Something more to consider

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vinnyq
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Re: Something more to consider

Post by vinnyq »

Good post saiwin, I agree with your points.

What grim is talking about imo is player vs. player interactivity, with SoR as a background and setting, where what we (as in me) really want is some form of player vs. game interactivity besides that of leveling and dying.

There are already some of these player vs game interactivities (besides kill mobs or be killed by mobs).

Getting spawn points. That's a major player vs game interactivity right there. And we all have a BLAST getting them :) But once we visited all the lands and got most of the spawn points, then it no longers have the luster it did when the whole world was still unknown and inaccessible.

Helping other players get their spawns can still be fun, definitely, and that's why there are still so many world tour events and such, because we like having that sense of achievements (beside leveling). But it seems that it's the only PvG interactivity out there.

Well no, there're also buying apartments, killing named boss, aen/npc boss, and a few easter eggs like that knoll thingee.

But we need more dang it!

There is one thing that they can easily do to make at least a small sense of achievement.

- Turn the spawn triggers off for all mobs. Like for the named boss (e.g ocyketh). So mobs do not respawn and "pop" on you. That's arcade, not immersion! And we do get a sense of achievement for clearing out a named mob or aen too. Why not turn it off for all mobs, for that season?

When mobs died, they stay dead, and will only be repopulated after the season is over and a new season arrive (new herd "migrated" or "repopulated", if you will).

Just that small little thing would do major for game interactivity and immersion.

Imagine all they roleplay events you can do.

- npc characters saying different things base on your fames. If fames actually do more than just (will those npc attacks me), wooo. Even just a 'greeting friends of x!' dialogue would be nice.

- npc characters saying different things to each other and having conversation between themselves, wandering tribes saying hi or insulting each other. Dialogues/sentiments depending on how the "devs" want the current state of world affair to be in.

- I read that the Matrix have these "newpaper" thingee where the GMs regulary post "news article" pertaining to where the story is heading, and also minor events. Wouldn't it be great if Ryzom have something like that? Some sort of general bullentin board where the GMs (like say Lawrence*cough*) would regular just post little "news" of the world and such, ingame. Like say a big sign at the entrance to each capital. Or a "town cryer" person that give you the current news if you talk to him, but the message isn't static and would change regularly (like how they do on the forum event board). They can even post players accomplishments/achievements from events, both official, gm run, and scripted.

That? Would so rock.

[edit to add:]

but I have a feeling the addition of Outposts will be a great PvG interactivy content. I don't see Outposts as just being guild vs. guild content. We are suppose to be building these defending post for guard against the kitins, 'rebuilding' Atys, if you will. So Outposts is a pretty big deal, at least to me :)
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oldmess
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Re: Something more to consider

Post by oldmess »

vinnyq wrote:- Turn the spawn triggers off for all mobs. Like for the named boss (e.g ocyketh). So mobs do not respawn and "pop" on you. That's arcade, not immersion! And we do get a sense of achievement for clearing out a named mob or aen too. Why not turn it off for all mobs, for that season?
Mostly agree with your ideas, but I have to comment on this one. While I agree with the problem, simply turning it off would cause it's own problem. The first team to reach a given area this season would literally empty the zone without respawn. What about the rest of us? "Sorry, mate, you'll have to wait a game year for this area to be repopulated because uber guild X got up a few hours before you."

I agree it ruins the sense of immersion, but I don't know what the answer is. Creating a respawn point that makes more sense like a den where babies come from and then migrate to the hunting grounds sounds more realistic but would just encourage camping on that spot. Creating enough mobs to last the player base thru one season would cause the initial start of the season to be so full of mobs you wouldn't be able to walk. Especially in mazes like GoC and HH.
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vinnyq
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Re: Something more to consider

Post by vinnyq »

oo I know, they can all "emerge" from their own "lair", gauntlet style!

heh j/k, i don't know what the solution is either. Maybe have the kami fly in and pop them into existence.

Or even, get rid of the "kill mobs to get xp grind" all together, and have "training grounds". Where you can grind all you like on "fake mobs". The real mobs will give you xp too, but they stay dead until a new migration population walk in (pop next season).
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magick1
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Re: Something more to consider

Post by magick1 »

Mmmm, good old Gaunlet, used more than a few pennies on that game. Still have it for the C64. :)

Let the creatures pop when there are no players close by or have them wander in from player empty zones, could work.

On the other hand consider this, homins get spawned at certain locations by help of kami or karavan.
Creatures get spawned at certain locations, so either kami/karavan does it, or something else (like the server yubo :p ).
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rushin
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Re: Something more to consider

Post by rushin »

almost staying on topic :)

one thing that has been concerning me more and more (as i spend more and more time in the pr) is the situation with server resets.

It's all very well wanting a dynamic world blah blah blah but when the server goes pop the only thing that's retained is player data. all the time based spawns (bosses and pr mats) are reset, all the normal mobs and mat sources also reset to their default position/levels.

It ruins the immersion for me when i know that my digging is dictated by server crashes and not the study of materials to see how long the sups take to replenish.. their was a theory a while back it was 2 weeks but it's fair to say the server goes more regularly than that so who's to know?

I'd love to see some continuity in the world, when the devs start saving off more of the pertinent info so it can be restored. I'm not suggesting they make the servers bulletproof but make more of the world permenent.
Last edited by rushin on Mon Apr 18, 2005 5:42 pm, edited 1 time in total.
Reason: bit too far off topic _)
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buzyb77
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Re: Something more to consider

Post by buzyb77 »

Green Elf is about to Die.....

Blue warroir Shot the Food =)
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vinnyq
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Re: Something more to consider

Post by vinnyq »

ah there's the key word.

Continuity.

Good call rushin.

It's probably a huge project, but adding a database tracking system for "world status" for nodes & mobs is probably what is needed, like what they're doing for the player merchant items.
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amitst
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Re: Something more to consider

Post by amitst »

bump, initial post edited

err ive already killed shalaketh and sirgio and aen idno what else to do so i gained 30 levels in ele the past couple days...
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vinnyq
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Re: Something more to consider

Post by vinnyq »

Doh, looks like you beat the game. Did you like the end movie? It was quite a surprise wasn't it? Nice twist there about the Karavan. I heard a sequal is coming soon though. I think they're gonna annouce it at E3.
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amitst
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Re: Something more to consider

Post by amitst »

hahahaaahh fyrx iluvu lets git married, not
but i guess theres that guy in tryker to kill
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