Ryzom feature research

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melgmmo
Posts: 1
Joined: Mon Apr 30, 2007 11:09 am

Ryzom feature research

Post by melgmmo »

Hello, we are building a MMORPG resource site and are looking for detailed information on certain features of this game.

I have gathered all the basic "facts & figures" including links, regional data, technical info, system requirements, subscription fees/payment types/client costs, developer and publisher info, development status, dates, languages supported, game engine type and quite a bit of other non gameplay stuff and I would like to request the help of players in gathering more indepth feature details, much of which I believe can only be properly understood from a significant amount of time played. With that in mind I would really apreciate it if you could help fill in any of the gaps below so that we can represent the game as accurately as possible.

Character development: Level cap? Are the classes/jobs tiered? Customisable or preset? Types of applyable points sytems?
Combat: Typical point and click queued spells or more interactive or twitch based?
Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
PvP: Consentual/open? Rewards and penalties? Any RvR/battlegrounds/guildwar type systems? Hardcore/light?
Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
Quests: Quality and quantity of quests, how indepth are they, how much a part of the overal gameplay are they, worthwile rewards, interlinked with lore well, are they fun or repetitive?
Instancing: Is there any instancing in the game and how much a part of the game is it?
Crafting: Type of craft system. How indepth and integral to the overall game is it?
Other: Any unique features not mentioned here?

Thanks for reading.
blaah
Posts: 1333
Joined: Tue Dec 14, 2004 7:43 am

Re: Ryzom feature research

Post by blaah »

melgmmo wrote:Character development: Level cap? Are the classes/jobs tiered? Customisable or preset? Types of applyable points sytems?
level cap is 250 in 60 (i think) levels.
Combat: Typical point and click queued spells or more interactive or twitch based?
point and click mostly
Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
open, can max them all. skills unlock with levels and aquired by points (10 sp with every ding)
PvP: Consentual/open? Rewards and penalties?
few areas with open pvp. personal pvp flag in other areas. no penalties or rewards (imho).
Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
2 factions, million guilds, no raids, teams are max 9 players. 28 pvp outposts that guilds can own.
Quests: Quality and quantity of quests, how indepth are they, how much a part of the overal gameplay are they, worthwile rewards, interlinked with lore well, are they fun or repetitive?
no quests. really, no quests. just tutorial missions in Silan (tho if you want to call them quests, go ahead).
Instancing: Is there any instancing in the game and how much a part of the game is it?
none
Crafting: Type of craft system. How indepth and integral to the overall game is it?
without player crafting, item is not worth owning. so, every weapon you use, some other player (or you) crafted it.
exception is 4 race NPC boss armor (really hard to get now) and Silan.
Other: Any unique features not mentioned here?
cant jump or dive ;-)
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acridiel
Posts: 6318
Joined: Mon Oct 04, 2004 3:18 pm

Re: Ryzom feature research

Post by acridiel »

melgmmo wrote: Character development: Level cap? Are the classes/jobs tiered?
Level cap is 250 in 64 Skill branches look here for more info.
I don´t quite know what you mean with "tiered" though. It´s an open skill system, wich should have been apparent from the mains site. You can, with enough time, learn everything.
melgmmo wrote: Customisable or preset? Types of applyable points sytems?
For each new level you get 10 Skill Points, wich you may use to buy new so called "stanzas" for your skill. At first it´s only Magic, Fight, Forage and Craft but later splits and specialises, as seen in the Skill tree referred to in point one. There are always enough SP to get what you need though. No "gimping" your Charakter, just buy later what you may have forgotten now.
melgmmo wrote: Combat: Typical point and click queued spells or more interactive or twitch based?
I´d say a mixture of both, but this is better answered by someone who does more battle than me ;)
melgmmo wrote: Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
Allready answered in point two.
melgmmo wrote: PvP: Consentual/open? Rewards and penalties? Any RvR/battlegrounds/guildwar type systems? Hardcore/light?
Consentual. Rewards in form of Ownership of Outposts at the moment. Maybe someday others. (Faction points were used in an event once, maybe they will be reintroduced)
melgmmo wrote: Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
Guilds, Teams of 9 People, Ownership of Outposts rewards special Items and Materials for use in Crafting and leveling (XP Catalysers = double XP)
melgmmo wrote: Quests: Quality and quantity of quests, how indepth are they, how much a part of the overal gameplay are they, worthwile rewards, interlinked with lore well, are they fun or repetitive?
Alonst no Quests like in say WoW atm, only pretty repetative "Missions" to hunt/gather/kill to get fame with a faction. Is going to change hopefully soon as promissed by Devs. ;) Some are interlinked with the lore, the so called "enceclopedia Rites", those are Quest lines to follow to get a reward and bits of lore. More to come "soon".
melgmmo wrote: Instancing: Is there any instancing in the game and how much a part of the game is it?
Nope, no instancing, thank good ;) Everyone can go everywhere at one and have fun together :D 100+ people at Outpostbattles are common.
melgmmo wrote: Crafting: Type of craft system. How indepth and integral to the overall game is it?
The crafting system is one of the most brilliant in the industry IMHO.
It´s unique and tied to the player base almost perfectly. No Dropitems here.
MOBs drop materials wich are used in crafting, foraging gets other materials, all have to be used to build stuff. Each recipe is different and you have to find out by yourself wich combines good with what to get the best results. :)
melgmmo wrote: Other: Any unique features not mentioned here?

Thanks for reading.
Unique Features... hmmm...

The AI of the MOBS is quite different from others.
Predators realy hunt herbivores and can win or loose, some hunt in packs.
The whole worls is unique, as in not the usual Dwarfs, Elves, Orcs, Humas, whatever else Race and is in constand motion. Trees are swinging in the wind, flowers and grass are soflty swaying too. Animals migrate by season and cycle. Forage Materials are dependant on the weather and time of day and such. The weather effects are realistic and pure eyecandy.
The community is one of the most mature and nice to find in all the MMORPGs on the market.
The lore is deep and interesting. It won the award for "Best Story" on MMORPG.com last year.

The RYZOM RING!
It enables you to build your own quests and Sceanrios to let others play it.
Although I don´t know why its so infrequently used. :( *sigh*
It´s a great tool, a revolution in MMOs IMHO, only thing may be that it takes some time to get a Scenario done quite right.
But it´s controlls are simple and easy to use.

Hope this helps ;)

CU
Acridiel
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