Content?

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thebax
Posts: 330
Joined: Thu Dec 23, 2004 3:39 am

Re: Content?

Post by thebax »

lienem wrote:Please no... or he'll start thinking seriously of enrolling all the Trykerettes into his harem... and then Miss atys will have a fit :p .


Thar be a harem involved?

...erm...den...

BAXTER FER PRESIDENT!!!
Baxter- Digger, crafter, explorer, and dirty little man.
"Thar ain nuthin nor nobudy wot be so good as dey canna be betterer."

More power for Homins!


P~)


Ouroborus Nocturna
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rushin
Posts: 1889
Joined: Tue Sep 28, 2004 11:40 pm

Re: Content?

Post by rushin »

how much content you think there is or isnt doesnt matter
however many other games you can think of that do things better or worse is irrelevant
because i find something fun and engaging doesnt mean you will
if you are bored and cant see any reason to play doesnt mean i am

This constant arguing back and forth about what there is/isnt to do, why we should b happy/why we should moan, etc etc etc is such a waste of time for all concerned.

its all a personal experience, there are many people here that love it, and are happy as things are now. there are many that are fed up or want things changed to suit their play a little better, and there are many that have left already. Trying to justify and gain approval for all these differening opinions is really a crazy idea!

The answer is simple for us all: play the game, if you like it stay, if you dont then leave. There is a transition stage between these two extreme's - for anyone thats there try to pick one, it will make u happier in the long run =)
[COLOR=Silver][COLOR=Orange]rushin [/COLOR]~ asleep[/COLOR][COLOR=Silver]
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kwhopper
Posts: 31
Joined: Fri Sep 09, 2005 11:30 am

Re: Content?

Post by kwhopper »

"Dungeons are limited, static, repeated, no matter how many of them are made."

I see...And killing the same Psykopla spawn for hours is not static and repeated. If not mind numbingly bland to the point where you don't even have to pay attention to level your skills? At least with dungeons you have the element of skilled pulls/watching for patrols/objectives within the dungeon/floods of trash mobs/boss encounters. All the while you are levelling and don't feel like you are grinding your game time away. Sure you might repeat a few more than others, but the fun is still there.

"Unique drop items become ubiquitous drop items after a time."

So? It's a goal. It is something to work towards. It's incentive to play and get better/higher level. It's a way to keep people from becoming bored/complacent with where their character stands. You always strive to get better goods for yourself. A lot of games people spend hours on are the ones with rewards for your time spent. If after months spent getting my character to 60 in WoW my weapon looked exactly like the weapon I started the game with (although doing more damage), I'd be highly disappointed. Thankfully I can seek out bosses/crafters/quests for items that will enhance me both statistically and aesthetically.

"Quests are just the same as Ryzom missions, just with a bit of fluff."

Sure, some quests in games do follow the "Kill 5 Kipee" or "Take this message over here" formula. However, they tend to get a bit more complex than "Kill 15 Kipee" and "Take this message WAY over there" when you increase in level. You have to hunt down named mobs, run dungeons, kill bosses, complete sub tasks and go on multi quest chains for example. If that is what you mean by 'fluff', then fluff is engaging as hell. Not to mention fun. Quests are another thing that help to alleviate the grind to some point. Taking various quests takes you many places to have you do many different things. You get xp for it, you feel accomplished upon completion and you are rewarded.

"What Ryzom HAS is a fantastic and creative community, a living world far more immersive than any other MMO currently in the top list, a consistency and scope of vision that is unrivalled and a long term storyline that we will be able to influence and interact with."

While those are some strong points about the game, it does not translate into something fun/new/exciting to do everytime I log into the game. The above mentioned offer enough variety that they do.
defalgar
Posts: 232
Joined: Thu Oct 14, 2004 11:36 am

Re: Content?

Post by defalgar »

as rushin said everyone has his own experiences ideas and taste...so its ok to say hey i like this better but trashing denying or ignoring someone else his opinion experience or taste is wel...lets say not very nice :) .

anyways as rushin said dont waste your time on moaning :D .

not aimed at anyone in particular so dont start flaming me :P
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grimjim
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Re: Content?

Post by grimjim »

kwhopper wrote:I see...And killing the same Psykopla spawn for hours is not static and repeated. If not mind numbingly bland to the point where you don't even have to pay attention to level your skills? At least with dungeons you have the element of skilled pulls/watching for patrols/objectives within the dungeon/floods of trash mobs/boss encounters. All the while you are levelling and don't feel like you are grinding your game time away. Sure you might repeat a few more than others, but the fun is still there.


Killing the same Psykopia spawn is a dull repetetive activity yes, if that's all you do, if all you're interested in is grinding, which isn't going to alter from one game to another, the grind is always the grind. Do it for a goal, to supply a crafter, to thin out some predators from an area, to explore, test new skills, practice or help a guildie and it takes on other aspects. Add in varying and seasonal spawns, kitin patrols and migration and its not quite as dull as all that.

Plus - and this is the important bit - it is plausible and makes sense where dungeons don't. If I raid a dungeon five minutes after someone else it should be empty. There's no sense of accomplishment, heroism or involvement in a repeatable, static dungeon.

kwhopper wrote:So? It's a goal. It is something to work towards. It's incentive to play and get better/higher level. It's a way to keep people from becoming bored/complacent with where their character stands. You always strive to get better goods for yourself. A lot of games people spend hours on are the ones with rewards for your time spent. If after months spent getting my character to 60 in WoW my weapon looked exactly like the weapon I started the game with (although doing more damage), I'd be highly disappointed. Thankfully I can seek out bosses/crafters/quests for items that will enhance me both statistically and aesthetically.


No, its not, its a 'cheat', and a cheap one. One that devalues the playerbase, causes arguments, resentment and fighting over spawns. Without the drops you get everything else you're talking about from Ryzom, with the added advantage that you're contributing to the crafter base, not taking from it.

Each item in Ryzom has at least 3 'looks', basic, medium and high quality. Armour also has several colours to it, plus you have living weapons. You can hunt 'boss mons' for good material drops, escort diggers and in some cases purchase what you need. So, apart from the ease and 'cheapness' of getting your +100 Sword of Dober from camping a drop site, you get everything else and its much more tied into the community.

kwhopper wrote:Sure, some quests in games do follow the "Kill 5 Kipee" or "Take this message over here" formula. However, they tend to get a bit more complex than "Kill 15 Kipee" and "Take this message WAY over there" when you increase in level. You have to hunt down named mobs, run dungeons, kill bosses, complete sub tasks and go on multi quest chains for example. If that is what you mean by 'fluff', then fluff is engaging as hell. Not to mention fun. Quests are another thing that help to alleviate the grind to some point. Taking various quests takes you many places to have you do many different things. You get xp for it, you feel accomplished upon completion and you are rewarded.


Quests in any game all fall into the same set of options. Go here. Go here and do this. Go there, get this, bring it back. Go there, kill some of these. And so on and so on, sometimes chained together but pretty much the same. In Ryzom these are mostly believable 'missions', which do bear repetition. Keeping an eye on the number of monsters, culling predators or weeding out herbivores. Day to day tasks such as supplying the city with arms and so on. Again, its a plausability thing.

In other games, Quests, like dungeons, are pointlessly repeated and repeatable efforts that accomplish nothing. So, you killed the Ghostly pirate captain... big deal, so has everyone else and someone else did five minutes after you. Its meaningless, there's no sense of genuine accomplishment.

Questing then, in Ryzom, is split into three options.

1. Missions - Influence your fame - Day to Day tasks, the 'grind' of the daily needs of your civilisation. Very basic, but gets The People on your side, increasing your fame and getting you access to other options as well as confirming your faction.
2. Encyclopaedia - These are closer to the Quests you desire. The ones I've done have all been chains of deeds, you get lore while you're doing it and at the end. Plus you're rewarded with a boost, stanza or similar. Unlike Quests in most games these are more 'rites of passage' and so are consistent with the game, plausible and repeatable without shattering suspension of disbelief.
3. Events - Push the storyline forward, let you accomplish and be part of great deeds and earn you 'fame' with the playerbase. Far preferable to repeated quests events mean you can be a GENUINE hero on Atys with unique deeds and history under your belt.


kwhopper wrote:While those are some strong points about the game, it does not translate into something fun/new/exciting to do everytime I log into the game. The above mentioned offer enough variety that they do.


Some people seem to know how to play in a sandbox and to create their own fun, others seem somehow determined to make their own boredom.

You're entitled to your own likes and dislikes, but to see only one sort of thing as 'content' or worthwhile is to deny yourself richer rewards elsewhere.
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kwhopper
Posts: 31
Joined: Fri Sep 09, 2005 11:30 am

Re: Content?

Post by kwhopper »

"Plus - and this is the important bit - it is plausible and makes sense where dungeons don't. If I raid a dungeon five minutes after someone else it should be empty. There's no sense of accomplishment, heroism or involvement in a repeatable, static dungeon."

Except the fact that it is more fun, requires more skill and offers rewards for time spent. Also, it alleviates the grind from levelling as you aren't running around the same 100m area killing the exact same mobs you killed 5 minutes ago. Which, by the way, wouldn't be so bad if it involved more than - Melee: Auto attack and watch, taunt here and there. Magic - Biggest heal/nuke spell and mash that button. Healers get the most excitement as they have to switch targets. Instances require a vast amount of your skills to be used and the boss fights/named mob encounters are not the same from one to the other. Leveling in this game is such a grind because it is boring to tears. The instance/quest situation helps that quite a bit.

"No, its not, its a 'cheat', and a cheap one."

That's a serious response? Now to the rest..."One that devalues the playerbase, causes arguments, resentment and fighting over spawns. Without the drops you get everything else you're talking about from Ryzom, with the added advantage that you're contributing to the crafter base, not taking from it.

Each item in Ryzom has at least 3 'looks', basic, medium and high quality. Armour also has several colours to it, plus you have living weapons. You can hunt 'boss mons' for good material drops, escort diggers and in some cases purchase what you need. So, apart from the ease and 'cheapness' of getting your +100 Sword of Dober from camping a drop site, you get everything else and its much more tied into the community."

I can escort resource collectors and buy materials. I can also have one type of crafter transmute my harvested material into another. I can have another type of crafter forge my item. Then I can have yet another type of crafter enchant it to make it better. I can also hunt boss mobs. In an organized guild you have systems to moderate who gets what, when and why. But of course that doesn't exist because players of any game but this one are immature, L337 gank kids who ninja loot as often as possible, right? Note how some of the methods I mentioned for item acquisition involved crafters...they exist in other games as well. However the items they can make you are not the same item I've used every level with a different texture thrown on. And of course there is no auction house where people can buy/sell their found/crafted wares...no community impact on item drops at all...none.

"Quests in any game all fall into the same set of options. Go here. Go here and do this. Go there, get this, bring it back. Go there, kill some of these. And so on and so on, sometimes chained together but pretty much the same. In Ryzom these are mostly believable 'missions', which do bear repetition. Keeping an eye on the number of monsters, culling predators or weeding out herbivores. Day to day tasks such as supplying the city with arms and so on. Again, its a plausability thing."

But it's dull. I don't care how believable it is if it's dull.

"In other games, Quests, like dungeons, are pointlessly repeated and repeatable efforts that accomplish nothing. So, you killed the Ghostly pirate captain... big deal, so has everyone else and someone else did five minutes after you. Its meaningless, there's no sense of genuine accomplishment."

- 1. Missions
So you killed 5 Kipee, big deal. So has everyone else and they respawn in a matter of minutes. You have also accomplished nothing. Not only that, but your reward is minimal or non existant. There is no set population of any given animal. Nothing was actually accomplished. Killing a few Kipee is the same as killing Mr. Pirate. Only difference you are actually rewarded for doing so (items/money/xp).

- 2. Encyclopaedia
A bit more to these, yes. But of no interest to me personally because they have nothing to do with anything in game I'm interested in. But I'll give you that one.

- 3. Events
Are not quests. Are not something that happens everyday and you can embark on from the moment you log on.

"Some people seem to know how to play in a sandbox and to create their own fun, others seem somehow determined to make their own boredom."

Why pay to sit in a sandbox when you can pay to go to the beach? You still have plenty of sand, but loads of other things to do if you get tired of it. I realize your position, though. The word content bothers you because this game lacks some of, what a lot of gamers consider content. For a while I hated hearing the words "Chicago" and "Bulls" mentioned together...I'm a Knicks fan.
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xenofur
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Joined: Tue Sep 21, 2004 8:36 pm

Re: Content?

Post by xenofur »

/me whispers: [QUOTE]text[/QUOTE]
irenicuz
Posts: 8
Joined: Sat Sep 03, 2005 6:32 am

Re: Content?

Post by irenicuz »

Hmm fun to read the posts in favor or against the game. But why don' t we keep it to: "Play the game u like most". So again, and this will be my last post: have fun everybody in WHATEVER you are going to play or do. :)
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svayvti
Posts: 549
Joined: Fri Sep 24, 2004 3:29 am

Re: Content?

Post by svayvti »

Blither, blather.

Check out the rites the game has, there a lot of the quest type content you're probably really looking for. Something many of us wish Ryzom had a lot more of.

Think we have any chance of at least getting the Kami/Karavan rites with episode 2?
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Svayvti
Former Pilgrim of Atys
Follower of the Kami
kwhopper
Posts: 31
Joined: Fri Sep 09, 2005 11:30 am

Re: Content?

Post by kwhopper »

Rites aren't really that interesting to me. All I'll say about that. However...

I got too caught up on the negatives. I kinda like the game. Got its ups and downs. Can't really justify paying to play right now, but when outposts hit I will definitely be subscribing for at least another month to check it out and see what it's like.
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