The ideal SoR?

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michielb
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Re: The ideal SoR?

Post by michielb »

micrix wrote:You know how much complaint there is every time Devs is playing around with the spawn timer. Many players want to level melee and magic. Since an awful amount of XP is needed to level , those players would not be happy.


You are right they wouldn't be happy but it would be an interesting "social" experiment to see what would happen in a game world like the one I described. I for one am pretty sure that sooner rather than later I would be walking around on a dead and barren Atys thinking to myself: "agent Smith was right, mankind really is a virus..." :o
Last edited by michielb on Mon Aug 08, 2005 3:16 pm, edited 1 time in total.
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hans1976
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Re: The ideal SoR?

Post by hans1976 »

I like the idea but needs more active elements in it.

Like:
- If the goo comes, harvest on the edges there (dig up goo) and introduce a alchemist (either skill or npc) that can convert the Goo into something else (at a great loss).
- Digging goo will make goo dissappear. Now isnt taht nice?
- Guild can truely farm an area around, for example, an outpost. Everyone not in the guild and harvesting/hunting on a guildfarm is open for PvP combat...
- Hmmmm, kill all the gingo and the timmy will breed faster? I like the idea of growing, but some breeds are tougher then others, so regionwide yes, not from puny to praying. Born blue is to die blue, but one can be born red too.

Either way, Atys will be goo-infested barren in 3 weeks after all the homins on it destroyed all their equipment and each other in the GERROFMELAND-combat.
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micrix
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Re: The ideal SoR?

Post by micrix »

michielb wrote:You are right they wouldn't be happy but it would be an interessting "social" experiment to see what would happen in a game world like the one I described. I for one am pretty sure that sooner rather than later I would be walking around on a dead and barren Atys thinking to myself: "agent Smith was right, mankind really is a virus..." :o

You did not quote the second part of my post. Behind my post was the idea that a mmorpg is populated by, very roughly said, two group of people. The one seek the social part and are interessted if a different way of life would work. The others just want to play a game. And there again is the question about money and customers :)

No, Agent Smith was wrong. Mankind is not a virus. But probably are many men infected by the Goo. *damn devs, another brilliant idea that was never finished completely* According to the teachings of the Kami, those infected beiings will erase themselfes by their own madness. They should not be killed like pink Gibbai, they should be cured or left alone to die. Those not infected and especially those who recovered from the infection will live long and prosper within the harmoy of all creation.

Cool analogy he ? ;)
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michielb
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Re: The ideal SoR?

Post by michielb »

hans1976 wrote:I like the idea but needs more active elements in it.

Like:
- If the goo comes, harvest on the edges there (dig up goo) and introduce a alchemist (either skill or npc) that can convert the Goo into something else (at a great loss).
- Digging goo will make goo dissappear. Now isnt taht nice?
- Guild can truely farm an area around, for example, an outpost. Everyone not in the guild and harvesting/hunting on a guildfarm is open for PvP combat...
- Hmmmm, kill all the gingo and the timmy will breed faster? I like the idea of growing, but some breeds are tougher then others, so regionwide yes, not from puny to praying. Born blue is to die blue, but one can be born red too.

Either way, Atys will be goo-infested barren in 3 weeks after all the homins on it destroyed all their equipment and each other in the GERROFMELAND-combat.



Cleaning up the goo was something, if I remember correctly , that was supposed to be in the original ideas abour Ryzom and would be crucial to the world I described, how else would you give dead areas a chance to recover?

I personally like the idea of animals growing and becoming stronger as they mature but it would take careful balancing to keep it "playable"

Farming in guild areas was also something that was at least hinted at during beta and would make sense if my lil plan ever became a reality


and as you said it could lead to a smal part of the player base destroying the world they "live" in and making life there impossible for all "inhabitants"
For some strange reason some people believe that the only way to have fun is at the expense of someone else.. :(
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michielb
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Re: The ideal SoR?

Post by michielb »

micrix wrote:You did not quote the second part of my post. Behind my post was the idea that a mmorpg is populated by, very roughly said, two group of people. The one seek the social part and are interessted if a different way of life would work. The others just want to play a game. And there again is the question about money and customers :)

No, Agent Smith was wrong. Mankind is not a virus. But probably are many men infected by the Goo. *damn devs, another brilliant idea that was never finished completely* According to the teachings of the Kami, those infected beiings will erase themselfes by their own madness. They should not be killed like pink Gibbai, they should be cured or left alone to die. Those not infected and especially those who recovered from the infection will live long and prosper within the harmoy of all creation.

Cool analogy he ? ;)


I am aware of the fact that there would be some MMO player who would love and would be careful to maintain a balance but fact remains that there are also players who don't give a rats behind about all the clever stuff dev's put in a game and are just there to "beat the game" players who need "end games" and "content"
and it is those players that will upset the system because they don't want to think to hard and just play to be entertained...

btw I do believe that if there's one MMO community who could deal with a world that has all the complexities described in this thread it's the SoR community...
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zhidao
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Re: The ideal SoR?

Post by zhidao »

Just want to add, brilliant ideas to fight stupid grinding which is daily life on Atys these days.

Damn the devs for forgetting, irgnoring or postponing those things to, whenever. :(
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Re: The ideal SoR?

Post by kashius »

Just to clarfy michielb, the point of "End Game" and "Content" is so that you don't beat the game and get tired of it. Always something to keep you busy and strive for. It helps to alleviate the high level blues/boredom once you have maxed your favorite skills and are left with the question of what to do with yourself. One player games have been known to have their own version of end game content. Surprisingly enough a lot of them are RPGs. Even pure action oriented "Run Around and Kill" games have modes/challenges for those who have ascended past the Normal difficulty as incentive to keep playing. I'm not going to address the accusations that those of us that want this kind of stuff in games don't want to think hard and just play games to be entertained.

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michielb
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Re: The ideal SoR?

Post by michielb »

kashius wrote:Just to clarfy michielb, the point of "End Game" and "Content" is so that you don't beat the game and get tired of it. Always something to keep you busy and strive for. It helps to alleviate the high level blues/boredom once you have maxed your favorite skills and are left with the question of what to do with yourself. One player games have been known to have their own version of end game content. Surprisingly enough a lot of them are RPGs. Even pure action oriented "Run Around and Kill" games have modes/challenges for those who have ascended past the Normal difficulty as incentive to keep playing. I'm not going to address the accusations that those of us that want this kind of stuff in games don't want to think hard and just play games to be entertained.

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I wasn't attacking you personally was I?



Now I think that by one player you mean single player and yes even single player RGP's have an end game. That's because once you "beat the game" the story ends, you've save the world, you got your cake and ate it, now there's nothing left for you to do.

Single player games are, by design, interactive stories with a beginning and an end and once you're done with them. you're done.

Try that in an MMO and you'll have a problem. Imagine a player in Ryzom finding the ultimate weapon against the kitin. He uses it and saves the world but what about all the other players who would like to be heroes? Their chance of saving the world is gone.

An MMO can NEVER have an end game, it can have high level "content" in it but no end game. If subscribers to an MMO ever get the feeling they've beaten the game then there's nothing keeping them from leaving and the whole point of Pay to Play games is to keep people playing for as long as possile...


As for "content" if by content you mean more "goodies" new area's to explore then I'm all for it but I for one hate being taken by the hand and told what to do, if I wanted that I'd play a single player game...


p.s. If something doesn't apply to you, it doesn't apply to you.
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michielb
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Re: The ideal SoR?

Post by michielb »

kashius wrote:Just to clarfy michielb, the point of "End Game" and "Content" is so that you don't beat the game and get tired of it. Always something to keep you busy and strive for. It helps to alleviate the high level blues/boredom once you have maxed your favorite skills and are left with the question of what to do with yourself. One player games have been known to have their own version of end game content. Surprisingly enough a lot of them are RPGs. Even pure action oriented "Run Around and Kill" games have modes/challenges for those who have ascended past the Normal difficulty as incentive to keep playing. I'm not going to address the accusations that those of us that want this kind of stuff in games don't want to think hard and just play games to be entertained.

-Bosamba of Infinity-



Just one more thing: next time pleae read the whole thread before you reply instead of taking one post completely out of context...
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kashius
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Re: The ideal SoR?

Post by kashius »

Ok.

- End Game to me is what you do once your character has reached the end of the game level wise/has all the skills he can/will acquire. As I said, end game is there so you don't beat the game and simply be done with it. In a single player game there is some in the way of side quests/arenas and the like. In an MMO there needs to be a ton of it to keep players from feeling like they've done everything there is to do.

- Did you attack me personally, no. You did one better and made a generalization of an entire group of people. The reason I said I wasn't going to address the comment is because I noticed what your definition of end game seemed to be. That's why I offered the more common (in my experience) definition of End Game.

And I did read the entire thread.

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