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Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 3:33 pm
by iceaxe68
jwenting wrote:I'd rather have our current (mostly) friendly and rp heavy environment where just about everyone helps everyone else and can have fun without preventing others from doing the same.
Wow, I wanna be in your guild! Oh, wait...

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 3:59 pm
by kalindra
*Hugs Sasi and Iala*
The only reason you don't see me on Atys is a question of RL consuming all my time and energy at the moment. Almost tempted to quit my job just so I get the time to play again. Best I can do for now to support the game is to keep paying my sub just in case I manage to get a couple hours free in order to just login and participate in one of those awesome week-end events that I love so much.

As long as those still happen, I'll keep my sub running. I miss all of you, homins, don't you dare forget me ! :p

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 4:03 pm
by ajsuk
jwenting wrote: Change that, make it into just another WoW clone with the crowd of pk'ers and harassers that goes with it, and I among a lot of others will leave.
Not sure I suggested turning it in to WoW or a WoW clone anywhere, did I? :p

Having said that, there has been plenty of people in the past who also loved this game, but they eventually got bored, disheartened, etc, then left. I miss them dearly and wish they didn't leave, but surely understand why they did, and so I can't hold it against them. I'm sure some of the fan-atics would say that those people must never of really cared as much as them, but maybe they cared so much they couldn't bear to watch it circle in the drain again and again?

Anyway, people come and people go but if want more to stay there needs to be some dramatic changes to the actual product, and we're just not getting them. :rolleyes:

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 5:12 pm
by sx4rlet
as old time lurker, i think i might add something... ;)

I think we all know it takes a lot of time to create new content for any game. And the devs need to be payed those weeks to create it, and Ryzom isnt the gold mine we hope it would be.

As the devs asked help with a couple of things earlier already, i am surprised they havent asked us to help make content, something I suggested before.
Ryzom has a great tool to make content, called the Ryzom Ring. Ok. It certainly has it´s flaws, but it still can be used to create very nice things.

I already started a scenario about the lore once, although I never finished it.

What I would suggest is lore-related scenario's (for example the rainbow gates that Tryton made to help the refugees escape the Kitin, or some background about Loria of the Lakes, etc.)
Don't host it at a Ryzom Ring, but at Loremaster, hosted by Winch Gate, 24h a day. Finishing it the first time gives an amount of xp, and maybe some goodies, depending on the level of the scenario.

The only thing the devs have to do then, is host it, make sure the part of the goodies and xp works and, not unimportant, ask the scenario builders to make a couple of scenarios. (And maybe, on a rainy day, fix some things in the ring.)

No, the ring builders wont be able to create content as fast as you want it to, but you might see some very nice scenarios and learn very nice lore at the same time...

(I know there are 4 or 5 very good ring builders around on the english shard, Marelli, Arcueid, Sweetmarie, *cough* me *cough* and maybe some who I am forgetting now (sorry :( ))

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 5:51 pm
by ajsuk
Just when I thought this game couldn't get more open-source if it tried. :p

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 5:55 pm
by vonzuben
Sxarlet, I have often dreamed a bit about the possibilities of the Ring too. Imagine if it worked like this…


1. Players can make a “new land”. They are given some guidelines as to what boundaries they need to work within for this “new land” for it to be considered for permanent placement as an actual new land/zone somewhere in Atys.

2. New Land authors would now madly scramble to have their work actually become part of Atys! Imagine how much fun it would be to see your work become part of the Atys landscape. Maybe there is prize, or free sub for X months.

3. First the “New Land” author makes their work available on the Ring Terminal for others to test out and “vote” for. This is done without the current need to be there hosting it (and the buggy connection issues are gone).

4. Then the Devs would review the high scoring lands. They would determine if there is reasonable fit lore-wise, and reasonable balance for things like XP gain and foraging.

5. Then as part of each patch, one or more player created “new land” actually appears as part of Atys. You’d enter the new land using a portal placed in some appropriate (for its level ect.) location. We’d see Atys grow with new variety of lands each patch!

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 5:58 pm
by cielchan
Just change the atm stupid way of scenario hosting and most players will be more then happy to provide content. It's just problematic because the avilability of this free content is limited to the builders online presence.

I wait for the devs to move here. No prob having my stuff hosted, would also motivate me alot (and others) to continue work.

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 6:05 pm
by sx4rlet
@ jayce, lol, wanna bet if it can get more open source like this?
(btw, funny to see you still hang around, for some reason I've would have guessed you move to a game with some more challence by now)

@sweetmarie, yeah that is kinda what i mean. Not really in favor of your ranking system, rather see some more direction from the devs for scenario's so they fit more into the game. But i'm not picky, and it's a good option too! ;)

Re: In-game content, versus behind-the-scene tools ?

Posted: Fri Nov 13, 2009 8:36 pm
by iceaxe68
kalindra wrote:*Hugs Sasi and Iala*
[snip]
I miss all of you, homins, don't you dare forget me ! :p
*hugs back*
No way will you be forgotten, always a place here for you.

@Jayce:
I look at my long dark friend list and can't help but think of those of you who've been here much longer than I, collecting an even longer list of absent friends.

Atys has been a fairly quiet place as long as I've been here, but the homins I've known have more often than not been well worth knowing. As much as I want Winch Gate to be successful, I hope that the sort of players drawn to the game will always be pleasant, thoughtful, creative, articulate sorts.

I'd be as tickled as anyone to see new content, but for me, it has always been the community that kept me here, not the game content.

I'd love to see persistent Ring scenarios, too. Even without adding them to the "real" Atys, they can be just plain fun. Perhaps a paid hosting plan? And donations to keep favorites available? Hmm, just brainstorming.

Re: In-game content, versus behind-the-scene tools ?

Posted: Sat Nov 14, 2009 12:39 am
by cielchan
Nay to paid hosting. Launch on demand. Let the scenarios be uploaded to a public list and any player who wishes to start one can chose from this list. Then it is started and launched.

So basically just create a shared folder with all the scenario files inside and players can launch one from there vie the Ring Terminal.
Problem solved. Scenarios don't need to be up and running 24/7, just make them launch and available on demand.

Super easy and resource friendly imho.