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Re: New Features for "Saga of Ryzom"
Posted: Mon Jan 23, 2006 9:11 am
by philu
ariwen wrote:How long have you played Ryzom??
Have you gotten any of your lvls upto 250??
How can a person judge a game when they have not tried all there is to try?
I don't agree that you need to have a skill up to 250 to know Ryzom. Or to be able to comment on it.
In May I will have been playing this game for 2 years so I think I know it pretty well and I don't have a single skill at 200 (almost though!
), never mind 250.
Having said that, I don't want an SWG clone either. Interesting points but not for Ryzom, it has its own mechanics without taking anymore ideas from other games.
Mind you I don't want a WoW clone either......
Re: New Features for "Saga of Ryzom"
Posted: Mon Jan 23, 2006 10:03 am
by desertt
simein wrote:I wouldn't hold my breathe for new features. They still haven't even put in the encylopedia in working order yet.
somehow i dislike your post sounds a bit to negative to me
although it is true that the encylopedia isnt fully working
Re: New Features for "Saga of Ryzom"
Posted: Mon Jan 23, 2006 6:01 pm
by simein
desertt wrote:somehow i dislike your post sounds a bit to negative to me
although it is true that the encylopedia isnt fully working
It's not a matter of being negative, it's a matter of being truthful.
Re: New Features for "Saga of Ryzom"
Posted: Mon Jan 23, 2006 7:33 pm
by g00st
simein wrote:It's not a matter of being negative, it's a matter of being truthful.
heh yeah the game has moved sideways for a year
Re: New Features for "Saga of Ryzom"
Posted: Tue Jan 24, 2006 12:19 am
by rushin
g00st wrote:heh yeah the game has moved sideways for a year
*wonders which way ghuiss has moved*
Re: New Features for "Saga of Ryzom"
Posted: Tue Jan 24, 2006 12:41 am
by kuroari
ok if i suddenly got run over by a rampaging hum-vee
--
if trykers were allowed to fly in planes where they couldnt SEE without using two or three mates to guide
--
if suddenly something ELSE was doing MY harvesting
--
(the list goes on but you get the point)
this would no longer be "SOR"
I would leave as most everything i've ever loved about the game - mostly the setting and lifestyles - would be destroyed...
sry but i have to agree with whoever made the 'lvl 250' comment - i'm just barely at lvl 130 MAX but i know what they meant - not necessarily '250' but having actually played long enough and loved the game enough.
-dont mean to flame down your post- it would just really kill the game for me if these options really took place
my honest advice - i think you still miss SWG too much and would say you should prob go back to it for a while longer, or find a game with a more sci-fi/star warsy feel to it.
just my two cents
Re: New Features for "Saga of Ryzom"
Posted: Fri Jan 27, 2006 3:42 am
by ark014
Hi All --
SOE is infamous for its utter contempt for SWG players; all suggestions/pleas/complaints from the players are ignored.
WoW has a peculiar problem; it is so successful that Blizzard Inc. is very hesitant to make any changes at all.
I am hoping that Ryzom devs and managers listen to Ryzom players, and are open to the idea of adding changes and improvements to Ryzom.
The news that easy to use tools for player-created content in Ryzom are in preparation is very exciting; this shows Ryzom is a dynamic and innovative game.
I am still on Matis Island. In Ryzom I am still the n00biest n00b who ever n00bed. This is quite a comedown from my SWG days in Flurry, when I owned 10 player-characters, 80 heavy harvesters, 13 structures, and 24 resource vendors. I am hoping to develop a Ryzom chars with all-round skills in all 4 categories. I am very excited by Ryzom, its diverse combat and crafting systems place it far above World of Warcraft, and the NGE version of Star Wars Galaxies.
I am the admin for the "Saga of Ryzom" subforum in the SWG refugee forum
http://www.imperialcrackdown.com
I am doing everything I can to promote Ryzom among the SWG refugee community.
Thanks,
Amphiaraus
Borea, Matis Island