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Re: intresting info

Posted: Sat Apr 26, 2008 5:00 am
by thurmar
katriell wrote:1. World of Warcraft is not a cash shop game.

2. To help you who do not care to read a large amount of normally-sized text: THIS IS NOT WORLD OF WARCRAFT, SILKROAD ONLINE, LAST CHAOS, CABAL ONLINE, OR ANY OTHER GAME. IT IS RYZOM. TO IMITATE OTHER GAMES IS TO DESTROY WHAT IS RYZOM.

you scream in green.. thats scary! RAWWWR!!

Re: intresting info

Posted: Sat Apr 26, 2008 7:55 am
by martl
katriell wrote:1. World of Warcraft is not a cash shop game.

2. To help you who do not care to read a large amount of normally-sized text: THIS IS NOT WORLD OF WARCRAFT, SILKROAD ONLINE, LAST CHAOS, CABAL ONLINE, OR ANY OTHER GAME. IT IS RYZOM. TO IMITATE OTHER GAMES IS TO DESTROY WHAT IS RYZOM.
Leaving Ryzom as it is, has already almost destroyed it. I agree, imitating other games is the wrong way, but each of these has some things in it that might improve the fun and attract more players.
Of course, the main idea has to be to maintain the unique character of Ryzom.

Re: intresting info

Posted: Sat Apr 26, 2008 12:27 pm
by whiterider
martl, yes, I agree. But we shouldn't be changing things because it works well for Generic MMO #56253490564934 - we should be changing them because after careful thought, we think they would work well in Ryzom. And a cash shop will never, ever, ever, ever, ever, (EVER) fit that requirement.

(Note "we" is interchangeable with "our devs", yes.)

Re: intresting info

Posted: Sat Apr 26, 2008 1:38 pm
by katriell
whiterider wrote:martl, yes, I agree. But we shouldn't be changing things because it works well for Generic MMO #56253490564934 - we should be changing them because after careful thought, we think they would work well in Ryzom. And a cash shop will never, ever, ever, ever, ever, (EVER) fit that requirement.

(Note "we" is interchangeable with "our devs", yes.)
Quite true and well said. :)
martl wrote:Leaving Ryzom as it is, has already almost destroyed it. I agree, imitating other games is the wrong way, but each of these has some things in it that might improve the fun and attract more players.
Of course, the main idea has to be to maintain the unique character of Ryzom.
For the most part I agree. Keeping Ryzom static is not the way to go; bugs must be fixed and features must be added or modified, but only with careful consideration.

The only point I disagree on is that Ryzom has already almost been destroyed. The servers are down and the game's future is uncertain, but at least Gameforge didn't effect any harmful mechanics changes. Ryzom is still Ryzom even in this circumstance. To contrast, look at Star Wars Galaxies - still running, with the same title it has always had, but can anyone honestly say it's the same game it was before the CU and NGE? How many of the people who enjoyed it before those changes would tell you it's everything it once was? It's all changes that ought to be scrutinised and weighed, though, not just huge and obvious ones.

The biggest contributors to Ryzom's lack of financial success, I think, have been a lack of marketing and ill-considered changes that led to population drops, like dumping multiple PvP-oriented additions onto a community that was accustomed to PvE. I like PvP (in other words, I don't share Grimjim's outlook), but that's something that could've been handled better. Also: Less than optimal development management and communication in general.

Re: intresting info

Posted: Mon Apr 28, 2008 8:43 am
by akovylin
Oh please only don't add those "genious full of sence" quests like in WoW and etc etc etc! Shops, arenas, rewards and etc etc etc... The most unique part of Ryzom is that it's real sandbox with emulated small world called Atys in it. Beatiful and wonderful living planet =)

Ryzom is not static - we all make its dynamics, just some more places where player base can affect the world will be good :) But not too much :D

Spires were good idea in its core i assume, or maybe some factions/races related stuff would be good like supporting of villages and borders of races, attacks on kitins, attacks of kitins and so on :) and a bit of revamp to ops - so they require some work and love to run not just dappers ;)

Re: intresting info

Posted: Mon Apr 28, 2008 11:20 am
by acridiel
katriell wrote:Quite true and well said. :)


For the most part I agree. Keeping Ryzom static is not the way to go; bugs must be fixed and features must be added or modified, but only with careful consideration.

The only point I disagree on is that Ryzom has already almost been destroyed. The servers are down and the game's future is uncertain, but at least Gameforge didn't effect any harmful mechanics changes. Ryzom is still Ryzom even in this circumstance. To contrast, look at Star Wars Galaxies - still running, with the same title it has always had, but can anyone honestly say it's the same game it was before the CU and NGE? How many of the people who enjoyed it before those changes would tell you it's everything it once was? It's all changes that ought to be scrutinised and weighed, though, not just huge and obvious ones.

The biggest contributors to Ryzom's lack of financial success, I think, have been a lack of marketing and ill-considered changes that led to population drops, like dumping multiple PvP-oriented additions onto a community that was accustomed to PvE. I like PvP (in other words, I don't share Grimjim's outlook), but that's something that could've been handled better. Also: Less than optimal development management and communication in general.
QFE!!

Agreed to 100 %

CU
Acridiel

Re: intresting info

Posted: Tue Apr 29, 2008 8:09 am
by lmcready
LOL!
You guys are funny...
I hope SoR makes it somehow; 'cause either way it goes, you'll all be back.
You wordy mthrfckrs, get off the helium your heads are gonna explode from all the elitist blah blah blah! I dont give a sht if you can write a reply into some bs essay -Be passionate; lets hope that passion reaches those who can pull Ryzom out bf its own ass.

Re: intresting info

Posted: Tue Apr 29, 2008 8:16 am
by lmcready
bruare wrote:On the landmarks being stored on the client.
My bad sort of -- yes they are and files can be backedup and renamed for other chars.
But there are limits on how many landmarks you can have.
And nothing worse than a new player going to Ryzom.raum,
spend hours coping mat dig locs to landmarks,
log off, log on, find lots of landmarks gone due to landmark limit.
I personally kept losing trek landmark locs that were pretty precious to me.
Sure landmarks can be backedup on backup files.
But the point is -- MAKE THE GAME UNFRUSTRATING __ KEEP PLAYERS __ DON"T DRIVE EM AWAY

that's the basic point I'm making
pay attention to the customers
find out what retains customers
and what drives em to a competitor.

quest counts on Silan missions not working or confusing -- losss of customers
Foraging Quest missions on Silan extremely difficult -- loss of customers
what's with that anyways -- hardest digging done is Silan dig missions -- was for me anyways
increase the frequency and number of dig spots for those missions
Get to ML and pick up some missions -- more frustrations -- more loss of customers
Unability to move an action from 1 action bar to another action bar -- more loss of customers
Is this a complete or whole list? -- by no means

Finally get enough dappers and buy some packers and a mount -- then find out that it is easier to just run and TP back rather than ride out and ride back.
So mounts are just for a thrill ride rather than daily use.
Well until you have a high range weapon skill and then have your packers follow you around at an OP batttle.

Having a companion or mercenary would be a major project I would think but I threw that in as what I think would be a very good possibility of really attracting and keeping customers.
1: I would make it so you could only use 1 companion at a time and only when you were only grouped with it and no one else . Not as good as grouping with another PC but solo friendly -- simple but functional.
2: EXP is same as if you are in a 2 PC group
3: Allow em to CP for you when you dig using a CP aation that you make. Not as useful as you might think as you can get exp approx 50% faster solo digging but nice to keep the wear and tear down on RL carpal tunnel.

As for a large or small community -- small community is fine by me -- but what about the developer that is putting their whole life 24/7 into Ryzom?
And what about really having Ryzom evolve into what it could be?
I've heard rumors that 3 planets were eventually planned.
Encyclopedia missions could really be expanded -- especially utilizing all those cool tribes out there -- what could those Masters of the Goo teach you and what rite would they put you thru to learn it?

As for terrain cleanup -- there are a few spots that are really annoying -- like in Void at the base of the hill where Dai-Den roams; the path thru the big root has a catch if you hang tight to a certain side.

For me Ryzom is just great as is -- but the point is Ryzom was up and running for 3 years or so and never developed a large enough customer base -- and that has affected my ability TO PLAY RYZOM.

I don't want Ryzom nerfed. But making Ryzom less frustrating and more fun sounds good to me.

I guess I could be wrong and no matter how much is done to make Ryzom more customer friendly, Ryzom is doomed to failure.
But I just can not believe that -- all the other MMOs I have tried after palying Ryzom just seem like dead worlds in comparison to Ryzom.
Oh God!
I still won't read this. I mean look at all this sht! It's a mess.
Please spare me and others if there Are others.
...And Ryzom is dead too...until whoever takes the time out of their day to come all the way over from 'The Void' to REZ.