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Re: What do we REALLY think of GF
Posted: Thu Oct 04, 2007 9:36 pm
by kay22626
fiach wrote:Apparently they paid 10 mill trying to get Ryzom sorted, and it only has a population of 4.5 thousand.
Thats a confusion generated by poor translations. 10 mil was the amount a company named Accel invested in Gameforge recently.
1-2 mil was the estimate of what it would take to make Ryzom profitable and Gameforge decided that was too much, too risky, so they didnt invest it.
Re: What do we REALLY think of GF
Posted: Thu Oct 04, 2007 9:58 pm
by arfindel
slippery wrote:How about a middle comment? I dont feel strongly either way, i am obviously not happy with what has happened but i am sure it was never their intention to let this happen.
Subscribe with above
Edit to add something about which I am pretty emotional tho: if the poll would have regarded the developpers who were kept on their salary (in France, where a salary is doubled by taxes) - only because the law said they cannot be fired, the developpers whose part only a complex audit would prove in the disasster the game is now (think only to the tens if not hundreds of newbies brought from Portugal or Eastern Europe by GF and who left after first trek when they crashed every time they tried to place a landmark, just a small example of the "work" our dev team did this whole fiscal year) - if the poll regarderd these devs, I would have voted with much less mild feelings.
Re: What do we REALLY think of GF
Posted: Fri Oct 05, 2007 5:04 am
by hubologist
I think they're incompetent jackasses.
Re: What do we REALLY think of GF
Posted: Fri Oct 05, 2007 5:34 am
by omsop
hubologist wrote:I think they're incompetent jackasses.
lol, say what ya really mean.
But personally i think as paying customers ( & the Majority who have paid well in Advance) are entitled to a rundown from GF of what exactly happened, it was our money they were playing with, yeah they bought Ryzom, but they also took our Dappers.
Re: What do we REALLY think of GF
Posted: Fri Oct 05, 2007 11:12 am
by pavmelas
kay22626 wrote:Thats a confusion generated by poor translations. 10 mil was the amount a company named Accel invested in Gameforge recently.
1-2 mil was the estimate of what it would take to make Ryzom profitable and Gameforge decided that was too much, too risky, so they didnt invest it.
From what i read they swim in money and their browser-games are very successfully. Hope i never ever have any relation or own something with GF labeled on it.
Re: What do we REALLY think of GF
Posted: Fri Oct 05, 2007 11:12 am
by bruare
GF most likely bought Ryzom to get their hands on some nice game code, they most likely gave the developers a chance to make the game successful, they most likely didn't stick their necks out financially ( pretty obvious ) -- but would you?
Although Ryzom is a gem of a game and i hope someone rescues it, modifies it a bit, and makes it successful both for the players and investors; the failure of the game lies with the developers. Ultimately it didn't get enough players. Personally i think the developers just did not make the game playable enough to keep players.
Me, i love the game and will put up with an awful lot. But losing ones GUI, having to back up char files is just
ridiculous -- the game should be playable by a person who just knows where the on/off switch for a PC is and how to click on the game to launch it.
Where is a player created action book? -- player created actions are the heart of the game and we have to create the action for every action bar we want it on. Come on -- a player created action book can be on the client and when the player drags it to the action bar it is the same as manually creating the action. To me this should have been obvious within months ( like by level 50 ).
Landmarks, why the limit? and if there is a limit, where is the warming when it is exceeded? And crashing when creating a landmark?
Numbers, where are the commas in large numbers? 1000000 or 1,000,000 -- which is readable ?
The encyclodia and trials are mostly undeveloped -- where is a player warned of this so he doesn't waste time trying to unlock the secrets of Atyss. Same with goo related missions on ML -- still available from NPCs but undoable because mobs don't exist now.
The Ring, sounds wonderful in concept but with so much to do outside of the Ring and no rewards inside the Ring -- hardly anyone bothered with it much. I've never even tried to go into a scenario, much less create one -- way too busy leveling my skills. To me just looks like a lot of wasted development effort.
Getting Equipment in Ryzom is tough, lots of crafters but way too hard to keep merchandise on merchants and so players have a hard time finding good equipment to buy. Players ( customers ) just have to be able to get some decent equipment with a reasonable effort ( look at markets in WoW ).
Its not like the developers didn't recognize the need to make the game more playable -- look at the revamped Ruins of Silan. However, I really think they needed/need to keep the focus on playability a lot more.
Ryzom is a gem of a game with so much wonderful stuff in it. To lose customers ( players ) over minor ( or what should be minor ) issues like this that really have little to do with core gameplay is just a plain crying shame and i am crying.