Any Devs out there, don't listen to Phoenyx. The people playing this game LIKE it for the reason that it's not EQ or WoW, if it were I know many people would quit it or just go over to WoW.
A. Yes it is difficult to get somewhere.. but we like that!!! what is the point of learning about a place if it just takes you less then thirty seconds to get there. Part of the wonder of reaching the top of a mountain is to look down and look at what you have walked on.
B. Everyone acknowledges that this is a work in progress, yes the rubberband lag is bad, yes there are issues with getting stuck in a hut and other such problems.. but frankly I can put up with lag and the occasional problem but they put hard work into making it so you aren't stuck all the time or having other problems which are classic in other online games.
C. I love harvesting, thats it... whoever or whatever team worked on harvesting I think should be given a prize or some medal to acknowledge the fact that they are the definition of genius. You people did so many things correctly that its almost byond belief.. really.. I almost expect you people to take it out just because it's so much better then ANY OTHER GAME...EVER
D. The idea behind having to buy quality items from other people is that you rely on OTHER PEOPLE.. as in the other people online..not just go out and find this one named mob and murder it.. or keep buying armour from NPCs.. you actually rely on other people.They have something to let you level faster in crafting, Raw Mats merchants, all you have to do is spend some time.. but of course I'm sure Phoenyx wants to be level 75 billion three days after the release of the game, so he won't want to spend precious time doing anything but being the max.
E. I've no experience in Ranged combat, but I'm sure they had the same idea in mind with the other areas. they want it to take time.
F. The teaming idea does need a bit of work, sometimes it is difficult to find a team, but all you have to do to counter this is to start talking with people. Also, the idea IS for you to band together with a guild
In short, yes this game does have some problems but I know that many of the people playing this game, who will continue to play this game, do not have a beef with these issues. Ryzon will be here for years if they hit the target fan base and what they have done with the game so far I think only drives that base to love the game even more. The type of people like Phoenyx should not be playing Ryzom in the first place, only because it isn't the type of game he wants it to be. Nothing is wrong with Ryzom that isn't in the works to be fixed already. This game is what refined gamers have been longing for. To the Devs and anyone connected to the progression of this game, I hope that you get an award that will put your names in the books for the entire history of gaming
What Nevrax Should Prioritize to Help This Game Succeed
Re: What Nevrax Should Prioritize to Help This Game Succeed
Didn't care for the first post, but Sunkist that was a rather obnoxious reply that really didn't address what he had there.
Ryzom is not Everquest or WoW. When those people leave it will be a good thing, because they'll stop ranting about how Ryzom doesn't have loot camped mobs, enforced static quests, class restrictions, etc. The games were designed to appeal to different player types and I hope it stays that way.
That said, technical problems should always be the first issue and it appears they are.
Second I would fix the Tryker lands for resources, and crowded mob spawns.
Third I would put the basic quests in the game. Intro quest for Zorai lands, guild quests for outposts, etc. We need the basic guild content to keep us busy. Its a major feature of the game... and not even available like it was in beta. This appears to be scheduled for patch 2.
Fourth in priority would be some of the basic profession overhauls. First and foremost harvesters because it is messing up the economy. Second mages and their ridiculous SP costs (please stop tinkering with mages after you fix them! are magician gloves going to mess them up next?) and it is scheduled for patch 1. Third Ranged fight overhaul (because at least the melee half works fine).
5th is travel and access to lands. Sure it isn't easy, but right now it is impossible (Trykers) or insanely difficult (Zorai) for some. Read through the story and you'll find that supposedly we are supposed to be able to get to each others lands and work together. Perhaps expensive teleporters tied to kami/karavan fame? If we have to wait till level 200+ to really interact in a meaningful way then we might as well have had race servers. There is a good middle ground.
6th is more bug fixes and content I guess.
I also have to say that we can't expect results in any kind of prioritization pattern like this. Some things are easier to fix coding wise, some things are harder. I'm sure Nevrax's priorities rightfully include what fixes they can get out in a decent amount of time. But do please avoid those awful slap-fixes like what happened to harvesters this week.
Ryzom is not Everquest or WoW. When those people leave it will be a good thing, because they'll stop ranting about how Ryzom doesn't have loot camped mobs, enforced static quests, class restrictions, etc. The games were designed to appeal to different player types and I hope it stays that way.
That said, technical problems should always be the first issue and it appears they are.
Second I would fix the Tryker lands for resources, and crowded mob spawns.
Third I would put the basic quests in the game. Intro quest for Zorai lands, guild quests for outposts, etc. We need the basic guild content to keep us busy. Its a major feature of the game... and not even available like it was in beta. This appears to be scheduled for patch 2.
Fourth in priority would be some of the basic profession overhauls. First and foremost harvesters because it is messing up the economy. Second mages and their ridiculous SP costs (please stop tinkering with mages after you fix them! are magician gloves going to mess them up next?) and it is scheduled for patch 1. Third Ranged fight overhaul (because at least the melee half works fine).
5th is travel and access to lands. Sure it isn't easy, but right now it is impossible (Trykers) or insanely difficult (Zorai) for some. Read through the story and you'll find that supposedly we are supposed to be able to get to each others lands and work together. Perhaps expensive teleporters tied to kami/karavan fame? If we have to wait till level 200+ to really interact in a meaningful way then we might as well have had race servers. There is a good middle ground.
6th is more bug fixes and content I guess.
I also have to say that we can't expect results in any kind of prioritization pattern like this. Some things are easier to fix coding wise, some things are harder. I'm sure Nevrax's priorities rightfully include what fixes they can get out in a decent amount of time. But do please avoid those awful slap-fixes like what happened to harvesters this week.
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Svayvti
Former Pilgrim of Atys
Follower of the Kami
Svayvti
Former Pilgrim of Atys
Follower of the Kami
Re: What Nevrax Should Prioritize to Help This Game Succeed
I agree with some of your points and disagree with others. I myself will not be playing WOW but I will definately look forward to EQ2. It has a revolutionary NPC interaction system with digitized speach and facial expressions. This is just simply too alluring for me to resist. To not have to read through online text and just sit back and immerse in the enviornment. That will be great.
On with your issues :
A. While I agree, its too hard for us poor Trykers to make it anywhere else, I don't agree it should be made too easy. I rather have the mob population to be less dense and spread out instead of the way it is now... Ie. loria is filled with a monster every 30 meters, you can hardly walk without running into something.
B. Its not that we don't have those mats, its just that those mats are in the same border areas that are hard to get by. Put Q50-100 resources in the mainland in the harder spawn areas, right now only 20% of tryker land has resources at all the rest of the islands are baren of anything except quest items.
C. While I think harvesting could be faster, I think it is meant to be slow at lower levels. Once you get to higher level there are so many things you can do to increase your yield. I am already able to pull out 4 resources from one source at a time. With time I bet I can pull more even faster. Read my tips and tricks guide on harvesting to get some help. I agree with the locate stanzas, they are either bugged or just logically useless.
D. When a harvester past Q50 they will be able to harvest faster anyway. I think putting armor and raw materials above Q50 will just futher gimp the harvesters trying to sell their harvested mats. As someone mentioned, stop wearing armor way above your level, this is why they wear out so fast.
E. I don't agree with you that ammo crafting should be removed. I do agree that ammo crafting is currently bugged. I believe ammo is going to be available on npc vendors they just haven't put it in yet. What should be done is to reduce ammo weight and allow you to automatically reload ammo from your inventory instead of having to weild it in your left hand. A shield or another pistol would go great in the left hand.
F. This problem is mainly the fault of people who have no patience playing in newbie land. It is incredibly easy to get to lvl 30 fight in newbie land, more effort but not much harder to get magic to lvl 20. Once you get to those levels and go to mainland you can always find a lvl 30ish fighter who needs a healer. I have no problems finding healers at my level so someone is training up support skills.
All in all, its all just your opinion. The problem is as a company Nevrax can't listen to just one person to make their game better. Everyone has their own ideas about this game.
On with your issues :
A. While I agree, its too hard for us poor Trykers to make it anywhere else, I don't agree it should be made too easy. I rather have the mob population to be less dense and spread out instead of the way it is now... Ie. loria is filled with a monster every 30 meters, you can hardly walk without running into something.
B. Its not that we don't have those mats, its just that those mats are in the same border areas that are hard to get by. Put Q50-100 resources in the mainland in the harder spawn areas, right now only 20% of tryker land has resources at all the rest of the islands are baren of anything except quest items.
C. While I think harvesting could be faster, I think it is meant to be slow at lower levels. Once you get to higher level there are so many things you can do to increase your yield. I am already able to pull out 4 resources from one source at a time. With time I bet I can pull more even faster. Read my tips and tricks guide on harvesting to get some help. I agree with the locate stanzas, they are either bugged or just logically useless.
D. When a harvester past Q50 they will be able to harvest faster anyway. I think putting armor and raw materials above Q50 will just futher gimp the harvesters trying to sell their harvested mats. As someone mentioned, stop wearing armor way above your level, this is why they wear out so fast.
E. I don't agree with you that ammo crafting should be removed. I do agree that ammo crafting is currently bugged. I believe ammo is going to be available on npc vendors they just haven't put it in yet. What should be done is to reduce ammo weight and allow you to automatically reload ammo from your inventory instead of having to weild it in your left hand. A shield or another pistol would go great in the left hand.
F. This problem is mainly the fault of people who have no patience playing in newbie land. It is incredibly easy to get to lvl 30 fight in newbie land, more effort but not much harder to get magic to lvl 20. Once you get to those levels and go to mainland you can always find a lvl 30ish fighter who needs a healer. I have no problems finding healers at my level so someone is training up support skills.
All in all, its all just your opinion. The problem is as a company Nevrax can't listen to just one person to make their game better. Everyone has their own ideas about this game.
Re: What Nevrax Should Prioritize to Help This Game Succeed
korin77 wrote:C. While I think harvesting could be faster, I think it is meant to be slow at lower levels. Once you get to higher level there are so many things you can do to increase your yield. I am already able to pull out 4 resources from one source at a time. With time I bet I can pull more even faster. Read my tips and tricks guide on harvesting to get some help. I agree with the locate stanzas, they are either bugged or just logically useless.
D. When a harvester past Q50 they will be able to harvest faster anyway. I think putting armor and raw materials above Q50 will just futher gimp the harvesters trying to sell their harvested mats. As someone mentioned, stop wearing armor way above your level, this is why they wear out so fast.
Slow harvesting at lower levels = slower crafting at lower levels = less lower level gear to be sold for the players who are seeking low level crafted gear. By the time you get to a higher harvesting level, you are also likely a higher crafter, and it's a "waste" of your time to produce lower level gear any more.
Putting armor and raw materials above Q50 on the NPC vendors will not gimp the harvesters. NPC gear is basic gear. There will always be a demand for choice or better mats to create choice or better gear.
What exactly is "way above your level"? If you are skill 35 fighter wearing Q50 armor or weilding Q50 weapon, is that "way above your level"? Considering how rapidly you will level from 35 fight to 50 fight, it's a waste to buy a Q40 weapon then ditch it quickly to buy a Q50 weapon. At least that's how most players would regard the issue intuitively. If a level 35 melee fighter can easily have the Strength and Constitution stats to equip Q50 or even Q60 gear, is it not natural and intuitive to equip such gear and feel like you have growing room before you have to upgrade your gear again?
Perhaps the answer, as some others have suggested, is to simply tone down the decay rates a little bit, so that they aren't quite as aggressive.
Finally, for some previous posters in this thread who take it for granted that travel to other lands should be "part of the high-level game", I say fooey. Each of the 4 lands has lowbie and middie zones, with lowbie and middie mobs. If you cannot travel to other lands until you are high level, you will not want to hunt and explore in those low- and mid-level zones. You will want to hunt only in the high-level zones.
By forcing players to be high level before they can travel to other lands, you are depriving them of a lot of content. Allowing them to travel more easily to the LOW and MID level zones in all four lands, you give them effectively THREE TIMES the content currently available. Get it?
Re: What Nevrax Should Prioritize to Help This Game Succeed
phoenyx wrote:By forcing players to be high level before they can travel to other lands, you are depriving them of a lot of content. Allowing them to travel more easily to the LOW and MID level zones in all four lands, you give them effectively THREE TIMES the content currently available. Get it?
They're not forcing players to be high level. I'm currently busting my ass gaining access to that content. You want it, you can bust your ass too. You have two options. Get to a high level, or figure out a way around all those aggros and kitin patrols. That's two options. No need for it to be just given away.
Auriga
Retired
Retired
Re: What Nevrax Should Prioritize to Help This Game Succeed
phoenyx wrote:Slow harvesting at lower levels = slower crafting at lower levels = less lower level gear to be sold for the players who are seeking low level crafted gear. By the time you get to a higher harvesting level, you are also likely a higher crafter, and it's a "waste" of your time to produce lower level gear any more.
No. You can easily buy mats from the vendors now to practice, so theres no such thing as slower crafting. Although I think there should be more crafting missions to support the newbie crafters buying from the vendors.
phoenyx wrote:Putting armor and raw materials above Q50 on the NPC vendors will not gimp the harvesters. NPC gear is basic gear. There will always be a demand for choice or better mats to create choice or better gear.
You cannot have both, if you want harvesters to harvest more materials, they will not be able to sell them when NPCs sell the mats. What makes you think there will be any choice or better mats left when you increase the harvest rate? They will be depleted almost imediately after they respawn and you will see harvesters camped at those spots to deplete them again as they respawn. Right now there is not alot of competition between the crafters, however once more people level up you will see alot of competition. If you boost the supply while the demand stays the same, you will drop prices. Significantly. What crafter will bother with making equipment for players to sell if its not going to sell for any more than it cost them to make it? For the same reason, what higher level crafter would bother with lower level equipment if it doesn't make them any profit? What reason would there be to craft if it is easy and everyone crafts?
phoenyx wrote:What exactly is "way above your level"? If you are skill 35 fighter wearing Q50 armor or weilding Q50 weapon, is that "way above your level"? Considering how rapidly you will level from 35 fight to 50 fight, it's a waste to buy a Q40 weapon then ditch it quickly to buy a Q50 weapon. At least that's how most players would regard the issue intuitively. If a level 35 melee fighter can easily have the Strength and Constitution stats to equip Q50 or even Q60 gear, is it not natural and intuitive to equip such gear and feel like you have growing room before you have to upgrade your gear again?
Decay is dependent on how much dmg a monster hits you for. If you fight a high level monster, it will do alot of dmg to you. Player's defensive abilities like dodge and parry are based on their level. Players of equal level as the monster will not receive as much dmg. So what I mean is that alot of people try to fight monsters too high above their level and their equipment falls to pieces because of it.
Re: What Nevrax Should Prioritize to Help This Game Succeed
This isnt a race to get to the uber level 250 ... or at least it shouldnt be. Harvesting works .. crafting works.
The 'real world' is dangerous depending on where you go. Why wouldnt it be dangerous to travel in a land that was overrun by Kitin and hasnt seen a homin presence in any real numbers in years.
There is a story here ... the world was overrun by Kitin and only recently are the races moving out and exploring. Who knows that in time the area around the capital cities may become more friendly ...
I know the game has been out for what ... oh yeah not very long. Why dont we let the devs work on what is busted first and then let them show us what they have in mind. I dont think they just sat around and said lets launch this game and we'll figure out what to do after that. Someone has a vision of what they want to present to us. Let them get that started and then ... and then maybe we can help to improve on that vision. This wanting it to be like WoW or EQ2 or any other game out there is a slap in the face to the devs. This game right now is so much more and has the potential to become alot more ... lets all just give them a chance.
*end soapbox*
Honestly ... if you have a vision of what a MMORPG should be like than make one yourself ...
The 'real world' is dangerous depending on where you go. Why wouldnt it be dangerous to travel in a land that was overrun by Kitin and hasnt seen a homin presence in any real numbers in years.
There is a story here ... the world was overrun by Kitin and only recently are the races moving out and exploring. Who knows that in time the area around the capital cities may become more friendly ...
I know the game has been out for what ... oh yeah not very long. Why dont we let the devs work on what is busted first and then let them show us what they have in mind. I dont think they just sat around and said lets launch this game and we'll figure out what to do after that. Someone has a vision of what they want to present to us. Let them get that started and then ... and then maybe we can help to improve on that vision. This wanting it to be like WoW or EQ2 or any other game out there is a slap in the face to the devs. This game right now is so much more and has the potential to become alot more ... lets all just give them a chance.
*end soapbox*
Honestly ... if you have a vision of what a MMORPG should be like than make one yourself ...
"There is more imagination in one's life than there is in all of one's dreams."
Christopher Columbus
Christopher Columbus
Re: What Nevrax Should Prioritize to Help This Game Succeed
Actually, I was thinking more on the reasons why Nevrax may have put so much effort into keeping us apart. Maybe, on a much deeper level, something happens when you step foot in foriegn territory. Maybe, as you soon as you step foot on foreign territory some Kami somewhere registers that. Maybe that effects the game in some intricate way we haven't seen yet...some way that would be totally screwed up if you could just buy a ticket for 100,000 dappers.
Auriga
Retired
Retired
Re: What Nevrax Should Prioritize to Help This Game Succeed
You mean like trigger the kitin invasion? That would be funny, but it hasn't happened. Some zorai has already gotten into tryker land and nothing really happened.
Re: What Nevrax Should Prioritize to Help This Game Succeed
korin77 wrote:You mean like trigger the kitin invasion? That would be funny, but it hasn't happened. Some zorai has already gotten into tryker land and nothing really happened.
Or so it seems...
Cerest
Community Liaison
Community Liaison