ariaki wrote:
-Content: The game, at least the newbie game (i.e. up to around 30 levels of melee or magic combat) is very very stale. You just run around the outside environment and kill low level mobs. There is not exploring, no dungeons or buildings.
Agree lack of content is a problem, although not an issue until about level 40 or 50. Probably the biggest problem they have.
ariaki wrote:
-Crafting interface is too cumbersome...you can only make 1 piece at a time...why not have a field that allows you to set the number you want to create? Am i wrong...is there a way to do this already?
This isnt that much of a problem. Once you stop getting xp for q25 items (ie after the first week) you rarely want to factory produce items.
ariaki wrote:
-Selling interface is too cumbersome...takes to long. There should be a drag and drop window or something that allows you to drag all the items you want to sell and then confirm you want to sell those items. As things stand now, you have to sell each item individually and then reconfirm you want to sell each time.
Agree annoying but not fatal.
ariaki wrote:
-Quests: The quests are cookie cutter and only consist of killing 'X' amount of a particular animal or gathering X amount of raw materials. There are no epic quests, there are no variations in quests for any of the different races and no quests which have any storyline to them. Ugh...one of the worst aspects of Ryzom
See content comments above.
ariaki wrote:
-Combat: Too much down time between mobs.
Your doing it wrong if you have significant downtime.
ariaki wrote:
-equipment/loot: No usuable dropped loot....if you are only interesting in combat and not crafting, than you are nothing more than a worker drone collecting raw materials for crafters. Other than XP, hunting is not rewarding, especially since there are no quests, boss mobs and exploring for new content that makes adventuring more interesting. I have yet to see special loot/equipment, everything is standard issue from crafters. I believe that there is an enchantment system but I have yet to see people selling enchantments.
You kill mobs and get materials to buy new items or make new items. Would you prefer if yubos started flinging rusty daggers at you everytime you kill them? Its always been a weakness in what the computer world calls "RPGs" that creatures either lug around items they'd never have any use for (say yubo with a 2 handed sword) or the creatures lug around items they could use, say the Sword of Ultimate Slaying, but dont actually use it themselves.
This is just different thats all. You'll get used to the idea that items dont grow on trees
ariaki wrote:
-Mobs: very little variety on Newbie island....other than Kittin, the mobs are wild beasts types. I would like to see NPC mobs that drop usuable loot.
Its called noobland because thats where you learn the basics of the game. As soon as your bored with only having Kitin to kill that is the time to go to the mainland.
ariaki wrote:
-No player vaults/storage and no NPC consignment vendors.
Mektoubs and private appartments fill the storage thing quite well.
The later is coming in Patch 1 apparently.
ariaki wrote:
-No preceivable difference between the races.
Masses of difference between the races. They look different. The play in different environments. They have different back stories.
There are many players who are glad that there are no racial bonuses, which I think is what your actually refering too, because it doesn't mean that say every Fyros is a fighter, every Zorai is a mage because that's where both the stero-typing and the munchkin advantages are.
ariaki wrote:
-Ranged Weapon combat is broken in my opinion. Ammo is ridiculously expensive. Furthermore, ranged combat seems to be no wear near as effective as magic or melee combat on mainland area... Sometimes, ranged combat seems to have been an ad hoc after thought that has not been fully implemented yet.
Agree ranged needs work if it is expected to be a useful profession.
ariaki wrote:
-very bad manual with the retail box that contains only bare minimum of info.
Totally agree. Manual even has stuff in it that isnt actually in the game!!
ariaki wrote:
-In game description needs to be more detailed and give better descriptions of what stanzas, skills, attributes, materials, and items do.
Agree. Better than it used to be but still in need of work.
ariaki wrote:
-No sense yet of what the over arching story line is in this game....maybe it has yet to be introduced or encountered.
Agree see content at the top.
ariaki wrote:
Overview: The game is fun...don't get me wrong. There is something about this game that, even with its issues, makes it interesting. It may be the "new" factor or it may be that its not the same cookie cutter Tolkien rip off. Also, the world and potential story line has a lot going for it. However, I think that this game could be short lived if some of the major issues, which I discussed above, are not addressed. I some ways, the crafting and loot system reminds me that of Horizons...which was an utter failure and mindnumbingly boring...especially for those that liked adventuring. Frankly, I am not sure when if ever the issues I raised will be addressed. I have heard that quests will be added and that an NPC consignment vendor will be added...not sure when exactly.
Yeah I know what you mean. Compared to other MMORPGs its doing quite well for a new release.
I think the lack of content will be the big killer over the long term. Leveling is only fun for so long. Regarding the "mindnumbingly boring" comment, I dont think they intend for this game to be a 3D version of say Diablo 2. I dont believe they ever expected people to play the game just to kill mobs and find uber items. I think their hoping to get the RPG part going eventually.