As in all threads please respond only to the idea I propose.
This question is more for a dev opinion also... so Xavier could you check on this?
After reading the letter by Daniel Miller it seems as if Persistent Outlands areas would have the same gameplay rules as the current Atys.
What I want to know is: would there be anything wrong with leveling in persistent outlands in the same fashion that is done in Atys?
Such as: if I had a persistent world much like lakelands(the level 0-50 part), where there are stretches of islands, and on each island just a couple spawns of mobs, but as a high level area, would that be considered an exploit?
I probably need to clarify this a bunch, but what do you think is the appropriate reason for the creation of a persistent outland?
Ryzom Ring Persistent Outland Purposes/Motivations
Ryzom Ring Persistent Outland Purposes/Motivations
Last edited by amitst on Wed Jun 22, 2005 4:44 pm, edited 1 time in total.
Reason: title clarification
Reason: title clarification
Re: Ryzom Ring Persistent Outland Purposes/Motivations
As a RPG role-play shud be the key here. Don't think they will allow better spawns/spots than they have in regular Atys. If you read closely they have stated that all persistant areas will be evaluated before going live, exatly to avoid such problems (eg: Guild only izam isle type of thing with a named on it)amitst wrote:what do you think is the appropriate reason for the creation of a persistent outland?
~ Faun ~
for Wealth and Glory
for Wealth and Glory
Re: Ryzom Ring Persistent Outland Purposes/Motivations
No, I don't think it is appropriate. It sounds like a tool for easy leveling and I hope that such things won't be allowed. There is plenty of room in official areas for grinding and player generated areas should have some other purpose.amitst wrote: I probably need to clarify this a bunch, but what do you think is the appropriate reason for the creation of a persistent outland?
Article said that there will be automated measures to detect exploits. I suppose these will sound alarm if some player maps generate xp too fast. But I don't think those would detect this kind of leveling grounds as the xp rate won't be much better than in official areas.
Mikos, Abyss Eye
Re: Ryzom Ring Persistent Outland Purposes/Motivations
If someone made a new version of the Flaming Forest sans Kami oversight, perhaps with a chic restaurant and bar, it could be quite the popular gathering place. 

Re: Ryzom Ring Persistent Outland Purposes/Motivations
mmatto wrote:No, I don't think it is appropriate. It sounds like a tool for easy leveling and I hope that such things won't be allowed. There is plenty of room in official areas for grinding and player generated areas should have some other purpose.
Article said that there will be automated measures to detect exploits. I suppose these will sound alarm if some player maps generate xp too fast. But I don't think those would detect this kind of leveling grounds as the xp rate won't be much better than in official areas.
Well, IMO, I think that they could make it much more user-friendly than XP rate detection by using a kind of stanza type setup for area generation.
Example: Mob placement. Instead of having full control of mob type/respawn/number/stats/etc, you place a mob "spawn flag" where the mobs will spawn (offset if the area is occupied), and arrange a "mob action." The mob action would work like an action stanza, with things such as mob type and number being offset by counterparts, such as slower respawn or higher-than-normal stats at no XP gain.
That kind of setup could be carried out to harvesting too, with mat quality and ranking (basic, fine, etc.) adding to the cost, and less mats and weather/season/time restrictions countering it. And on a larger scale, the whole area could be governed by a stanza setup, where more aggro mobs are needed to place more mats, and other things to help keep areas balanced. This setup would also codify some of the persistant area prerequisites, taking less people-power to review areas, allowing the devs to keep at the bug fixing.
Syne
Waiting for R2
Running around Silan as Asyne
REGISTERED MINITRUE AGENT
"In the world I see, you're stalking elk through the damp canyon forest around the ruins of Rockefeller Center."
Waiting for R2
Running around Silan as Asyne
REGISTERED MINITRUE AGENT
"In the world I see, you're stalking elk through the damp canyon forest around the ruins of Rockefeller Center."
Re: Ryzom Ring Persistent Outland Purposes/Motivations
That's how i think they will be forced to do it... too many power on our hands and we'd blow the balance out of the game in no time.
RP wise though, freedom of action on creating role-play elements will be needed, and to balance that will be a bit harder i think, although the same "scheme" of needing harder things for better rewards shud be implemented as well.
RP wise though, freedom of action on creating role-play elements will be needed, and to balance that will be a bit harder i think, although the same "scheme" of needing harder things for better rewards shud be implemented as well.
~ Faun ~
for Wealth and Glory
for Wealth and Glory
Re: Ryzom Ring Persistent Outland Purposes/Motivations
errrr... you guys are awfully specific lol
I'm wondering things like, if I mirrored flaming forest kinda, but raised the mob levels to great, and did have a good story behind it... if it would be permitted. I have a suspicion that part of the application to submit a place will require a good story. Something that fits into Atys.
I'm just worried that any map I'll make they'll just put a few roaming Daï-den in the middle just to harass me. Honestly thats my view of how they treat us
.
I'm wondering things like, if I mirrored flaming forest kinda, but raised the mob levels to great, and did have a good story behind it... if it would be permitted. I have a suspicion that part of the application to submit a place will require a good story. Something that fits into Atys.
I'm just worried that any map I'll make they'll just put a few roaming Daï-den in the middle just to harass me. Honestly thats my view of how they treat us

Re: Ryzom Ring Persistent Outland Purposes/Motivations
mmatto wrote:No, I don't think it is appropriate.
I asked: What do you think is appropriate?
You respond: No, I don't think it is appropriate.
You made: 0 cents
However, if you meant that you don't think leveling should be allowed in persistent outlands, then what is the point? Running around all day in a story is fun, but not gaining any exp after conquering a challenge is just silly. Next you will tell me that you don't think we shoudl be able to get mats in the outlands either.
Re: Ryzom Ring Persistent Outland Purposes/Motivations
Cents are pretty useless in Europe.
I believe Mikos was saying he doesn't think your example (in your first post, remember, up at the top?) is appropriate for a persistent area. That is because you hint at having high-level mobs, but small numbers and spaced out on islands. The usual pattern for high-level mobs is lots of them, and over fairly large areas.
The islands bit of your example, in particular, would be very inappropriate for that situation. Both because the nastiest mobs aren't usually seperated by 'genuinely safe areas' (i.e. water), and also because, if they were, they would be much *much* easier to handle.
This is something that the Dev's will have to do manually (at least most of the work), since you can't always write a (reliable) algorithm to test lots of inter-connected situations reliably. Yes it can be done, but it's usually better and easier to resign yourself to at least some manual tending.
So, I would say the situation you described would be high on the Dev's list of potential situations to check for.
I think I have an appropriate reason for creating a persistent area, although it just popped into my head, so could be flawed and full of holes. Basically, we could create our own 'kitin lair' - maybe a large, twisting ravine full of worker and guard kitin. After that section, you drop down into underground caverns, eventually reaching the inner sanctum, and the "Dreaded Killer Death Destroyer Kirosta", which takes 50 people to kill. Kind of like an Aen, but in a very, *very* remote place - with no chance of sneaking down there without a large scale battle.
Not very imaginative I admit, but appropriate - maybe
I believe Mikos was saying he doesn't think your example (in your first post, remember, up at the top?) is appropriate for a persistent area. That is because you hint at having high-level mobs, but small numbers and spaced out on islands. The usual pattern for high-level mobs is lots of them, and over fairly large areas.
The islands bit of your example, in particular, would be very inappropriate for that situation. Both because the nastiest mobs aren't usually seperated by 'genuinely safe areas' (i.e. water), and also because, if they were, they would be much *much* easier to handle.
This is something that the Dev's will have to do manually (at least most of the work), since you can't always write a (reliable) algorithm to test lots of inter-connected situations reliably. Yes it can be done, but it's usually better and easier to resign yourself to at least some manual tending.
So, I would say the situation you described would be high on the Dev's list of potential situations to check for.
I think I have an appropriate reason for creating a persistent area, although it just popped into my head, so could be flawed and full of holes. Basically, we could create our own 'kitin lair' - maybe a large, twisting ravine full of worker and guard kitin. After that section, you drop down into underground caverns, eventually reaching the inner sanctum, and the "Dreaded Killer Death Destroyer Kirosta", which takes 50 people to kill. Kind of like an Aen, but in a very, *very* remote place - with no chance of sneaking down there without a large scale battle.
Not very imaginative I admit, but appropriate - maybe

Dazman - Zoraï Defensive Mage / Forager
Kalzakath - Fyros Melee / New Refugee
Arispotle Shard - European English Community

Kalzakath - Fyros Melee / New Refugee
Arispotle Shard - European English Community
Re: Ryzom Ring Persistent Outland Purposes/Motivations
rather than turn Ryzom into Gauntlet(im not sure if it can be helped in a way), im sure they are hoping for us to create hostage rescue, escort, and deliver something(and get ambushed) type of missions. kill the big boss is all we can really do at the moment and there really isnt any sense of accomplishment unless you were the first guild to do it, or something like that
hostage rescue isnt a whole lot different from this, but it can have more fun storyline, hmmmmmm
I think I will have alot more ideas when those dev shot type karavan and kami start coming to atys, perhaps we could have more faction based raids and such, im thinking Ryzom... counterstrike style
in Tryker yeah thers water, thers water in every one of the outlands too, like Loria, im surprised that all the comments are that it wouldnt be allowed...we'll have to see how stringent they are
hostage rescue isnt a whole lot different from this, but it can have more fun storyline, hmmmmmm
I think I will have alot more ideas when those dev shot type karavan and kami start coming to atys, perhaps we could have more faction based raids and such, im thinking Ryzom... counterstrike style
in Tryker yeah thers water, thers water in every one of the outlands too, like Loria, im surprised that all the comments are that it wouldnt be allowed...we'll have to see how stringent they are