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Re: New Patch 1.7.0 Kitins' Lair

Posted: Sat Dec 26, 2009 11:14 am
by pre156kt
Even though I expected something completely different and vaster than an area with half a day worth of fun, I am still impressed by the details you put into it. The triggers/interactions in Cattle and Egg Room make it feel incredibly lively. It is these little things that make Atys feel like a living world.

I also like how the new Rites are staying true to the spirit of Atys, instead of blindly copying Warcraft/OtherGenericStuff missions. There's something magical about dying hundreds deaths while following Gerder through Loria and taking samples of the kincher poo. Beats the boring 'save-the-world' quests anyday.

So... loving the patch, it is the right way to go. Just add some actual content next time please. xD

Re: New Patch 1.7.0 Kitins' Lair

Posted: Sat Dec 26, 2009 12:38 pm
by acridiel
As far as I understand the Lair is going to open further over time, again done by a series of Events. So, we get to explore more and more of the Nest, step by step.
And I must admit I do find that far more interesting and enticing than a typical "-WHAM- here you got it. Now rush through and learn everything there is to know" Instance of other games.
It keeps us guessing and "on our toes" so to speak, it keeps fresh the excitement and the sense of exploration that cooperates so well with said spirit of Ryzom.

While some may know say its cheap and lazy not to give us the full extent of the lair right now, I want these people to keep in mind that even a full fledged instance of say 5 hours gameing "fun", is done after 5 hours.
And thats it then.
All you´re ever going get out of it after that, is to repeat the "story" contained in it over and over and over and over and over again.

Granted, some day it may be like this with the lair too, but my guess is that the folks at WG do have something up their sleeve that will prevent this felling of routine to come up that fast.

Anyway, great job guys. Keep it coming! :D

CU
Acridiel

Re: New Patch 1.7.0 Kitins' Lair

Posted: Tue Dec 29, 2009 2:27 pm
by moyaku
sx4rlet wrote:Heh, that even makes one of the lurkers curious...
More than one Fluffy ! I even resubbed my main account for 3 months :P

Re: New Patch 1.7.0 Kitins' Lair

Posted: Thu Dec 31, 2009 12:16 pm
by ajsuk
Well it's been a couple of weeks now, I've taken my time exploring the lair and completing the rites. I've slept on it, but, surprise surprise, I'm left feeling rather underwhelmed. This wont come as a shock to most, but honestly, I really tried to give it a chance this time. Unfortunately it just doesn't cut the mustard with me.

I'm aware this is just the first installment, but this could, should, and is being advertised as; the "silver bullet". Clearly not though, more like a soggy spit ball in the back of the neck from across the classroom.

The build up was pretty much non-existent. There was a little kitin raid in the forest which wasn't too bad, and a silly opening event, (which I missed, admittedly) but from what I heard it wasn't all that. Not exactly what I'd hoped for after a wait of how many years now? Why not make a bigger deal out of it? Do it on the weekend so more than 5 people can take part? Maybe a full on raid with some proper RP and expanding of the lore beforehand?

Anyway, then on to the "content". 2 rites... well, it's a start I guess. *clicky* hmm... "Spend 95% of your time exploring pretty much everywhere BUT the lair!" Alllrightyyy theeeen... kinda been doing that already the past 5 years but whatever. :rolleyes: So I continue on with the missions regardless... They're something different at least... But wait! Lengthy timers to drag out the missions, oh and they bugged, twice! This is more like it, business as usual. :) I did accidentally kill a team mates Kizoar one of those times, so my bad. But seriously... real robust programming there! This stuff IS going to happen often should this game ever get popular you know...

Also, as I understand it all the graphics and modelling were inherited too. The least you could of done was get the rest right after all this time. Not that much to ask really.

So yeah, in conclusion, pretty frickin' disappointing thus far.

With that and the planned increase on level cap I gotta say, cheap is an understatement. Happy 2010!

Re: New Patch 1.7.0 Kitins' Lair

Posted: Thu Dec 31, 2009 7:28 pm
by missylee
xl2i5 wrote:oh the roll backs... hours of leveling to come back to the same level.... the joy. :D

/sarcasm

Same lvls, but double pleasure, right? :D
love ya, Jezzy <3

Re: New Patch 1.7.0 Kitins' Lair

Posted: Thu Dec 31, 2009 7:47 pm
by missylee
Jayce hon, didn't mean to change the subject.
New patch does sound good to me, i'll be testing this out as soon as i have my PC fixed. :)
Is there anything you did like about it?
*hugs*

Re: New Patch 1.7.0 Kitins' Lair

Posted: Thu Dec 31, 2009 8:00 pm
by ajsuk
Heyo Missy, it's cool, good to see you!
pre156kt wrote:The triggers/interactions in Cattle and Egg Room make it feel incredibly lively. It is these little things that make Atys feel like a living world.
What this guy said, and umm... er... I'm struggling here lol.