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.
Ryzom feature research
Re: Ryzom feature research
level cap is 250 in 60 (i think) levels.melgmmo wrote:Character development: Level cap? Are the classes/jobs tiered? Customisable or preset? Types of applyable points sytems?
point and click mostlyCombat: Typical point and click queued spells or more interactive or twitch based?
open, can max them all. skills unlock with levels and aquired by points (10 sp with every ding)Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
few areas with open pvp. personal pvp flag in other areas. no penalties or rewards (imho).PvP: Consentual/open? Rewards and penalties?
2 factions, million guilds, no raids, teams are max 9 players. 28 pvp outposts that guilds can own.Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
no quests. really, no quests. just tutorial missions in Silan (tho if you want to call them quests, go ahead).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?
noneInstancing: Is there any instancing in the game and how much a part of the game is it?
without player crafting, item is not worth owning. so, every weapon you use, some other player (or you) crafted it.Crafting: Type of craft system. How indepth and integral to the overall game is it?
exception is 4 race NPC boss armor (really hard to get now) and Silan.
cant jump or diveOther: Any unique features not mentioned here?
Re: Ryzom feature research
Level cap is 250 in 64 Skill branches look here for more info.melgmmo wrote: Character development: Level cap? Are the classes/jobs tiered?
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.
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: Customisable or preset? Types of applyable points sytems?
I´d say a mixture of both, but this is better answered by someone who does more battle than memelgmmo wrote: Combat: Typical point and click queued spells or more interactive or twitch based?
Allready answered in point two.melgmmo wrote: Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
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: PvP: Consentual/open? Rewards and penalties? Any RvR/battlegrounds/guildwar type systems? Hardcore/light?
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: Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
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: 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?
Nope, no instancing, thank good Everyone can go everywhere at one and have fun together 100+ people at Outpostbattles are common.melgmmo wrote: Instancing: Is there any instancing in the game and how much a part of the game is it?
The crafting system is one of the most brilliant in the industry IMHO.melgmmo wrote: Crafting: Type of craft system. How indepth and integral to the overall game is it?
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.
Unique Features... hmmm...melgmmo wrote: Other: Any unique features not mentioned here?
Thanks for reading.
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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At"Ryzom Movies"!![highlight]
238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
[highlight]SoR Score Musics including Trailers!![/highlight]
Ryzom:
We dare to be different! Do you dare to adapt?
Ryzom on Vimeo-Videos!/Ryzom Ning-Network/Die Lore auf Deutsch!
Bardentreffen / Atys Kundschafter