On the ending of Ryzom and other stories

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bgraz
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Re: On the ending of Ryzom and other stories

Post by bgraz »

g00st wrote:your right!!! its me!!!! i win all!!! whiskey whiskey whiskey i love whiskey down into my belly...
That post made my day :) i'd love to buy you a drink kind sir and when we drunk enough get into forum clearing brawl stumble back home and kick a couple yubos before i pass out in my own vomit.

I again made a bunch of negative posts in other threads but after reading your most sensible and wise post here you made me realize what i love the most...getting a good drunk on go off with some freinds and get so much DP that all i can do for 2 days is dig with a headache :p

I LOVE THIS GAME and i'm sorry both Kami Kara and neutrals for complaining about stuff here...nothing but good times, PvP tags, dp runs and hell whatever from now on
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asyne
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Re: On the ending of Ryzom and other stories

Post by asyne »

etrusan wrote:Both eve and Ryzom reward Real world time. It so happens that in Ryzom, you are penalized relative to other players who play more often then you.
That's certainly a different view than I had of the matter, but it seems to me with my dealings with EVE that although you didn't need to be playing to increase your skill levels, the rate of increase was much slower. I believe that the fastest you can up a skill in EVE is around 20 minutes with the first level of the entry-level skills, while in Ryzom, the leveling for the first level is around two minutes at longest for magic, although the time taken to gather materials for crafting could make that the longer of the set. It'd be interesting to see a hybrid of the two, so that the motivation for playing is that of faster leveling, so a casual player wouldn't be stuck at a standstill, but an enigmatic player would still be able to power-level. Think of a EVE style leveling, but with signifigant boosts to the percentage of a level when you perform a task related to that skill.
etrusan wrote:In ryzom, you have a small cadray of spells. If you are up against a plant, guess what spells you will be using? In eve, if you are up against the exact same type of ship two times in a row, I can promise you will not use the same tactics two times in a row or will die.
First, I'll try and bust that promise by saying that I had outstanding success against NPCs in EVE by doing long-range attacks. Now, PvP there may be different, but I digress. The stanza system in Ryzom does toss up the limitation of spells that you'll see in other MMORPGs, in that since you character is not leveling in a linear manner - i.e. 1 level = 30 more HP - you need to set up your spells so that they utilize your character in an efficient manner. I've yet to see an RPG apart from Ryzom and the Elder Scrolls series that allowed a player to 'craft' spells, and that makes combat in Ryzom in the magical spectrum rather unpredictable. Sure, you're fighting a plant with only one type of attack, but what of range, speed of casting, and casting cost? It allows more player styles within one character model.
etrusan wrote:Is there anything really all that different from a 250 1h weapon crafter and a jewler? They both did nearly the exact same thing to get where they are and these choices were made for them.
When you strip away all the trappings, yes, a crafter is a crafter no matter the crafted thing. But when you talk about need for given items, a jewler or amp crafter would find themselves in much more demand than a, say, launcher crafter. And here once again, the stanza system allows for differences in player styles on their path to level 250, although the destination is the same for all players.
rushin wrote:chucking any old mat u find into a craft plan and hitting a button is the grind, that is 0.001% of what being a crafter and/or digger is.
I dunno. In terms of creativity, eventual product, and goal, very much so. But as to what is required to get to that level of character competience, I don't think so. Much of what I heard from Bri and Cait during their craft training was "I need more mats" and "How much longer is this going to take?" If you factor in the effort and/or connections needed to pull together the mats for the crafting for leveling, that's a lot of effort. Once you get to a comfortable level where you can start experimenting with more favorable results, than that would be a big, happy, top-of-the-mountain thing, but some players aren't the kind that would think of that kind of endgame as worth the, oh, 1,000 hours (conservative estimate here) or so of repetition. You know: some play the Skinner box model to feel that they have achived something of their own, others want the virtual sandbox so they can just go fiddle with stuff, others yet that want the experience that the world offers, et'cetra. (Which leads nicely into...)
etrusan wrote:If you look at most of the really fun games out there, generally it is because there is so much choice involved. Take chess for example. More currently, take Civ IV.
...or, IMO Morrowind...
etrusan (continued) wrote:In the early game, the fun part, the amount of choice is daunting and yet the game is extremelly fun for the first third or so. Total war is another one. Eve is like this also, tons of choices, almost nothing i made for you.
Just to play devil's advocate for a moment here, isn't EVE just about delivering goods, making goods, and shooting down enemy ships? If you're playing EVE, you're doing one of those - unless you're talking with another player, which you could also be doing at the same time as some of these things. Anyway, there really isn't much choice in all these games in what the _destination_ will be; victory or defeat. There's really no two ways about it - even with a neutral player: they win if there is peace, but lose if there is war. The real choice factor comes in what they do on the way to that goal, and the other things that they do that aren't even related to that goal. RPing with a few comrades in a Pyr bar doesn't bring one's character even one hair closer to the next level of melee, but if the RPing player likes to RP, well then, it just might be better than that level.
etrusan wrote:I think that is a fair assesment. You are more optimistic then I am, however.
Hey, R2 seems to be THE thing that Ryzom seemed to be angeled toward for...oh, maybe half a year or so, and it could do some nifty stuff. I'd like to see it hit broad daylight before I pull my last coat-tails out the door.
Last edited by asyne on Tue Mar 07, 2006 6:03 am, edited 1 time in total.
Reason: grammer FTW
Syne
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rushin
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Re: On the ending of Ryzom and other stories

Post by rushin »

etrusan wrote:So, two questions then. You said "you disagree here" what is it you are disagreeing with me about and two, how are the two specific things I mentioned fundementally different?
different in the sense of the skills you end up with - not little numbers on a monitor but actually as a crafter. I craft light armor and weapons, and as u have probably heard me say on many occasions the grind kills me. i have 4 branches at about lv210 and one at 232 for la - thats an insane ammount of time and effort i have put in, same for 1h. but if someone was to ask me to make a decent jewel set i would be like huh? dunno mate.. i dont know what mats are good, i dont have a record of of all the source details or boss drops for jewels, and i have no idea what combo's are gonna delver that uber set of jewels.

I can't comment on virtually everything else u've posted cause i havent played Eve :) and to be fair such a direct comparism between games doesnt give a true picture of either, conceptually they seem to be rather different and have different target audiences.

but sooo late for work, gotta run!
rushin ~ asleep
etrusan
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Re: On the ending of Ryzom and other stories

Post by etrusan »

This is shaping up to be a fun debate. There’s a bunch of things, asyne, which I would normally have liked to of responded to but they are merely to point out a few errors you made in regard to Eve and I assume this must be based on the Eve of old, which would indeed make many of your assumptions more accurate – a few brief examples are being an explorer now has in game benefits, being an agent runner, being a roleplayer (like, wah!), etc. In the next patch the game is moving even more in the direction of the things I mentioned, especially the explorer profession. Though on one small note, in Eve each skill has 5 levels with diminishing returns. In Ryzom, each skill has 250 levels with diminishing returns. Your comparison would have been fair had you of pointed this out, otherwise it is misleading. Also, in Eve, skills are not very important. In Ryzom, skills are very important.

But, what you still haven’t gotten around to saying is what you think the problem with Ryzom today is. This is what I’m most curious about, with everyone mind you.

Rushin is right. Ryzom is more then just the grind. More to the point, all games have grind – even Eve. I didn’t mean for this to become a discussion pointing to grind. Rather, grind is one of the things which points to the “problem”. I even mentioned this in my original post to some degree, so I apologize for letting this get off track.

Rushin, I certainly wouldn’t ask you to compare Eve and Ryzom (and I don’t think I did anywhere). The question I am asking is, what is the fundamental difference between one high level crafter and another high level crafter. asyne, I believe hit this one on the head. Even more to my own point and tying in with what asyne said, when you do reach that happy-top-of-mountain (is that a place, should I visit, hmm) place the process of getting there is relatively the same. The details are different. IE, I might need to kill a different MOB or harvest a different resource but I am still killing MOBs and harvesting resources no matter if I am building uber_amp_01 or uber_longsword_of_Yubo_destruction_02.

At any rate, this is a tangent again and I allowed it to go on, so that is my fault. My original point, from the sentence Rushin highlighted originally was to illustrate a lack of choice. In that the choices which are available in Ryzom are either clones of each other (IE the crafting system) or not choices at all like what spell to use versus a mob. Yes, I am aware of using stanzas to tweak your spells, but lets be candid here, that is a detail and not a major game changing dynamic. In that, if I cast rot for the five hundredth time, I really don’t care if I am casting .5 seconds faster or slower or using 10hp more or less on each marginal cast. Yes, it is interesting to tweak them for the first few times. Yes, it is fun to tweak them to tweak them for the first few times. But, casting rot is casting rot.
blaah
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Re: On the ending of Ryzom and other stories

Post by blaah »

etrusan wrote:Also, in Eve, skills are not very important. In Ryzom, skills are very important.
dont know what part of Eve universe you came from, but where i was, only thing i could do that didnt require a skills was taking a leak :-)
etrusan
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Re: On the ending of Ryzom and other stories

Post by etrusan »

blaah wrote:dont know what part of Eve universe you came from, but where i was, only thing i could do that didnt require a skills was taking a leak :-)
Maybe I should qualify that? Well, not the bladder problems ;) Skills in Eve do mostly three things. One, allow you to fly ships. Two, allow you to fit modules. Three, allow to use fewer ship resources so you can fit better modules. There are others, of course, but to keep this simple we'll just stick to those three IE piloting skills.

So, skills are extremelly important in your first few days but decreasingly so as time goes on. In this respect, Eve is not very "newbie friendly".

If you ask what skills do I need to fly a megathron class battleship well, people will always say it depends on the pilot. It depends on how smart you are and how well you can react to situations.
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cloudy97
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Re: On the ending of Ryzom and other stories

Post by cloudy97 »

etrusan wrote:If you ask what skills do I need to fly a megathron class battleship well, people will always say it depends on the pilot. It depends on how smart you are and how well you can react to situations.
Okay, what skills does it take to travel by foot between lands on Atys? Nuking or slaying your way is not the only approach you know.

We have been speaking about getting experience. It's allways a tricky question because long-time players (EVE), 24/7 players (most MMOs) will always be better than the casual player. I'd love a MMO without XP grind at all, but I'm sure it would bore the crap out of most players.
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asyne
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Re: On the ending of Ryzom and other stories

Post by asyne »

etrusan wrote:This is shaping up to be a fun debate.
Hear hear! An intelligent (and fun) debate is a rare gem indeed.
cloudy97 wrote:I'd love a MMO without XP grind at all...
_That_ would be something fantastic, if executed correctly. I'll probobly be spending the next week or so trying to think of a game that could do that. The closest thing that I can think of in an online game is the leveling in RtCW: Enemy Territory, but when that system is applied to a persistant world, players want their gains to stay from one round to another, and you end up with something like WWII Online. It would seem easier to go a little farther down the reasons for leveling and try and remove that impulse to compare one's characters to another player's. Unfortunatly, that would require the removal of PvP - since that is by nature comparing characters - and would place much more work on the devs to make a player-like opponent/faction that could be engaged at any level for a relevent amount of reward. Or perhaps it could be set up so you can do anything at any level, but it requires siginifigantly less percision/time/materials at higher levels, example: a level 1 crafter can make the items as a level 250 crafter, but it takes much more time for the items to be made. The goal in all this shifting would be that of making the player have no motivation to advance their character except that of having to work less; time spent vs. time saved. That level 1 character in the example might be willing to wait if they don't mind the grind, but if they wanted to wait less, they would need to impart effort. If they got tired of grinding, they would just go and make things slowly for a while to cool down, perhaps even advancing slowly just with that casual crafting. The weird thing is that you don't want to remove the grind/leveling, as players will want something that seperates the dedicated from the casual, but you don't want to make the grind ironclad, as that will shake away the casual players.
blaah wrote:...only thing i could do that didnt require a skills was taking a leak :-)
Hmm, you might have been playing EVE _way_ before my little sampling. What I found was that although skills were required for every *equip* outside of civilian modules, getting the skills to an introductory level was a trivial task - just buying and using a skill primer, if I recall correctly - comparable to the first elementary actions that are needed in Ryzom for the first set of vendor-bought armor/amps/weapons/yubo_slaves. Everything after that first kick-in-the-pants level was the long waiting that is present in all grinds, but that was just for more advanced things in a tree that you wouldn't do unless that was how you were planning to shape your character.
etrusan wrote:More to the point, all games have grind – even Eve.
Not quite: all _RPG_ games have grind. Think of something like Enemy Territory, Planetside, or Huxley; ever see a CT in CounterStrike grinding? Usually not. MMOFPSs have the advantage of being able to substitute earned skill with a player's inherent skill, while being able to augment a player's skills when they show competence. It's hard to do something like that in any RPG - Paper Mario's battle mini-games come to mind - and even harder when that RPG experience is limited by the potential for lag and disconnection that a MMO creates. If there could be some way that a player's inherent skills could be brought into a MMORPG with a signifigant impact on the overall success of that player, that would be extremely cool.
etrusan wrote:...when you do reach that happy-top-of-mountain (is that a place, should I visit, hmm)
Bring an oxygen tank; the air's rather thin so high up.
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kostika
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Re: On the ending of Ryzom and other stories

Post by kostika »

etrusan wrote:Politicks aren't that big of a deal in this game. Especially when compared to some other games like EQ, Eve, and ATITD where politicks is a major part of the game. You aren't really controlling anything, frankly. I could be wrong on this, but besides the infinity debacle, I don't think anything major in this game has happened in the past six months (as far back as I have read in the forums). By major, I mean a serious shift in power. More to my own point it took one of the largest and most powerful guilds in ryzom to do something totally unexpected and unplanned for that to happen.

This is where I get to disagree. ;)

Politics are very heavy in this game. The average guild member may not see it quite as much, but any guild leader who reads this will agree. There are ppolitics going on constantly. Since Ep2 I can't log in without dealing with them. My skills have been pretty much been put on hold due to them. Yes I'm a roleplayer, so I immerse myself in that kind of play and I enjoy it. The politics are there to get involved in. You just have to poke your nose around some.

Why do things have to be big earth shattering events in order to be major?

Also if you think Infinity was the most powerful and largest guild in Ryzom, then you should have a closer look. The loudest aren't always the biggest boys on the block. It's the quiet ones that you have to watch.
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vguerin
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Re: On the ending of Ryzom and other stories

Post by vguerin »

kostika wrote:This is where I get to disagree. ;)

Politics are very heavy in this game. The average guild member may not see it quite as much, but any guild leader who reads this will agree. There are ppolitics going on constantly.
You are so very right... Taking care of things is not a short term project and any action must be well thought thru. The only happy-go-lucky homins are those that don't have to plan for the future.

OOC:
It is fun, but often difficult to stay IC as well as play the game type you prefer. Weighing the way I planned DT's role since before release are often conflicted with what I like as a player as well as those I am friends with. Our track could have been much different, but balancing how we play ourselves and how it fits into the reality of the game are often at odds.

I love it, I hate it...
/OOC
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