Some hints and clarifications about Episode 2

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svayvti
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Re: Some hints and clarifications about Episode 2

Post by svayvti »

I really don't think Nevrax has been following the reaction very well, because it really hasn't been good and the response in this critical time has been slow like it was with Patch 1.

Lawrence wants us to use the feedback forums for most of our response, so I'm going to try and compile my thoughts on it here.



I know this was said about Outposts... but how is it going to be any more true than for EP2 which is entirely for PvPers and excludes non-PvPers?

How is it going to be true at all of content currently in development by Nevrax?

My original response was a bit longer and linked here for those who want it

Seriously though at this point I think the Kitin or the Goo need to level AD so that the Kami and Karavan can send us on to better zones.

There needs to be a FvF zone for PvP and a non-PvP zone with extra threat from Kitins (Patrols and Bosses?). Because each type of player should be respected and their playstyles equally condoned.

Those under a certain threshold of fame (i.e. 10) with Kami or Karavan should be able to work for whichever side they choose to get missions for. Thus being truly neutral and changing side at whim, building honor with both Kami and Karavan. This gives all those players who want to be neutral as the fame allows the game mechanics to do so.

The lands should be zone appropriate for foraging. I suggest a Lake land and a Jungle land. Giving the advantage equally to Karavan and Kami, and giving some advantage to the lower population civilizations. While also allowing the forage skill branch and everything to work as it is supposed to. I also suggest changing some of the mission mats from normal materials to the "Construction" (mission mats currently) materials underutilized that exist in the game.

The temple zones protected by city guards should not be PvP zones. Non-PvPers should not be mandatory, and neither should other content in these regions now have extra risk for the newbies coming into the game. Players should be safe from other players in the starting lands close to the centers of the civilizations. Plus after a year of being the safe and non-combat skill tree, crafters should not suddenly be put at risk without express consent to participate in new content.

The kitins throughout each zone should be of a level appropriate to the materials foraged nearby. For the exact same reasons it is done this way on the rest of Atys. These kitins should also be worth an appropriate amount of honor points, like players. Rewarding non-PvPers equally and giving incentive to properly protect foragers.

Finally, I think Nevrax needs to admit that this didn't get the reaction from customers they intended and take steps to regain customer confidence. This wasn't done with Patch 1, and now we have a fraction of the playerbase. I hope that Saga of Ryzom will improve to a condition where eventually we can work towards regaining not just customers who've recently left but those former fans who have been lost in the last year as well.
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iwojimmy
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Re: Some hints and clarifications about Episode 2

Post by iwojimmy »

Something else that hasnt been brought up (that Ive seen)

Map Design.
Good combat maps support multiple strategies. or at least support a couple of alternatives. They dont have spawn points WITH ONLY ONE EXIT !!
The side with the most combatants just sits on the exit and bottles up the entire map, until someone gets too bloodcrazed and aggros the guards, whereupon, the attackers retreat to the middle of the map, the defenders break out... and get massacred and forced back because they are STILL outnumbered.
If the bases -still situated at east and west ends of map, had exits going north and south, with no external access between them, attackers would have to split up. maybe harvesters could slip out an unguarded gate, giving the roaming deathsquads something to hunt down so they dont get bored.

The people who designed this PvP must be very dedicated, because its obvious they didnt take any time off to look at any other 'succcesful' PvP implementations.
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mrshad
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Re: Some hints and clarifications about Episode 2

Post by mrshad »

Still waiting for some answers here, Lawrence.
You did say they were going to be here right?
You know, when you closed all the other threads dealing with E-2?
Just wondering if I had the right thread is all.
Since, you know, nothing really here addressing our concerns yet.
Yup...just wondering...
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vguerin
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Re: Some hints and clarifications about Episode 2

Post by vguerin »

mrshad wrote:Still waiting for some answers here, Lawrence.
You did say they were going to be here right?
You know, when you closed all the other threads dealing with E-2?
Just wondering if I had the right thread is all.
Since, you know, nothing really here addressing our concerns yet.
Yup...just wondering...
hehehe, touche'
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lawrence
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Re: Some hints and clarifications about Episode 2

Post by lawrence »

mrshad wrote:Lawrence...buddy...
You closed all the other threads disscussing the EP-2 debacle, stating that answers and responses would be provided here.

So, tell us, where are the answers?

Thanks!
A quick update:

I'm currently in the process of collecting all recent comments & questions from the various feedback threads (this one, the ones over in the general discussion forum, as well as the german feedback threads). I'll be including them with the next batch of questions intended for our Q&A and pass them on to Nevrax respectively. If you want, you can still post additional questions, ideally directly in the Q&A thread: http://ryzom.com/forum/showthread.php?t=19117 . I can't promise that Nevrax will be able to provide answers to all of them, but it's an important topic and we'll try to get you answers to as many questions as possible.

I'll also be bringing up your top concerns internally during our next conference later this week and post a brief statement regarding various Ep2 & PvP-related concerns tonight.
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lennie12
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Re: Some hints and clarifications about Episode 2

Post by lennie12 »

lawrence wrote:A quick update:

I'm currently in the process of collecting all recent comments & questions from the various feedback threads (this one, the ones over in the general discussion forum, as well as the german feedback threads). I'll be including them with the next batch of questions intended for our Q&A and pass them on to Nevrax respectively. If you want, you can still post additional questions, ideally directly in the Q&A thread: http://ryzom.com/forum/showthread.php?t=19117 . I can't promise that Nevrax will be able to provide answers to all of them, but it's an important topic and we'll try to get you answers to as many questions as possible.

I'll also be bringing up your top concerns internally during our next conference later this week and post a brief statement regarding various Ep2 & PvP-related concerns tonight.

Thank you very much for that post Lawrence :) For some reason that actually raised my spirit a little :)
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omsop
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Re: Some hints and clarifications about Episode 2

Post by omsop »

yet another patch for EP2/PvP which i have NO interest in, so ppl who are NOT interested in the PvP aspect of the game are to get more server downtime for ANOTHER Patch which will add NO Content for our enjoyment,
the only thing that Patches have done lately in my opinion is, nerf heal/ele, making the 250 spells pretty useless with the credits needed to use them & add MORE PvP related ****. give us the Non-pvpers something new. omg we pay for this aswell.

give us something we can use or get XP from, not some stupid reward which most ppl will b disappointed about when they finally get it ( if they play that long ).
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grimjim
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Re: Some hints and clarifications about Episode 2

Post by grimjim »

I am surprised honour for Kitin isn't in there.
It seems so obvious a way to motivate people to protect diggers more :/
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mrshad
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Re: Some hints and clarifications about Episode 2

Post by mrshad »

This is an improvement.

Just not really the improvements a lot of us were hoping for.

Honor for killing Kitin would go a long way to making things better.
So would a seperate non-pvp zone where those of us who are not jazzed about PvP can get honor points.

It troubles me that nothing is being done about the PvP times to prohibit people from ganking players that pop up at the city spawn points.
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jared96
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Re: Some hints and clarifications about Episode 2

Post by jared96 »

[url=showpost.php?p=239173&postcount=49]Quote:
Originally Posted by Jessica Mulligan
We're doing our best to avoid the "must take part in PvP to participate" syndrome. We don't much like the idea of non-consensual PvP, even sideways like that.

You don't have to join in the PvP, but if you want access to the unique stuff at Outposts, you will probably have to use some diplomacy. There are open avenues for both paths here. We'll be very interested in seeing comments on this, once it goes into open testing on the ATS.
[/url]Well I am one of the peeps which Nevrax asked via e-mail months ago to participate on the ATS, sending me the access information and conveter program. However, despite innumerable requests, Nevrax has not set the appropriate permissions in my account so that I can neither access the ATS Forum , klients or server. Most recently I was told that Secor had left the company and Nevrax was waiting for a replacement to be assigned to the ATS team. That was weeks ago.

Also I am quite concerened that I am unable to access my account. I even requested a new password, entered it and still can't access. I since have had four guildies pm me in game who tried to terminate their subscriptions the last two days but were unable to because they can not access their accounts. Is this Nevrax's plan to stop the fleeing players with no PvP interest ?

Lawrence says this is the place for feedback, questions and answers. I see lots of questions, feedback and comments but no responses, proposals or "how about this ?". As one not interested in PvP I have no real interest in what it involves and have no goal or interest to prevent other players from enjoying a kill-respawn-run back-kill-respawn-runback marathon. But leave us out of it or we're gone.

The following changes will have NO IMPACT on your PvP plans:

1. Make FvF participation require a certain fame level...say 30 for argument's sake. This requires that peeps who want to suppport their god actually work to earn a place in their faction. It also requires that they do a considerable amount of work to change sides. Once at 30, they'd have top drop it to say 15 to become neutral again as it should not be too easy to switch back and forth.

2. Neutral players have full use of all TP's....this allows them peripheral involvement in the PvP story as they could be mat suppliers to either or both sides or provide other roles.

3. Allow for neutral ouposts which could choose to turn down a challenge and / or set the terms of what is lost or gained as a result of the conflict.

4. Allow the neutrals a project and / or new island whereby they could essentially form a 3rd faction which promotes cooperation between all races and factions in face of the kitin threat. Monuments to the heroes of 3 generations past, one from each race, would provide this.

5. It would also be worthwhile to provide a merc option where one could hire neutrals for specified lengths of time giving them a chance to "try" PvP and see if they enjoy it or to partcipate only when they are "in the mood". Once the time expired there would be a minumum "cool down" period before one could be hired again.

Many might enjoy PvP for an evening but don't want to be drawn into it when I would rather do something else.

6. And finally, do something which provides a fighting role for other classes of players besides nukers. Range fighters and melee players are almost non existent in the conflict. The game is grossly unbalanced. Having undertaken the elemental skill tree of late after finishing dig and melee, I am perplexed by the ease at which I am able to take on mobs. As a 140 elemental I was able to take on mobs that I couldn't go near as a 250 level melee. I can now take on 2*-4* purple mobs as a 170 level mage and still get 3k xp for wiping out things that don't have a shot at getting near me before they are dead.
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