any PvE/GvG ? If not, will there be any security measures to ensure fair sport (declaration of war with consent of both parties or delays) ?''
1) No, unless you have good diplomacy skills and get allies to do the fighting for you. At least not at first.
2) Yes. There will be various control mechanisms to ensure fair sport, as we know how some sneaky techniques can ruin all the fun in PvP or GvG; declaration of war will be one of these control mechanisms.
________________
Quote:
''Can a guild control more than one outpost?''
Yes.
But the answer here is slightly more complex than a simple "yes" or "no" : we are quite aware of the "ubber-guild" effect, so it won't be that easy to play Monopoly with the outposts. We want to give everyone a chance to enter the game, so there will be control mecanisms to help the fight of small guilds. On top of this, owning an outpost won't be free; the outpost upkeep will have to be taken into account, occupying several of them will be costly.
And do not forget that you can have allies helping you. Sometimes, brute force is not the only key to victory - having good relationships can go a long way toward your success.
________________
Quote:
''We would all like to see more people around, and seeing people leave presents a very bad image at this stage. What are you doing to give the game lasting appeal ?''
In the short/mid-term, if you have followed my recent posts, you should already be quite aware of our current works in progress : the spring clean, the outposts, the new content being prepared, the events improvements, etc. All these points will contribute in giving more lasting appeal to the game.
On a longer term, the question becomes quite interesting. We have some ideas about that in-house, and I believe that you could be really surprised by what could come out of it.
As you all know, we aren't one of these big corporations which have been dominating the game market lately. This can have some drawbacks (such as the testing capacity issue I was discussing in News from the Devs), but it also gives us several major advantages : they are bigger, so they have more brute force than we have; but since we are smaller, we have a better aptitude to be responsive, and - the most important here - we are able to push back innovation frontiers in a way big corporations would have troubles to follow. Institutional investors and shareholders have a tendancy to freak out at the very idea of trying something new.
I do not want to make any promises here that I wouldn't be able to keep afterwards. But watch out.
--
Xavier.
Last edited by cerest on Sat Mar 12, 2005 6:14 pm, edited 1 time in total.
Cerest
Community Liaison
Community Liaison
Re: Q & A Part II
what the heck... I'll give it a shot and see if this works different than all of these or the last time I made the same post in a similar thread...cerest wrote:Hey Everyone,
Since the first round of questions have been answered, or as many as we could were answered, it's time to start the second round of questions. If your question wasn't addressed in the last round feel free to ask again. We will be making individual threads for every round to try and make the questions a little more organized.
As before, please keep in mind that not all questions can be answered since we are limited in the number to submit. But I will try to get the most frequently asked questions addressed.
Thanks guys.
-The "first round of changes" for ranged fighting back in december was pretty much a slap in the face. ATS folks in english and german forums saying that brining the +hitrate bricks back, because the base speed for ranged was not sped up like melee was when the bricks were removed in FBT, hurt ranged were ignored. There was an obsurd +16 shots per craft when hundreds were needed. Given that ranged is the only skill that has not received any attention all through beta and all through retail, and is currently in a state with a bit more ammo per craft and a few KM lower range compared to early beta... is there a reason why there seems to be no interest in fixing it? Will it be fixed, if so when and what plans are currently in existance to fix it.
-In the real world... grenades fired from weapons like the mp5 that everyone remembers from halflife, are the same as those fired from simple grenade launchers... they weigh about half a pound each. Why is it that a single shot of ammunition from an autolauncher has comperable weight to that of an 80mm mortar and launcher ammunition has weight comperable to a 120mm mortar round? These are obvious typo's and really should be corrected.
-Thanks to the hitrate bricks and the terrible accuracy of ranged weapons, it is pretty much required that max accuracy be used when in a group with a ranged weapon. Tack on the +hitrate bricks and you will suck down stam/hp faster than even the most sap hungry mages in most cases. Ranged weapons do less damage than melee or ranged, have extremely high component costs, have virtually no long term staying power due to the high bulk of ammo, and have lower ranged than magic. The single "benefit" of ranged is that you can shoot while running, and this is not generally all that useful... especially in a group... is having the highest hp/stam burn in the game really justified for all these negatives?
-AOE fighting was nerfed into oblivion in beta, at best it's just a stupid choice and at worst it's suicide. Is there a reason why Nevrax feels launchers and autolaunchers should be hindered by these useless and suicidal forms of combat?
-At level 150 the 2 handed ranged tree splits into rifles, autolaunchers, and launchers. It is currently impossible to level the launcher or autolauncher splits due to ammo capacity and the extreme mat use for what is, to put it bluntly, pathetic damage. At 2 mats per shot with autolaunchers, and 4 mats per shot with launchers, with a max ammo capacity of 15 launcher or 30 autolauncher shots not clips level 151 autolauncher/launcher is a dead end and virtually impossible to reach. Is it intended that these forks be impossible to level in addition to their already useless and harmful addition to a group?
-Are there plans to fix ammo capacity, and ammo per clip? If so what is planned? Currently you can only have 128 items on a vendor, yet a half decent rifle with +hitrate bricks can burn through an entire inventory of ~60 clips in about 35-40 minutes of fighting in a group. Not only is there no market for ammunition, but due to the extremely high amount of clips needed over time, even the idea of selling ammunition or going through the skill by buying it is an impossibility.
-Why is it that +range and +damage stats on ranged weapons and ammunition are always zero? At one point early in retail, you could see values for these stats if you identified the item, but after it was reported as a bug this was fixed so they no longer show at all ever. Is it that these stats would apply to magic cast while having a ranged weapon equipped? Is Nevrax that scared of what a mage would do with a ranged weapon and it's associated malus instead of an amp?
- Finally... how is it that depite many posts on the subject of ranged weapons, that showed the problems and gave all sorts of numbers, that someone decided the best way to fix the skill was to halfway revert it to a state it had during beta? If it's going to be a crap useless skill, can it at least be a crap useless skill with the old 15-30KM range?
-Actually.... I'll make it easy on you and answer it myself:
there are questions about ranged.
.......
I understand that you are trying to remain positive, but the playerbase has heard nothing back from nevrax and has almost nothing beyond flamewar interjections of civility from "official" type folks. A lot of us have been burned in the past by other MMO's promising communication and then delivering zip and answering nothing.
It's not that I dislike you Cerest, it's just that after seeing so many GM's and CSR folks here say they were going to put things about the problems with ranged "in their report", and the same silence from xavier... I simply have no faith that Nevrax would do anything different.
4, 8, 15, 16, 23, 42
Re: Q & A Part II
Crafting related question...
When will(if ever) the crafting system going to be fully implemented? What I am talking about is the dodge/parry modifier info, target dodge/parry modifier info, +damage on ranged weapons, etc...
Either implement it or remove the relevant bars from the crafting interface.
When will(if ever) the crafting system going to be fully implemented? What I am talking about is the dodge/parry modifier info, target dodge/parry modifier info, +damage on ranged weapons, etc...
Either implement it or remove the relevant bars from the crafting interface.
Re: Q & A Part II
Outpost related Question.
What are the new tools?
What are Examples of the rewards? (give 2 examples at least)
If a guild (guild A) gets an outpost from the npc and Builds the extra buildings, then is attaccked by another Guild (guild A) will the orgial guild (guild a) mantain controll of there extera buildings or will the new guild (guild b) get control of them or will the extra buildings be lost?
will the highered Npc have to be equiped by players if so will we be able to higher harvesters NPCs so they can supply us with mats to Craft equipment for the Melee/magic NPC?
Will the outpost be the Currently Distroyed Outpost that litter the landscape or will they be inn a new area if so will there be a new Harvest tree in that area?
Will people be ableto Port from main Guild house to Outpost or be able to port directly to outpost or will it be a major Pain??
If Guild outpost is under attack well the Guild get a notification it is happening and buy whom?
will NPC quater kills/kill hostile tat wander near outpost?? example if A Rangus get too close to cam will the Guards kill it and Quarter?
Also most impotant ETA??
Crafting Question!!
Can i ever Get Specil Craftnin trees/items that look cool as well as Some new Cool Different Armors Because i have Bought out the Zoria Crafting tree an all items/lvls up to Q 100 And i would love Someting to acknowlege this acheivement!!!
What are the new tools?
What are Examples of the rewards? (give 2 examples at least)
If a guild (guild A) gets an outpost from the npc and Builds the extra buildings, then is attaccked by another Guild (guild A) will the orgial guild (guild a) mantain controll of there extera buildings or will the new guild (guild b) get control of them or will the extra buildings be lost?
will the highered Npc have to be equiped by players if so will we be able to higher harvesters NPCs so they can supply us with mats to Craft equipment for the Melee/magic NPC?
Will the outpost be the Currently Distroyed Outpost that litter the landscape or will they be inn a new area if so will there be a new Harvest tree in that area?
Will people be ableto Port from main Guild house to Outpost or be able to port directly to outpost or will it be a major Pain??
If Guild outpost is under attack well the Guild get a notification it is happening and buy whom?
will NPC quater kills/kill hostile tat wander near outpost?? example if A Rangus get too close to cam will the Guards kill it and Quarter?
Also most impotant ETA??
Crafting Question!!
Can i ever Get Specil Craftnin trees/items that look cool as well as Some new Cool Different Armors Because i have Bought out the Zoria Crafting tree an all items/lvls up to Q 100 And i would love Someting to acknowlege this acheivement!!!
Re: Q & A Part II
Q: will we be able to craft from our apartments?
Q: will we be able to craft from our guilds?
Q: will npc merchants ever create caravans
Q: will the game ever include gypsy camps that we can sell again to
(this used to be option at greenseed)
Q: will there ever be instanced situations?
aka: instanced dungeons, instanced battles, etc.
Q: will Xavier communicate more directly rather than have Cerest post in his name? (aka, document posted by cerest, signed by Xavier)
Q: will we be able to craft from our guilds?
Q: will npc merchants ever create caravans
Q: will the game ever include gypsy camps that we can sell again to
(this used to be option at greenseed)
Q: will there ever be instanced situations?
aka: instanced dungeons, instanced battles, etc.
Q: will Xavier communicate more directly rather than have Cerest post in his name? (aka, document posted by cerest, signed by Xavier)
For those who know about today, I have a supprise for you tomorrow.
+================+
| Ryzom Site Developer|
| Pegasus Foundation |
+================+
+================+
| Ryzom Site Developer|
| Pegasus Foundation |
+================+
Re: Q & A Part II
1) This game is suppose to tell a story. The encylopedia is setup to tell facts and give information about exsisting stuff. It's not going to push the story forward. So my question is how do the makers of this game plan to push the story forward? How are they planning to make it so that the player feels they are a part of it, and not just reading it on the website? Is it with events? If so does that mean the story is only going to be moved forward a tiny bit every few months? So what is planned to tell the saga in an interactive way in which the players feel as if they really are a part?
2) In the MMhell interview it gave a description of what the complete encyclopedia is suppose to be. Currently this is not the case. What is the time frame in which we can expect to be able to complete some full albums, and get special missions as a result of it?
3) In the expected plan of progression it's listed that a new planet will be introduced in 6 months of going live. It's clear that is not going to happen, so when can we expect that?
4) When are the Kami and the Karavan going to become central to the story and not just secondary after thoughts?
5) Currently the game is lacking content, besides the encyclopedia missions what can we expect mission or quest wise in the future?
6) Why do you refuse to put a full update on the test server so we can really test?
7) In every other MMO I have ever played there were always NPC's that you could talk to about the game, get missions from, and have an overall feeling like they had a unique personality. Currently this is not the case with Ryzom. All NPC's respond the same when players speak to them. In addition there are a lot of NPC's that have special jobs but do nothing. When can we expect the NPC side of Ryzom to come alive?
8) Currently you are running a contest that involves riddles and puzzles. When can we expect some puzzle content in game? Content that upon completion will enhance our gameplay?
9) Right now the only difference between the races is the look of the character models. Are you ever going to introduce racial differences (if that be skills or objects used) that will make each race unique?
10) Roleplaying in this game needs work to say the least. The game seems to completly lack the tools for the player or the staff to really make it work. So I have a few questions on this. What are your thoughts as devs on roleplaying, how much or how little do you see it as a part of gameplay? Do you plan on introducing any chat tabs or areas dedicated specifically to roleplaying? What about GM's, do you have any plans to give them the tools that would allow them to jump into character on the spur of the moment to help in roleplay?
11) Why you have chats set up by region yet no global chat or racial chats?
12) Why do you think that the Zorai are the least played race? What are your plans to improve that?
Are there any plans to make siding with the Karavan or the Kami more attractive? Will there ever be a point where the faithful are rewarded while the unfaithful are punished?
2) In the MMhell interview it gave a description of what the complete encyclopedia is suppose to be. Currently this is not the case. What is the time frame in which we can expect to be able to complete some full albums, and get special missions as a result of it?
3) In the expected plan of progression it's listed that a new planet will be introduced in 6 months of going live. It's clear that is not going to happen, so when can we expect that?
4) When are the Kami and the Karavan going to become central to the story and not just secondary after thoughts?
5) Currently the game is lacking content, besides the encyclopedia missions what can we expect mission or quest wise in the future?
6) Why do you refuse to put a full update on the test server so we can really test?
7) In every other MMO I have ever played there were always NPC's that you could talk to about the game, get missions from, and have an overall feeling like they had a unique personality. Currently this is not the case with Ryzom. All NPC's respond the same when players speak to them. In addition there are a lot of NPC's that have special jobs but do nothing. When can we expect the NPC side of Ryzom to come alive?
8) Currently you are running a contest that involves riddles and puzzles. When can we expect some puzzle content in game? Content that upon completion will enhance our gameplay?
9) Right now the only difference between the races is the look of the character models. Are you ever going to introduce racial differences (if that be skills or objects used) that will make each race unique?
10) Roleplaying in this game needs work to say the least. The game seems to completly lack the tools for the player or the staff to really make it work. So I have a few questions on this. What are your thoughts as devs on roleplaying, how much or how little do you see it as a part of gameplay? Do you plan on introducing any chat tabs or areas dedicated specifically to roleplaying? What about GM's, do you have any plans to give them the tools that would allow them to jump into character on the spur of the moment to help in roleplay?
11) Why you have chats set up by region yet no global chat or racial chats?
12) Why do you think that the Zorai are the least played race? What are your plans to improve that?
Are there any plans to make siding with the Karavan or the Kami more attractive? Will there ever be a point where the faithful are rewarded while the unfaithful are punished?
Re: Q & A Part II
Weather?
Wut de heck does it mean?
Wut de heck does it mean?
Re: Q & A Part II
Maybe been asked before..but...
Special Weapons, Guns, Shields
There are living weapons, burning weapons, waving weapons, electric weapons and similar for some shields.
Will these items ever have extra natural elemental damages (poison, shockwave, fire, electric) on top of the basic hit for weapons/bullets, or boosts to resistances (shields)?
Because at the moment they are simply cosmetic.
IF the extra damage will be implemented, how so? via a new 'increased damage' style stanza, or will it just simply do the damage?
Special Weapons, Guns, Shields
There are living weapons, burning weapons, waving weapons, electric weapons and similar for some shields.
Will these items ever have extra natural elemental damages (poison, shockwave, fire, electric) on top of the basic hit for weapons/bullets, or boosts to resistances (shields)?
Because at the moment they are simply cosmetic.
IF the extra damage will be implemented, how so? via a new 'increased damage' style stanza, or will it just simply do the damage?
Re: Q & A Part II
Q: Are new stanzas other than rite-based planned? (e.g. new crafting plans at lvl 200)
Q: Can you elaborate a bit more on current plans to balance some classes?
Q: Can we expect minor new features before outposts are going to be implemented ?
Q: Will this Q&A part II be answered more seriously?
Q: Can you elaborate a bit more on current plans to balance some classes?
Q: Can we expect minor new features before outposts are going to be implemented ?
Q: Will this Q&A part II be answered more seriously?