Review of Ryzom after two weeks of play: The Good and the Bad...feel free to discuss

xixan
Posts: 18
Joined: Sat Sep 25, 2004 2:59 am

Review of Ryzom after two weeks of play: The Good and the Bad...feel free to discuss

Post by xixan »

(FEEL FREE TO DISCUSS, AGREE OR DISAGREE - THANKS)

The Good:

-Great graphics, the eye candy is on par with the best in MMORPG and rivals some FPS games. The look and feel creates great ambiance.

-Skill system is open and highly customizable. The open skill system with the stanza system is one of the best aspects of this game. There are no arbitrary skill sets and attributes and skills can be tweaked using skill points. Reminds me of AC1 and UO in terms of the treatment of skill/attribute system.

-Crafting system is very well fleshed out....there is a lot to make and do if you like crafting.

-Stability/Tech: The game has been very stable and I have encountered much less bugs than in other MMORPG's (don't even get me started on AC2 or Horizons).

-Non-Traditional World that is not based upon the same, boring sword and sorcery template that is ripped off from D&D and Tolkien. Interesting and original concept for game world.

-User interface is pretty good and customizable. You can place the windows as you wish, and resize the windows to your liking.

The Bad:

-Content: The game, at least the newbie game (i.e. up to around 30 levels of melee or magic combat) is very very stale. You just run around the outside environment and kill low level mobs. There is not exploring, no dungeons or buildings.

-Sound: Dead boring. I've heard more interesting sounds at the library!!!

-Crafting interface is too cumbersome...you can only make 1 piece at a time...why not have a field that allows you to set the number you want to create? Am i wrong...is there a way to do this already?

-Selling interface is too cumbersome...takes to long. There should be a drag and drop window or something that allows you to drag all the items you want to sell and then confirm you want to sell those items. As things stand now, you have to sell each item individually and then reconfirm you want to sell each time.

-Quests: The quests are cookie cutter and only consist of killing 'X' amount of a particular animal or gathering X amount of raw materials. There are no epic quests, there are no variations in quests for any of the different races and no quests which have any storyline to them. Ugh...one of the worst aspects of Ryzom

-Combat: Too much down time between mobs.

-equipment/loot: No usuable dropped loot....if you are only interesting in combat and not crafting, than you are nothing more than a worker drone collecting raw materials for crafters. Other than XP, hunting is not rewarding, especially since there are no quests, boss mobs and exploring for new content that makes adventuring more interesting. I have yet to see special loot/equipment, everything is standard issue from crafters. I believe that there is an enchantment system but I have yet to see people selling enchantments.

-Mobs: very little variety on Newbie island....other than Kittin, the mobs are wild beasts types. I would like to see NPC mobs that drop usuable loot.

-No player vaults/storage and no NPC consignment vendors.

-No preceivable difference between the races.

-Ranged Weapon combat is broken in my opinion. Ammo is ridiculously expensive. Furthermore, ranged combat seems to be no wear near as effective as magic or melee combat on mainland area... Sometimes, ranged combat seems to have been an ad hoc after thought that has not been fully implemented yet.

-very bad manual with the retail box that contains only bare minimum of info.

-In game description needs to be more detailed and give better descriptions of what stanzas, skills, attributes, materials, and items do.

-No sense yet of what the over arching story line is in this game....maybe it has yet to be introduced or encountered.

Overview: The game is fun...don't get me wrong. There is something about this game that, even with its issues, makes it interesting. It may be the "new" factor or it may be that its not the same cookie cutter Tolkien rip off. Also, the world and potential story line has a lot going for it. However, I think that this game could be short lived if some of the major issues, which I discussed above, are not addressed. I some ways, the crafting and loot system reminds me that of Horizons...which was an utter failure and mindnumbingly boring...especially for those that liked adventuring. Frankly, I am not sure when if ever the issues I raised will be addressed. I have heard that quests will be added and that an NPC consignment vendor will be added...not sure when exactly.

For now, this game holds my interest and I believe with improvement, it could be a sleeper hit that provides a much different on-line world than the usual swords and sorcery types of MMORPG's that are coming out (i.e. WoW and EQ2).
fitzchiv
Posts: 2
Joined: Tue Sep 28, 2004 9:15 pm

Re: Review of Ryzom after two weeks of play: The Good and the Bad...feel free to discuss

Post by fitzchiv »

I heard somewhere that the first big patch would bring proper quests and NPC vendors, as well as the storyline stuff.
They've both been asked for enough during the entire timespan of the beta, I can assure you.

There are NPC mobs on the mainland btw. But they dont drop anything yet (I hope they will in future :/ )

EDIT: Found the post, here http://ryzom.com/forum/showthread.php?t=1014

Ok, looks like its going to be a month for some of the stuff. But promising none the less.
kiduna
Posts: 1
Joined: Sat Oct 02, 2004 8:28 am

Re: Review of Ryzom after two weeks of play: The Good and the Bad...feel free to discuss

Post by kiduna »

xixan wrote:(FEEL FREE TO DISCUSS, AGREE OR DISAGREE - THANKS)

The Bad:

-Crafting interface is too cumbersome...you can only make 1 piece at a time...why not have a field that allows you to set the number you want to create? Am i wrong...is there a way to do this already?



more items = more exp at once = afk exp macro
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evalisa
Posts: 351
Joined: Wed Sep 29, 2004 12:16 pm

Re: Review of Ryzom after two weeks of play: The Good and the Bad...feel free to discuss

Post by evalisa »

Im gonna pick through the bad points, a lot of them i thin kare being corrected soon

-Content: The game, at least the newbie game (i.e. up to around 30 levels of melee or magic combat) is very very stale. You just run around the outside environment and kill low level mobs. There is not exploring, no dungeons or buildings.

Agree, to some exstent, the game is new.. If your powerleveling your way through your going to get bored. I am kind of enjoying skill options and lower level exploation


-Sound: Dead boring. I've heard more interesting sounds at the library!!!

Agree, but they are adding BGM i believe soon

-Crafting interface is too cumbersome...you can only make 1 piece at a time...why not have a field that allows you to set the number you want to create? Am i wrong...is there a way to do this already?

There is not, but its not too bad, its still far better than the systems in other games

-Selling interface is too cumbersome...takes to long. There should be a drag and drop window or something that allows you to drag all the items you want to sell and then confirm you want to sell those items. As things stand now, you have to sell each item individually and then reconfirm you want to sell each time.

Selling is fast, simply double click, hit enter, hit enter and its sold. can sell a ful inventory in a few seconds

-Quests: The quests are cookie cutter and only consist of killing 'X' amount of a particular animal or gathering X amount of raw materials. There are no epic quests, there are no variations in quests for any of the different races and no quests which have any storyline to them. Ugh...one of the worst aspects of Ryzom

There are no quests only missions, quests are oing to be added soon though i believe

-Combat: Too much down time between mobs.

I cant speak for the high end game, but so far i have very litle downtime, i max out my regen skills most the time, and grouping normaly has very little down time (In my exsperiance)

-equipment/loot: No usuable dropped loot....if you are only interesting in combat and not crafting, than you are nothing more than a worker drone collecting raw materials for crafters. Other than XP, hunting is not rewarding, especially since there are no quests, boss mobs and exploring for new content that makes adventuring more interesting. I have yet to see special loot/equipment, everything is standard issue from crafters. I believe that there is an enchantment system but I have yet to see people selling enchantments.

Agree, but i do believe they are adding dropped loot in one of the upcoming patches
The enchantment system is pretty good, a mage can add any spell they have to any weapon


-Mobs: very little variety on Newbie island....other than Kittin, the mobs are wild beasts types. I would like to see NPC mobs that drop usuable loot.

agree

-No player vaults/storage and no NPC consignment vendors.

You can buy up to 3 mules wich can act as banks and storage
Player vendors are being added soon


-No preceivable difference between the races.

Next patch is adding minor diferences, but this is not always a bad thing, allows everyoen an equil foot

-Ranged Weapon combat is broken in my opinion. Ammo is ridiculously expensive. Furthermore, ranged combat seems to be no wear near as effective as magic or melee combat on mainland area... Sometimes, ranged combat seems to have been an ad hoc after thought that has not been fully implemented yet.

Fully agree

-very bad manual with the retail box that contains only bare minimum of info.

would not know, it gave me the basics and thats all i really ever want, like to find it out on my own

-In game description needs to be more detailed and give better descriptions of what stanzas, skills, attributes, materials, and items do.

Agree

-No sense yet of what the over arching story line is in this game....maybe it has yet to be introduced or encountered.

Agree
litheye
Posts: 7
Joined: Sat Sep 25, 2004 5:08 pm

Re: Review of Ryzom after two weeks of play: The Good and the Bad...feel free to disc

Post by litheye »

Can I suggest that you visit the mainland, keep an eye on the events board and check the news page... ;) they are putting on quests etc. you might be surpised what you can learn if you actually explore the game some more...
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fiach
Posts: 984
Joined: Thu Sep 30, 2004 6:01 pm

Re: Review of Ryzom after two weeks of play: The Good and the Bad...feel free to disc

Post by fiach »

Unregistered wrote:"equipment/loot: No usuable dropped loot....if you are only interesting in combat and not crafting"

I don't understand this complaint. The loot that is dropped can be used for crafting, either by yourself or bring it to a crafter to make some stuff for you. If you don't want to use the loot for crafting, you can sell it and use the cash to buy stuff.
You don't mean you'd want mobs to drop ready made armor and weapons do you? I mean, these creatures don't wear armor and they don't use swords, so they don't drop those things when they die.



LOL :) The amount of times you have to hit some of them to kill them, would make you think they wear armour :P
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