Re: Extremes of Ryzom: Favorite vs. hated
Posted: Mon Jul 18, 2005 3:59 pm
Likes
* Most of the game, otherwise I wouldn't be playing
* Did anyone else mention "the community"?
Dislikes
* Having to admit that I am an addict, and realizing I've changed a few aspects of my real life around playing ryzom. Knowing that I play way too much.
* The high level blues: I tend to think the game ends at 150, you become a more powerful copy of yourself, game gets into 'scaling mode': it should be trivial to extend the max lvl 250 to 500.. just find suitable names 'great, very great, extremely great, extremely very great', skills are 'accurate attack/acid 31' optimized for mobs of level l.
* The fact that there is little incentive (other than the fun ) to work on several trees other than keep you grinding, e.g. working from 151 sword to 201 sword if you are already 201 pike.
* The fact that the "hybrid team" with players of all levels mixed in and having fun is hard to balance.. either you cap or you miss a lot, that's the holy grail I guess. In this line, the hard time to level towards your 250 in big and fun groups unless chaining nameds -- being fixed --
* The messed up rite system (not the rites, their implementation) I was expecting this for xmas, snafued rite release, spagetthi rite code, having to check on a list / web page if the rite can be completed or not, and finally, reading that the rite system is stalled (as per Xavier post), what makes me think that the core system is sooo messed up that needs a complete rewrite from scratch.
* The lore decoupled from the game, and the inconsistencies.
* Most of the game, otherwise I wouldn't be playing
* Did anyone else mention "the community"?
Dislikes
* Having to admit that I am an addict, and realizing I've changed a few aspects of my real life around playing ryzom. Knowing that I play way too much.
* The high level blues: I tend to think the game ends at 150, you become a more powerful copy of yourself, game gets into 'scaling mode': it should be trivial to extend the max lvl 250 to 500.. just find suitable names 'great, very great, extremely great, extremely very great', skills are 'accurate attack/acid 31' optimized for mobs of level l.
* The fact that there is little incentive (other than the fun ) to work on several trees other than keep you grinding, e.g. working from 151 sword to 201 sword if you are already 201 pike.
* The fact that the "hybrid team" with players of all levels mixed in and having fun is hard to balance.. either you cap or you miss a lot, that's the holy grail I guess. In this line, the hard time to level towards your 250 in big and fun groups unless chaining nameds -- being fixed --
* The messed up rite system (not the rites, their implementation) I was expecting this for xmas, snafued rite release, spagetthi rite code, having to check on a list / web page if the rite can be completed or not, and finally, reading that the rite system is stalled (as per Xavier post), what makes me think that the core system is sooo messed up that needs a complete rewrite from scratch.
* The lore decoupled from the game, and the inconsistencies.