Excuse me? I'm not directly addressing the issue??? I said that intercontentenal travel SHOULD NOT be made easier becuase the story and and the background of the Zorai do not support that idea. I supported my arguement with a quote from the manual about the Zorai race. So far the only reason for the idea is either bacause it would be nice or because some players want it. Which just doesn't cut it, escpecialy in a game where the story is VERY VERY important.pandorae wrote: Yet again, comedy raynes. Rather than directly address this particular issue, I am looking forward to where Svay decides to go with this. Svay ... keep in mind that 'CP is not the only Zorai guild on ... blah blah blah.'
Intercontinental travel suggestion
Re: Intercontinental travel suggestion
Re: Intercontinental travel suggestion
But then why should people be allowed to teleport back and forth once they have made it one time. They should have to travel it all the time. The trip can take quite a while. This presents a problem. If I cant dedicate all day due to RL then I am at what might be a crippling disadvantage. Now in a game with a rapidly decreasing population why in the world would you want to make that dang trip again if you can port back and forth? Now because a few have made it and many have quit, it makes getting a group that much more difficult. After all harvesters need to get mats which takes forever (even longer if you are a Tryker). So if you want to make it consistant and make everyone have to travel everytime then ok...at least there will be groups leaving periodically. As it is now have fun trying to find someone in Tryker who can make anything above ql50 and if you are that lucky they wont have the mats to do it. So I should be allowed to port to other capitals at extreme cost if a reasonable population isnt available (last week I had a large # of people in my guild, this week there is 5, they didnt leave the guild-they left the game. These were all high level beta veterans).gsmsega wrote: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.
- - - Fwuffylion (Proud Tryker)
Re: Intercontinental travel suggestion
There was a heavy discussion about the whole teleportation system during beta. A few people (inluding me) would have liked no teleportation at all in the game but most of the people fancied an "easy" way to warp around in the game.babaloui wrote:But then why should people be allowed to teleport back and forth once they have made it one time. ...
It's one of the classic examples of roleplay vs. gameplay. The roleplayer wants a difficult challenge that makes sense (Imagine trade caravans from one continent to the other, imagine heavy fighters and mages guarding the harvesters into the prime roots to get hold of truely rare materials, etc.) but the non-roleplayers want "better gameplay", for example being able to play with friends in other races, being able to pick their hunting grounds freely, being able to see all of Atys more easily, etc.
Thus we got a teleportation system. Ah, well, one cannot have all.
Perhaps one day if Ryzom should grow a bit we could have a role-play server where there is no teleportation system. (I know it's prolly not going to happen because the density of all the uber-mobs in the roots and border regions would have to be changed, but one can dream).
Re: Intercontinental travel suggestion
eh raynes - go back and read your posts again, you made a rather major error in it which pan has rather indirectly pointed out.raynes wrote:Excuse me? I'm not directly addressing the issue??? I said that intercontentenal travel SHOULD NOT be made easier becuase the story and and the background of the Zorai do not support that idea. I supported my arguement with a quote from the manual about the Zorai race. So far the only reason for the idea is either bacause it would be nice or because some players want it. Which just doesn't cut it, escpecialy in a game where the story is VERY VERY important.
Re: Intercontinental travel suggestion
Last place I saw Pandorae was Bounty Beaches. I'm sure that was exploiting a Trykers spawn point bug too That and the place where I most often run into anyone from Pandorae's guild is in the prime roots. Funny that.
When I talk about uber guilds being necessary, I'm a president of the 3rd largest Zorai guild.
Raynes has rather selective reading, and obviously an agenda to attack any other Zorai guilds than his own. In event threads, in region chat, or even if it is following people to kill-steal at spawn sites.
Pilgrim of Atys are a Zorai roleplay guild. We support the Kami, and as Zorai are closest to the Kami teaching and want to promote it everywhere. Just so happens one of the other Kami lands is Fyros. Unfortunately recruiting in Fyros is creating to seperated populations of our guild.
Raynes please take a gander at the Zorai history
Note:
2483 - Ancient multiracial guild of Atrium Keepers reformed.
2489 - - Legendary fighter Leng Cheng-Ho arrives from old lands with new methods of combat. He shared the road of the exodus with great fighters of other peoples collectively known as the guild of the Force of Fraternity.
2491 - New trade routes traced and opened into foreign lands.
2496 - Zoraï-Matis summit. Hoï-Cho signs Trade Treaty with Matis King.
2499 - Fyros try to intervene by passing through Zoraï lands but Mabreka persuades them to avoid war.
- Dexton leads Fyros contingent through Zoraï land with the intention to reinforce Tryker front. Mabreka warns him of the danger of all out warfare.
Beyond this, note how few Tribes in Witherings are Zorai only? None yet that I've seen. Very few also only give Zorai race fame, I get more Matis fame than Zorai in fact. Also read the history of other races and you'll be shocked to see even more interaction. Did you read the part that Zorai are hosting in exile the rightful heir to the throne of Matis?
You've indicated a few places that the Kamis like the Zorais because of their isolation, this is not supported in the literature or the in-game reality.
Zorai are not some isolated tibetan monks. Australia might be more remote just like Witherings, but they still trade, commerce, and politic with other countries.
and even if it was, the idea of Ryzom is a changing game where we could have the impact to change this tradition if enough players so choose to do so. Failing even that, your argument about Zorai being isolated... wouldn't apply to 3 other races your trying to shut down as well here.
A realistic approach needs to be taken to travel. It needs to be done so that people don't have to be forced to join my guild, or Pandorae's, or anyone else's. It should be for the sake of players who want to travel other lands before joining foreign guilds.
Unfortunately all I see is another petty feud with a very thin veil of pretending to be roleplay.
When I talk about uber guilds being necessary, I'm a president of the 3rd largest Zorai guild.
Raynes has rather selective reading, and obviously an agenda to attack any other Zorai guilds than his own. In event threads, in region chat, or even if it is following people to kill-steal at spawn sites.
Pilgrim of Atys are a Zorai roleplay guild. We support the Kami, and as Zorai are closest to the Kami teaching and want to promote it everywhere. Just so happens one of the other Kami lands is Fyros. Unfortunately recruiting in Fyros is creating to seperated populations of our guild.
Raynes please take a gander at the Zorai history
Note:
2483 - Ancient multiracial guild of Atrium Keepers reformed.
2489 - - Legendary fighter Leng Cheng-Ho arrives from old lands with new methods of combat. He shared the road of the exodus with great fighters of other peoples collectively known as the guild of the Force of Fraternity.
2491 - New trade routes traced and opened into foreign lands.
2496 - Zoraï-Matis summit. Hoï-Cho signs Trade Treaty with Matis King.
2499 - Fyros try to intervene by passing through Zoraï lands but Mabreka persuades them to avoid war.
- Dexton leads Fyros contingent through Zoraï land with the intention to reinforce Tryker front. Mabreka warns him of the danger of all out warfare.
Beyond this, note how few Tribes in Witherings are Zorai only? None yet that I've seen. Very few also only give Zorai race fame, I get more Matis fame than Zorai in fact. Also read the history of other races and you'll be shocked to see even more interaction. Did you read the part that Zorai are hosting in exile the rightful heir to the throne of Matis?
You've indicated a few places that the Kamis like the Zorais because of their isolation, this is not supported in the literature or the in-game reality.
Zorai are not some isolated tibetan monks. Australia might be more remote just like Witherings, but they still trade, commerce, and politic with other countries.
and even if it was, the idea of Ryzom is a changing game where we could have the impact to change this tradition if enough players so choose to do so. Failing even that, your argument about Zorai being isolated... wouldn't apply to 3 other races your trying to shut down as well here.
A realistic approach needs to be taken to travel. It needs to be done so that people don't have to be forced to join my guild, or Pandorae's, or anyone else's. It should be for the sake of players who want to travel other lands before joining foreign guilds.
Unfortunately all I see is another petty feud with a very thin veil of pretending to be roleplay.
Last edited by svayvti on Mon Oct 25, 2004 8:42 am, edited 1 time in total.
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Svayvti
Former Pilgrim of Atys
Follower of the Kami
Svayvti
Former Pilgrim of Atys
Follower of the Kami
Re: Intercontinental travel suggestion
I've no idea about this guild freud (I'm a Tryker on the European English server) but you sure make a nice Freudian error in your post there, claiming that "Fyros is one of the other Zorai lands". What other lands do you guys claim are yours? Uberguild?svayvti wrote:... When I talk about uber guilds being necessary, I'm a president of the 3rd largest Zorai guild.
Raynes has rather selective reading, and obviously an agenda to attack any other Zorai guilds than his own. In event threads, in region chat, or even if it is following people to kill-steal at spawn sites.
Pilgrim of Atys are a Zorai roleplay guild. We support the Kami, and as Zorai are closest to the Kami teaching and want to promote it everywhere. Just so happens one of the other Zorai lands is Fyros. ...
Re: Intercontinental travel suggestion
My guess is that he meant Kami lands. Such mistakes happen.
Pandorae of Min-Cho, Founder of Comitatus Praetorian
By the strength of one are many made strong.
Windermeer Server
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Re: Intercontinental travel suggestion
My bad about the teleportation. I just found out about the tickets.
Larsa, if you think that we shouldn't have teleportation, then I hope you don't want region chat, guild chat, Tell chat, or even team chat (if I'm between you and your team mate who is 100m off I sure as heck should be able to hear what you're shouting at him). Chats are the same deal, you're basically teleporting your thoughts in a region wide broadcast. Imagine if they got rid of THAT....see where it would lead?
Teleportation with the ticket system may not be implemented in a well roleplayed fashion...or it might not be well enough explained. But it's no reason to say that you can't 'roleplay' it into your gaming experience. It's so easy too! remember that we're supposed to be the explorers who've come back to the homelands. It makes sense that we'd make magical pylons to help us travel back and forth.
I'll stand by the arguement that as long as magic exists in a world, the developers can make anything possible with a small explination of how it came about. If they don't, and you're really a roleplay, just look at it from a RP light and you may even start a trend amongst the RP community!
Larsa, if you think that we shouldn't have teleportation, then I hope you don't want region chat, guild chat, Tell chat, or even team chat (if I'm between you and your team mate who is 100m off I sure as heck should be able to hear what you're shouting at him). Chats are the same deal, you're basically teleporting your thoughts in a region wide broadcast. Imagine if they got rid of THAT....see where it would lead?
Teleportation with the ticket system may not be implemented in a well roleplayed fashion...or it might not be well enough explained. But it's no reason to say that you can't 'roleplay' it into your gaming experience. It's so easy too! remember that we're supposed to be the explorers who've come back to the homelands. It makes sense that we'd make magical pylons to help us travel back and forth.
I'll stand by the arguement that as long as magic exists in a world, the developers can make anything possible with a small explination of how it came about. If they don't, and you're really a roleplay, just look at it from a RP light and you may even start a trend amongst the RP community!
Re: Intercontinental travel suggestion
No Svayvti, we fought through Umbra to get the spawn point at Bounty Beaches. And what does seeing us in the Prime Roots have to do with anything.
Re: Intercontinental travel suggestion
Oh, and Svayvti, isn't your guild the second largest Zoraï guild?