Intercontinental travel suggestion

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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: Intercontinental travel suggestion

Post by neiana »

babaloui wrote:Yes this game is a step above the rest, thats why I am still here and plan to stick it out. But I will be severely limited if I cant progress the way other races do. MMOs all have problems, I agree. I dont care about vendors, steeds,...all those things may come in time. But SoR is supposed to have a Guild vs.Guild component. Now if Trykers always had this problem I would guess GvG was never really tested and probably being coded now. I can still live with that...it takes time to level and learn the game. This, however, is not a MMO growing pain-its a major flaw. The game truly should not have been released as they had to know it was a problem. To make it worse they arent fixing it. Where is the fix?
THis will have major long term balance and game implications and every day its ignored the situation gets worse.
I agree. And yet, I am able to see the Light in certain things. I assure you the game as a whole would be better if things worked properly, but many experiences that have occured would not have.

The RP aspects alone are amazing. I know that not everybody is going to sit around talking about how the Karavan/Kami/Jena or the mysterious "DEVS" have sealed away the Tryker race.. but don't you think that'd be cool? If all the other races had treated it like that? Almost... Atlantean :D

Anyway, I still agree with you about wishing things were working right. If they were, I would have been asleep 5 hours ago. That would make me very happy.

Anyway, I am trying to sleep again. So much excitement for so very long... and it's one of the things that happened ONLY because the Trykers are broken. Otherwise, it wouldn't have been such a big deal... :D

Best wishes to you and your friends. Part of me hopes the Tryker race ends up as an exclusive little club of people that put up with all of this - and part of me wishes everything was well with the world of Atys...

- N
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aelvana
Posts: 648
Joined: Thu Sep 23, 2004 5:53 pm

Re: Intercontinental travel suggestion

Post by aelvana »

I think you guys are failing to realize that at levels close to 250, the mobs between continents will be easily soloable. I know tanks between 150 and 200 that can solo individual mobs already. These treks are easily doable by anyone, not just the uber guilds. You just haven't waited long enough for individuals to become strong enough to cross :)

EDIT: You only have to cross the PR (high level zone) going from Zorai to Tryker. The other 3 continental connections are only mid-level zones, and are being crossed by small groups already.
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svayvti
Posts: 549
Joined: Fri Sep 24, 2004 3:29 am

Re: Intercontinental travel suggestion

Post by svayvti »

I fail to see why the server should be split into 4 sub-server populations as a form of "high level content". No offense but sounds like a lame duck ploy to me.

Imagine a middle-earth MMO where all the races never got to see each other until the end game. Totally different having elves in total isolation. The different races and cultures have to mix to be appreciated.

Personally it sounds to me like selfish of uber guilds that want to have so much "private content" like is often done in other games where guilds claim mob spawns, camping areas, etc. Whether my guild is powerful enough to do that or not, this type of attitude and content destroys the community of the game.

Please someone give me one good reason why interncontinental should be restricted to uber guilds or very high level content? one decent reason?

because there are a number of simple reasons why it should be allowed. Friendship, Comraderie, Community, Exploration, extra challenges, expanded content. Bah, but what is an online game with those things?
-------
Svayvti
Former Pilgrim of Atys
Follower of the Kami
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aelvana
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Joined: Thu Sep 23, 2004 5:53 pm

Re: Intercontinental travel suggestion

Post by aelvana »

When everquest first came out, you had to take a couple hours, fight mid level mobs, and risk death and aggro to cross the continent. It was an adventure. It felt like a real world instead of a little video game.

Many expansions later, there are enough methods of instant travel between areas that the game was watered down a lot. Half the areas were never seen anymore because there was no need to visit them. The fact that you may be a troll is completely meaningless, as with instant easy travel, the races all basically became homogeneous.

Don't worry, as all the heavy players become capable of crossing the continents solo, trips will be quite frequent. As far as I've seen, uber guild or small group, basically anyone who wants to tag along is allowed. The mobs are also in the mid-level range, not high level. A level 250 would prolly dodge every single hit.
raynes
Posts: 2008
Joined: Thu Sep 23, 2004 10:00 am

Re: Intercontinental travel suggestion

Post by raynes »

svayvti wrote: Please someone give me one good reason why interncontinental should be restricted to uber guilds or very high level content? one decent reason?

because there are a number of simple reasons why it should be allowed. Friendship, Comraderie, Community, Exploration, extra challenges, expanded content. Bah, but what is an online game with those things?
One decent reason? Becuase having the lands seperated and a challenge to travel to adds to the feel of the game. What I mean by that is the background story talks about the races now being in a state of cold peace. In otherwords they deal with each other but are very cautious. Furthermore you being a Zorai, you should know that the Zorai are a race that wishes to be seperated from the other races. That is a core part of their history. In no way, shape, or form should it be easy to get to or from the Zorai lands.

This idea that some players want to open everything up and make all the races lovey dovey just because they choose to ignore the backstory is annoying. Really if you choose to do that, that is your business. But the backstory and game world is setup the way it is for a reason. Just cause you want to ignore it doesn't mean that the devs should make massive changes to make you happy.
stygeon
Posts: 142
Joined: Thu Sep 23, 2004 10:11 pm

Re: Intercontinental travel suggestion

Post by stygeon »

I am still wondering why interracial guilds should be allowed.

Matis believe they are superior to everyone so why would they sully their guild by allowing someone inferior into it?

Of course I'll be hung because that will work the way it was intended and I said it ... no one will ever be 100% satisfied with everything. The best we can do is express an opinion constructively with as much information as we can provide.

There will always be flamers and naysayers no matter what. That is just the nature of humanity. If it isnt your way it isnt right and you are wrong.

eh .. that said I am wrong for even thinking that ...
"There is more imagination in one's life than there is in all of one's dreams."

Christopher Columbus
babaloui
Posts: 61
Joined: Thu Sep 23, 2004 11:32 pm

Re: Intercontinental travel suggestion

Post by babaloui »

aelvana wrote:I think you guys are failing to realize that at levels close to 250, the mobs between continents will be easily soloable. I know tanks between 150 and 200 that can solo individual mobs already. These treks are easily doable by anyone, not just the uber guilds. You just haven't waited long enough for individuals to become strong enough to cross :)

EDIT: You only have to cross the PR (high level zone) going from Zorai to Tryker. The other 3 continental connections are only mid-level zones, and are being crossed by small groups already.
My main gripe about all this is the problems that the Tryker need fixed and the fallout resulting. If they were fixed the problem wouldnt be as bad but I still agree with the original poster. Some trykers did make it across to other lands as part of large groups where I suspect most (but not all) were able to get higher level armor and weapons and some from the few Zoari that came into Trykerland. I understand the trip took hours. A couple from my guild made it and the trip took 5 hours. I dont have the luxury of being able sitting at the computer for 5 straight hours. Now the Trykers who made it can just port back and forth whenever they want. So why shouldnt you be able to do it period? Just make the cost considerable (level/fame/dappers) so it fits more inline with the story OR require all people to have to make the trip everytime and not be allowed to port over, one standard works fine. As it stands now I am still in tattered ql50 armor. I have been trying for days to get ql90 or 100 armor. I cant do it because the mats arent available. Alot of trykers quit or arent coming back to the tryker mainland (why would you?).
anzorian
Posts: 10
Joined: Wed Sep 22, 2004 9:37 pm

Re: Intercontinental travel suggestion

Post by anzorian »

Player mounts are coming. You may be able to travel safely with a mount. Not sure yet but I am sure they will address this issue.
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gralen
Posts: 466
Joined: Thu Sep 23, 2004 1:04 am

Re: Intercontinental travel suggestion

Post by gralen »

anzorian wrote:Player mounts are coming. You may be able to travel safely with a mount. Not sure yet but I am sure they will address this issue.
Given that one can't travel safely with a packer (you have noticed all the dead packers right?), I will not be assuming that traveling with a mount will be safe at all.
gsmsega
Posts: 11
Joined: Tue Sep 28, 2004 12:28 am

Re: Intercontinental travel suggestion

Post by gsmsega »

I just wanted to say; yes it is hard to get from one area to another if your solo-ing it.

But if you think about it they should leave it this way.

1.) This is supposed to be a "community" game, where teams are mostly the purpose. (In any civilization a good community is key, yes there are fractions and groups (aka guilds) but they all (More or less) work for a common goal. (Survival)

2.) It would become too easy and spoil the game if you can travel for cash instead of sneaking or skill. (They did a good thing making it hard to go from land A to land B. I don't particularly like the idea of Awesome Kinchers being outside of an entrance and no way around, but hey, it happeneds.)

3.) It probably is part of the story line for it to be so hard to travel to other areas.

Now I see how people without guilds (solo-ers) have it rough with travel. It is possible though, but that isn't the point I want to make. I am also not saying go and join a guild. The point of having it so hard to get across is the time spent trying to get there, the journey is more then half the fun. I mean would you really want to play a game that you could spend a couple dollars and go everywhere and see everything in a couple hours? Where's the fun in that?

Do I think there should be a teleport that goes off fame and/or money? No. Spoils the fun. Everyone is looking for the easy way out. Yes it is very very very hard to just sit in your own land and messing around when you know there could be something better or something different around the next corner that kinchers are blocking.

Finally, yes, it is frustrating to get 1 meter from the spawn point that you desperately want and die. But if you are a true gamer/RPG fan then you would realize the point for it to be so hard. I know most of you will dis-agree but you can't expect everything in life to be as easy as paying for it... Might actually take work, strategy, and maybe even some luck.



- - - Leonardo (Proud Tryker)
Last edited by gsmsega on Mon Oct 25, 2004 2:35 am, edited 1 time in total.
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