What is it all for?

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truce1
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Joined: Thu Jul 06, 2006 1:34 am

What is it all for?

Post by truce1 »

I have been playing, and i have been enjoying myself allot.

I have however seen that the game does center around crafting, this isn’t a bad thing. It also does emphasize leveling your skills, not really a bad thing either.

But, what im not seeing is...a goal. I know that you can make your own personal goals, but im wondering other than a personal goal, what is it all for?

What, as a guild, group or community are we doing all this to achieve?

In most sandbox games like this one of the major goals of a guild or group, is player towns/cities, Rysom doesn’t have these... Having player towns to build and all that goes with it (buying the land, gathering the 100's of resources needed to make buildings, getting the cash to fund projects, finding crafters to make stuff like buildings and decorations, voting for politicians ETC..) are great group or guild goals, they build community’s and give people (if they choose to) a purpose for all the harvesting, crafting ETC...

On the flip side of this, defending said towns from NPC/ or player incursions... This in its self gives the more combat types a reason to level and gain skills ETC...

I understand there are things called outposts, but it appears that these don’t really have any use, also, there doesn’t seem to be a fight for any sort of power or land going on...

Maybe im just not clear on some of the games finer points.. But, right now, from where im sitting, there doesn’t seem to be a reason to do this stuff...

Even when asked over chat, the response from vets and noobs alike when asked.... is *______* nothing.

So, i guess my question is...... "What is it all for" what sort of possible goals can the community or guild or group set for its self and work towards as a reason for leveling?

Or is crafting and leveling all there is?

PS: I know about rysom ring, and i know i could technically make my own instance of a town and call it my own...but that’s not the same as player towns/citys ETC...
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mugendo
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Re: What is it all for?

Post by mugendo »

The outpost control is essential for anyone ..usually a guild...to allow them to gather the finest resources. The finest resources allow the better quality items to be crafted. To gain and keep control of these outposts requires teamwork, combat, and support skills. And of course the ability to collect the high level resource.

As you see the game can be played solo, but the benefits of group/guild allow acces to other aspects of the game. I understand your reference to building cities, but as far as I am aware, this was/is unique to SWG.
As you note, the ring addition will allow anyone to create their own 'zone'....I guess this is as close to a player city as you will achieve.

Of course you also have 'trekking' which is popular in Ryzom...(I will be a trekker when I get time),Your goal is what you decide to make it.

EDIT....there is also the two factions constantly apposing each other..this stroyline is advanced in phases, but I have not looked in depth at this yet.
Experience is essential.....Wisdom is priceless.
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truce1
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Re: What is it all for?

Post by truce1 »

Nope, not just SWG, allot of games are going this way, its almost as standard as player housing.

I’m not really trying to compare the two here. I’m just trying to understand the goals of this game.... Making your own is all well and fine... But groups need something to build towards. That was just one example of a "goal" for guilds/groups...

Some others are
1. community building (and i am implying the building of towns and what not here)
2. Raid like content (not suggesting they should add, just that it is)
3. territorial conquest
4. Story lines and events (this are not really persistent goals)
5. more..


Like I said, im just having a hard time finding anything that the community can work towards, break that down to groups/guilds/ community (these can consists of multiple guilds and groups).
The outpost control is essential for anyone ..usually a guild...to allow them to gather the finest resources. The finest resources allow the better quality items to be crafted. To gain and keep control of these outposts requires teamwork, combat, and support skills. And of course the ability to collect the high level resource.
But again...to what end? What goal, whats the reasion? What is that guild able to acheave by doing so? What are they investing in that they need to do so?

thanks.

EDIT: Does anyone understand what im getting at?
jamela
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Joined: Sat Oct 02, 2004 11:16 am

Re: What is it all for?

Post by jamela »

It is all to rebuild our civilizations in the ruins of those destroyed by the Kitin Swarming, to recover all that was lost to us then and go further still, into new lands, the canopy, and new worlds.

Unfortunately, release and events since didn't go quite according to the original plan, and Grim has detailed much of this superbly on mmorpg.com. So in fact the mechanics and lore of the game are still not yet in place to fulfill that original goal which brought so many players to Atys long ago. I stubbornly maintain the belief that Ryzom will still flesh out so long as Nevrax can continue to survive and slowly make up it's lost ground, and in the meantime I've still so many things yet to do and discover myself. Ryzom Ring has so much potential to achieve much of that, it just remains to be seen if it will realise that potential.
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grimjim
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Re: What is it all for?

Post by grimjim »

jamela wrote:It is all to rebuild our civilizations in the ruins of those destroyed by the Kitin Swarming, to recover all that was lost to us then and go further still into new lands and new worlds.

Unfortunately, release and events since didn't go quite according to the original plan, and Grim has detailed much of this superbly on mmorpg.com. So in fact the mechanics and lore of the game are still not yet in place to fulfill that original goal which brought so many players to Atys long ago.
But we still have a lot of hope of course.

R2 will allow player 'towns' in a more permanent fashion once we can pay to get things hosted permanently. Hoping for more details on that but I think buildings will be limited to tents and totem poles and things for the most part, alas. At least to start with.
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jamela
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Re: What is it all for?

Post by jamela »

Damn! I need to take the time credits out of my editing actions :)
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truce1
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Re: What is it all for?

Post by truce1 »

grimjim wrote:But we still have a lot of hope of course.

R2 will allow player 'towns' in a more permanent fashion once we can pay to get things hosted permanently. Hoping for more details on that but I think buildings will be limited to tents and totem poles and things for the most part, alas. At least to start with.
I dont think we can really count R2 as filling this gap, for one, they are instanced, and seprate from the real story and world. They are more akin to moduals and adons that propose side storys that (AFAIKT) wont effect the offical story line. And i think i also read that they will only be avabile when the creator is online and activatly "GM-ing" the senario.

Diffinitly a great idea and im looking foward to it, but i think its more of a sidestep from what im talking about.
It is all to rebuild our civilizations in the ruins of those destroyed by the Kitin Swarming, to recover all that was lost to us then and go further still, into new lands, the canopy, and new worlds.
How much of that is real and tanagable?

From my understanding yes, that is the basic "plot" of the game, but im not seeing any real tools in game that support this.

Like i said, the guiding story line is cool, and the R2 is a great idea...but they dont really support group and guild or couminity goals. IMHO.

I think that may be my confusion, it seems that most of the abilities are there, just not the final tools for such things to happen. Reading that as the main story plot, im very surprised that they are not available, in my mind, reading that statement, we should be able to build player towns and cities on ruins (predestinated areas) and in turn, pushing back or defending those towns and cities from invasion.

This in its self would take an act of the community and factions to achieve, and would to me, explain the reasons for leveling and crafting.
alhanna
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Joined: Fri Oct 15, 2004 9:17 pm

Re: What is it all for?

Post by alhanna »

truce1 wrote:Some others are
1. community building (and i am implying the building of towns and what not here)
2. Raid like content (not suggesting they should add, just that it is)
3. territorial conquest
4. Story lines and events (this are not really persistent goals)
5. more..

Like I said, im just having a hard time finding anything that the community can work towards, break that down to groups/guilds/ community (these can consists of multiple guilds and groups).
I think I understand what you are getting at.

1. community building. While we don't have player created cities/housing, we do have community in a different sense. The RP developed by folks in the game is rich and deep, and creates a true virtual community that is always evolving in the political landscape. Faction v. Faction, Guild v. Guild, and neutrals trying to get everyone to get along. The players create the community by developing ties with one another, helping each other reach whatever goals they choose to set. We don't have Nevrax giving us a set framework to construct in, but we do have our limitless imaginations.

2. Raid like content. I believe Ryzom Ring may satisfy some of this. Although, I think lots of folks are expecting an awful lot out of it. :) We don't have instanced zones here, so Raids as other games have them will likely never be here.

3. territorial conquest. Outposts fit this bill, as do the Guild v. Guild zones during supreme cycles. Outposts can be heavily contested. Who you and your guild are friends with and your faction usually determine how much "territory" you wind up fighting over. In the guild v. guild zones (or team v. team) the prize is the materials that can be dug from those areas, but the thrill of defending your guild's diggers can be quite rewarding. Plus there's always the challenge of survival.

4. Story lines/events. Nevrax has some of this going on. There was an excursion to the deep roots and an assassination recently. These things have not yet affected gameplay, but the Trykers got to vote for a new governor (I think he was the governor! Someone will correct me if I'm wrong.) There was a huge Kitin invasion of Pyr during my first month back in game. That was a blast. There are smaller rp events, some Nevrax run and others player run.

5. More. The Kami/Karavan conflict is pretty interesting. The lore behind it all is a nice read, and watching folks stake their claim for their faith is pretty interesting. The content here is player driven from what I've seen. Folks take pride in the virtual community they have created. They want to see the community grow, so in an OOC sense they want to help new players find a good fit for their IC play.

The open nature of the play here give the players the ultimate control over what the "goal" is. And, it is likely different for everyone you talk with.
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chessack
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Re: What is it all for?

Post by chessack »

truce1 wrote:But again...to what end? What goal, whats the reasion? What is that guild able to acheave by doing so? What are they investing in that they need to do so?
thanks.

EDIT: Does anyone understand what im getting at?
Frankly no.

You seem to think that your guild working toward the "end" of having the best crafted materials (say), which requires the best resources, which requires the best oupost, is not really a "goal."

Yet, you consider "player cities" -- which require you to collect resources, build the house, and recruit people into the city -- is a "goal."

I'm afraid I just do not see the difference between them. They are just different goals.

C
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truce1
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Re: What is it all for?

Post by truce1 »

chessack wrote:Frankly no.

You seem to think that your guild working toward the "end" of having the best crafted materials (say), which requires the best resources, which requires the best oupost, is not really a "goal."

Yet, you consider "player cities" -- which require you to collect resources, build the house, and recruit people into the city -- is a "goal."

I'm afraid I just do not see the difference between them. They are just different goals.

C
They are different goals. The one (the first one) is a goal, but its seems more like a means to and end (to me), if you get what i mean.... I’m just not sure what that end is. But I didn’t say that it was not a goal, to some it is. Not to mention that as an achievable goal, this one is most likely barred and gated... I don’t think new players will have the ability to compete in that respect for a very long time... The option in that regard is to join a guild that already has this stuff going for them... but then, who’s goal is that that you are now apart of? As a side note, i have never really been one to clammier over the best gear in any game, it really has never been one of my goals.

But that goal is (to me) one type of goal, the "combat" type... I’m looking for more un-combat type goals and contributions to what is defined in the main part of the story line.

This is guess is more a discussion about options in goals...
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