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Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 3:57 pm
by rothimar
zanthar wrote:Can people be invited to play? And Andarr you had better send me a tell if I can join you!
hehehe
Well, I didn't play around with it enough to see about the invites deal, my RL sort of killed my time in the Ring last night. I will definitely look into it tonight, however.
And of course... if I can send an invite... I will certainly send you a tell!
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:03 pm
by toblakai
To be honest Im shocked that at this stage of development I cant find an custom NPC/Mob option. Lets say I want to make my own Raider boss, tons of HP, unique set of armor, and weapons
Right now I can just take a sample raider, customize to a very limited degree and try to make him look like a mean umbre. Its even worse if we look at the monsters. And considering that plenty of people will subscribe just after R2 will be out, just to check out the options, if it will be missing essential features for scenario making tool, they will just be like bah, and they think I will work with *this* ? and move along. That would be a big waste.
(And yes, advanced dialog options is a must. Try to make a scenario where you need to GM every more complex conversation)
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:20 pm
by rothimar
Well, I never personally expected Ryzom Ring to be a GDK. I don't believe I read anything about the ability to create new MOBs in any of the press releases or supporting documentation. It's a scenario creation utility designed to work within the parameters of the game. I do believe there is more content to add to it. But it is still in beta, and testing function, squashing bugs, and fine tuning the tool is currently more important.
The more complex dialogue system is coming. It was announced that some of the features wouldn't be in the initial beta release.
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:34 pm
by toblakai
Well, the fact that you cant make custom monsters (Im not talking about looks, just stats) I can understand, though its regretful anyway. But limiting creation of NPCs is a wholly different matter. And functionality issues are also a part of product testing, which reminds me, as this is an open, but still a Beta test, do we have some kind of forum to report found bugs, UI issues, and such?
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:36 pm
by marct
These scenarios are part of Ryzom. You shouldn't be able to totally cahnge the expectation. Walking up to a Large Gnoof and having it attack you when you know it is a herbivore is kind of odd.
I see the point to what you are saying, and some of that should be here, but not enough to break the story. The Uber bosses that still exist or were once about had there own little stories, but for the most part that is not what the world is about.
Some more tools and more options would be nice. Beta is where you figure out what those should be if any and add the things that are not too difficult and go with your direction.
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:39 pm
by rothimar
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:39 pm
by ajsuk
Goo infected maybe?
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:44 pm
by marct
toblakai wrote:Well, the fact that you cant make custom monsters (Im not talking about looks, just stats) I can understand, though its regretful anyway. But limiting creation of NPCs is a wholly different matter. And functionality issues are also a part of product testing, which reminds me, as this is an open, but still a Beta test, do we have some kind of forum to report found bugs, UI issues, and such?
The normal support tools are to be used. Make usre you specify which part of the ring you are in. (Editor, Test, play test, etc.)
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 5:51 pm
by toblakai
marct wrote:These scenarios are part of Ryzom. You shouldn't be able to totally cahnge the expectation. Walking up to a Large Gnoof and having it attack you when you know it is a herbivore is kind of odd.
Well, actally you can make a bunch of Kitins be passive agro management is the least of my problems as it can be done by scripts:]
But nether less, you cant limit scenario makers by limiting development tools, hey, I can make a NPC called Eminem and make him attack, and kill players with bad rhymes, so it anyway always will lay with GMs common sense.
Re: Ryzom Ring - First Run
Posted: Tue Sep 12, 2006 6:05 pm
by grimjim
toblakai wrote:To be honest Im shocked that at this stage of development I cant find an custom NPC/Mob option. Lets say I want to make my own Raider boss, tons of HP, unique set of armor, and weapons
Right now I can just take a sample raider, customize to a very limited degree and try to make him look like a mean umbre. Its even worse if we look at the monsters. And considering that plenty of people will subscribe just after R2 will be out, just to check out the options, if it will be missing essential features for scenario making tool, they will just be like bah, and they think I will work with *this* ? and move along. That would be a big waste.
(And yes, advanced dialog options is a must. Try to make a scenario where you need to GM every more complex conversation)
Better NPC homin customisation I agree with, but not monkeying too much with the critters.