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Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 5:48 pm
by kibsword
i expect any little coding things will be put on a site like ballistix mystix so people have a database to work from and can learn. Although I'm hoping most the normal functions will be fairly straight forward to use ;)

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 5:49 pm
by achim
quasar11 wrote:Well, I think it's fairly obvious we need much more information. You can't just drop a bomb like this and expect people to wait very long to details. This could be the "Holy Grail" or an unmitigated disaster! I'd say a developer chat is in order...pronto.
they did not really offer that info to us, we had to find that out by ourselves, so only the kamis know how long we have to wait for any answers/explanations..

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 5:49 pm
by kibsword
I recon there will be some sort of official announcement after they talk about it at E3 *fingers crossed*

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 6:10 pm
by martinr
Ive noticed in many places in existing lands, that there are very similar locations over and over again (think Heretics Hovel and Grove of Confusion, both have that curve with the bit of water on it)

So, perhaps to make it simple for those who havent done coding, then there will be pre-made templates that you can slot into place on a grid. With there also being several levels to it too, underground upwards. Kinda like Lego.

For mat placement, there may be a button to randomly place the mats into your map, this way there is no knowing even by the designer of the map exactly where the mats are.


Scripting of stuff may come from a list of commands and parameters you can select.

(IF group A is killed, then spawn creature B at location C)

Im eager to see what the official announcement about this and descriptions of what can and cant be done will be.

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 6:13 pm
by kibsword
perhaps in player made zones, the mats can change every 12 hours or so?

ie digging 1 spot you could get sup bark, few hours later its fine node

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 6:24 pm
by oldmess
grimjim wrote:I can't program or script for toffee, so unless the tools are reeeeeeeeeaaaaallly simple, ie: simpler than NWN, all my glorious imagination and enthusiasm will caught for sweet FA.

Unless we have some talented programmers and scripters and I can cooperate with?
I actually hope the system is a bit more complex than just point-and-click tools.

1. Point-n-click tools are easy to use, but less likely to give a really rich result.

2. To me, the greatest good that can come out of this is collaboration and community.

If it's too easy, everyone will just do their own little corner of the world; their own little level grinding place. But, if creative people like you have to collaborate with the more technically minded, then we'll get something really worthy to play in.

At least, that's my hopes on this...

(and yes, I do worry about all the potential for abuse and hope that Nevrax has really thought this through. I'm just more interested in the potential upside to this.)

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 6:41 pm
by quasar11
The problem with totally random mats spawns would be defending them. Ideally, you'd want it to be very deficult to reach the good mats, hard to do if you don't know where they will pop. If you could designate certain areas where there was a chance for say an excellent mat to drop or a certain boss to spawn, that might work. Another idea would be having mats or a boss as a "triggering" event, so if mat A pops X number of roaming mobs appear also. That kinda of flexibility could lead to everchanging zones, which people would want to revisit.

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 7:24 pm
by jokque
My first impression after looking at that site was "Yay, this will separate people even more"
We will have a few people creating zones with themes, which is neat enough (like for example that wedding chapel vale) but if you cant gain xp in these areas or less xp most people will stay in the normal areas.
Open your maps to everyone, or reserve them for a selected group of characters
If you CAN get normal xp/kill in user created zones it wont take much time before someone makes the perfect leveling spot, and each guild will have their own leveling zone, separating people even more, turn new people away from the game (they cant find anyone to team with), slowly kill of smaller guilds and making the bigger guilds even more powerful (for an eventual advantage in outposts)

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 7:26 pm
by larwood
jokque wrote:So now each guild will have their own leveling zone, separating people even more, turn new people away from the game (they cant find anyone to team with), slowly kill of smaller guilds and make the bigger guilds even more powerful (for an eventual advantage in outposts)

This is a valid concern.... but from what I understand... these maps will fit seamlessly into the Ryzom world.... and people will wander into these new maps created by players.... i dont know if its like an exclusive thing...

Please correct me if I'm wrong.

How will TP's work?

Re: Ryzom Ring : Comments thread

Posted: Wed May 18, 2005 7:28 pm
by jokque
larwood wrote:This is a valid concern.... but from what I understand... these maps will fit seamlessly into the Ryzom world.... and people will wander into these new maps created by players.... i dont know if its like an exclusive thing...

Please correct me if I'm wrong.

How will TP's work?
My quote was a direct quote from http://www.ryzom-ring.com, stating it is indeed possible to lock out anyone you want