LMAO Someone has been reading too much Douglas Adams ;Dfadebait wrote: A side-effect of this is that anyone claiming to be older than 38 is clearly lying about their age.
/signed An Honest 39 year old

LMAO Someone has been reading too much Douglas Adams ;Dfadebait wrote: A side-effect of this is that anyone claiming to be older than 38 is clearly lying about their age.
I don't think they shouldn't throw the engine over board. The rendering engine might have several disadvantages, but the dynamic degradation modes - how ugly they may appear to some - is one of the strength of Ryzom. This is the very point where all contemporary MMORPGs I played lately struggle. Vanguard and Tabula Rasa massively reduced the number of polygons of all MOBs to counter lag that is caused during mass battles. But when I speak here of mass battles I think about 30-50 combatants, not what we saw during the big outpost battles or invasions.acridiel wrote:So, if you want "better" models in fights, should they throw the engine overboard, to reduce the number of present players?NeL engine features
Ryzom was built using Nevrax's NeL engine. Its features include:
* Dynamic model degradation: Model quality and polygon count lowers as more entities appear on the screen, allowing several hundred entities rendered at once for massive combats. Fully customizable settings allow this feature to improve as hardware does.
* Dynamic terrain degradation: Terrain polygon complexity lowers as the maximum polygon count is approached.
CU
Acridiel
Yeah true, but remember. It works and it works fine if your system is up to it.thlau wrote:I don't think they shouldn't throw the engine over board. The rendering engine might have several disadvantages, but the dynamic degradation modes - how ugly they may appear to some - is one of the strength of Ryzom. This is the very point where all contemporary MMORPGs I played lately struggle. Vanguard and Tabula Rasa massively reduced the number of polygons of all MOBs to counter lag that is caused during mass battles. But when I speak here of mass battles I think about 30-50 combatants, not what we saw during the big outpost battles or invasions.
And when someone wants better rendered models today it should be possible to render more that the currently 8 models at the highest resolution. I think the system I build to be able to run AoC should be able to handle that easily.
One limitation that the current engine has, which is a problem in my opinion, is that it is only possible to render 256 movable objects. Which is already problematic with the new Lixie encounter, since each mine is a MOB and that way degrades the visible area.
Couple of days ago I read on mmorpg a post from somebody saying PvP was great in Ryzom. This might be true for a lvl 250 in 2 skills, but for me (who hasnt even has a lvl 200 skill) it sucked like hell... The PvP I have been involved in the last years was always better then I've seen in Ryzom.arfindel wrote:- Go and have a look to the pvp thread now. The teams are broken. The lag in wars unbearable. A ton of skills are unusable (ask the meleers), the animation in close combat poor. More important the faction system is too complicated for the average WoW player who needs pvp in a 1/0 equation. What chance would you give a pvp dedicated Ryzom against the new modern AoC? Leave alone the other games. Ancient SWG was much better at it whatever disbalanced it was.
I know it's not going to be a constructive post, but I will rant a bit (and throw in the mix an executive summary tooacridiel wrote: Why don´t you and other PvP enthusiasts do it?
I think that´s what the "PvP" thread is all about, isn´t it?
Does anyone know how to better "balance" PvP to make it a pastime involving more than just the highest level players?
it's hard to write them again and again and again, and be systematically ignored (Reasonably ignored, I may add... due to the huge task it would be). New owners? yes, but old forums, tell the owners to use the "search" button, or to remove the dust from the IG tickets and suggestions -- although they may not be that new after all...--Any suggestions? Please write them down in the appropriate thread, for our new owners benefit. What´s so hard about that?![]()
Although you make some very good points, I think that the largest potential audience is not currently playing EQ2 or L2 or anything similar. Personally, I wasn't playing anything before Ryzom.boinged wrote: To address the comments about the players being out there already - if they don't know about this game then they never will. It's not like every EQ2 and L2 player is playing in a vacuum. Ryzom is a very niche game with a limited audience.
This is an inherent problem in the system of levels though. I've yet to see one MMORPG where you have any real chance at defeating a character that's much higher level than you.sx4rlet wrote:(And no, I dont mean nerfing any classes, I just mean it sux not being able to do anything untill near lvl 250.... yes yes... you can heal, but if you really only want somebody to heal, get a 2nd accound and macro him to heal you)
I must agree with Ani's assessment here being the real major problem in Ryzom PvP. A 1-vs-1 fight is pretty much already over before it's started. Once it's decided which skills, levels, equipment and stanzas both sides are going to use, then the rest is (at best) 20% player skill and 80% "who does the random number generator favor today?"iphdrunk wrote:It is almost so automated that a computer could just "play one player against each other" and have a deterministic result given all the inputs. The outcome of a PvP fight is reduced to "get the first click", all factors equal.