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Re: New Q&A Round

Posted: Sun Oct 09, 2005 3:20 pm
by ariwen
grimjim wrote:I sort of counted that under PR.
Actually looking at maps there are 9 different possibilities of locations. :)

so that being said 28/9= 3.1 per map location!!

Re: New Q&A Round

Posted: Sun Oct 09, 2005 6:15 pm
by mtsmith
svayvti wrote:There are 3 crowds: those who don't like PvP at all, those who like consentual PvP that isn't required, and those who want to force the first two groups into non-consentual mandatory PvP like you. There has never been a highly successful game for the last group, and I'd rather Ryzom not go join that group.
I fall into the 2nd group, in many ways, but as for your last statement in this quote, you are completely off-base. Ultima Online, in its glory was full PVP as was Everquest. These games were incredibly successful, reaching 100's of thousands of active subscriptions. The first time I logged into UO (Great Lakes), I like most started in Britain. As I made my way to the bank, I noticed a massive lag increase (old days with a 33.6 modem). Once my very underpowered computer caught up with everything, I was astounded to see roughly 200 people in the vicinity of the bank! UO did have an advantage, being the first MMO, but this does not diminish the fact that open PVP had no negative effect at all on the success of the game. I had a very similar experience in Everquest Beta 3. Shoddy gameplay and system specs to die for kept me from playing regularly, but the fact remains that nobody was leaving the game because they might get killed. They knew they might get killed, they expected it, and they took measures to make sure that they would survive as long as possible, between PK incidents. I don't advocate that sort of gameplay, but it has ever been the most successful form of MMO enterprise. In fact, both games actually lost players when they introduced non-PVP zones.

Don't get me wrong, I don't want Ryzom to become another UO or EQ, but I do think the current PVP system in Ryzom works well for everybody. The addition of outposts changes nothing at all. It is a pure additition and will have no effect on those who choose not to use them. If you do not want to be involved in PVP, either don't take outposts or spend a ton of dappers and defend them with NPC's to a point where they cannot be taken by PC's. On top of that, PVP in Ryzom IS purely consentual. By entering a PVP zone that is so clearly announced as being a PVP zone, there is no other way to describe the action but your having consented to the concept. It's not like the aforementioned games where you could and most likely would be killed anywhere, just for walking outside of town.

The problem comes down to materials. In general, people are lazy and want to make a quick buck. Rather than taking a risk from monsters, they take the risk of homins, as the population seems to be much lower. By choosing the latter, they reduce the likelyhood of a death penalty, they are able to spend much more time focusing on harvesting, and they get to come to the public forums and gripe when somebody kills them, whether in-character or not.

Enough said on that subject!


That aside, I have a question to ask of the Nevrax staff:

Are there any plans for javelins or other ranged piercing, blunt, and slashing weapons meant to be thrown? Boomerangs, javilins, pilums, blades, etc. can be a whole lot of fun and very effective in the right situation.

Re: New Q&A Round

Posted: Sun Oct 09, 2005 8:13 pm
by ajsuk
mtsmith wrote: Are there any plans for javelins or other ranged piercing, blunt, and slashing weapons meant to be thrown? Boomerangs, javilins, pilums, blades, etc. can be a whole lot of fun and very effective in the right situation.

I want odd-jobs hat.. :p

Re: New Q&A Round

Posted: Mon Oct 10, 2005 5:55 am
by svayvti
mtsmith wrote: Ultima Online, in its glory was full PVP as was Everquest. These games were incredibly successful, reaching 100's of thousands of active subscriptions.
http://www.mmogchart.com/

To cut the rant short, the data is there if you want to see. UO and mandatory or non-consentual pvp games don't do so well with non-asian crowds.
If you do not want to be involved in PVP, either don't take outposts or spend a ton of dappers and defend them with NPC's to a point where they cannot be taken by PC's. On top of that, PVP in Ryzom IS purely consentual. By entering a PVP zone that is so clearly announced as being a PVP zone, there is no other way to describe the action but your having consented to the concept.
I don't know if I call that consentual, it is more of a warning system as large areas of Ryzom are PvP including many of the best areas for foraging. Furthermore Outposts are a long anticipated and majorly focused content by the Ryzom playerbase, and unfortunately the non-PvP playerbase. Consentual is the duel challenge system, the arena, or pvp servers like in WoW. Because innocent non-PvPers aren't encouraged to be drawn into the middle of it.

There is no harm done by making PvP less intrusive. There is in fact much to gain to make Ryzom grow by the large PvE MMO playerbase. Furthermore I don't consider "We have PvP Outposts" to be a revolutionary addition to Ryzom that will save this game, bring people back, or in general do much of any good.

Ryzom has many good ideas. We've seen them in beta with the raid engine. They can still be read on the website. It would be an incredible shame to see this game go to waste because they waste their time being another PvP land battle clone than try to live up to the incredible vision they have.

Many players are questioning Nevrax's intentions to live up to their own vision written on their website. The playerbase that is already a mere fraction of what it was at launch. PvP even if it appeals to some of us isn't keeping people away for the lack of it. Sure wars and outpost PvP should be developed and added in. But it should be a sideshow of a dynamic game and not the main feature of Ryzom.

Who here seriously believes that high level (which is what it is) PvP is going to save this game and make it grow? Especially when so much of it isn't so easily avoided or locks you out of major upcoming content features?

Re: New Q&A Round

Posted: Mon Oct 10, 2005 7:08 am
by seawe
[quote] Given the current problems with healing in the PR where it's not possible to heal out of team, how is healing going to work in these Outpost battles? [Submitted by philu (EN)]

For the same reasons, you don't want to have an invincible healer being able to heal your opponent... So it won't be possible to heal an opponent, but you can heal everyone on your side.[\quote]

hmm I still don't get this...? what is an "invincible healer" that can't already team with an opponent's team? I'd still like to be able to heal whomever in PVP areas, esp. the PR. (ok maybe make it Faction dependant rather than team)

I've seen some really good arguments against the whole pvp only outpost thing. Including the fact that many of the guild fighting will be within their own civilisation. I'd definitly like to see more non-pvp means of getting and holding outposts too. Esp. speaking as a merchant/scout myself.

(yea! to tradeposts!) :D

Re: New Q&A Round

Posted: Tue Oct 11, 2005 4:12 pm
by marct
I believe Jessica was on a short-term contract with Nevrax if I recall correctly. Can we please get an update on what her employment arrangments are at this time, will she be staying for longer? I believe I have seen contribution from her in the things that have been worked on, etc.

Please set our expectation.

Noin.