Calel wrote:What will happen to the characters some have invested time in just for the sake of helping out new players on the old refugee islands? Will they be transfered to the new island or will they be incompatible and thus deleted?
They will remain on the current newbie islands until you decide to move on the mainland. They won't be transferred to the new newbie island.
Kostika wrote:Why was the desert ecosystem not included? Seems a bit unfair to leave out one of the unique lands.
The whole land is only a Forest ecosystem. It was an aesthetic and coherent choice not to make a "patchwork" mixing all the ecosystems. The water and the Kitins' jungle (or the Goo) may remind you of the Lake or Jungle ecosystems, although "technically" they are not.
Katriell wrote:I'm concerned that the specialization and racial trainers will present an impression of a class system.
There should be something on character creation that explains what the specialization means and clarifies that it does not limit what you can do, and that you get all the other skills automatically as well.
Chiang the Strong, the Ranger welcomer, explains this to the newcomer, and uses himself as an example: he is Zoraï, but is a mighty melee fighter who's not using much magic, and also wears a Tryker armour instead of Zoraï clothes.
Katriell wrote:Will, say, a Zoraï be able to visit the Matis camp and learn crafting? If so, will they be learning Zoraï crafting or Matis crafting?
The Matis NPC, teaching craft plans, will automatically propose the plans corresponding to the character's race. So, our apprentice Zoraï should only see Zoraï craft plans, and no Matis plan.
Katriell wrote:The effect of the racial trainers might be interesting...*wonders if we'll see an increase in Matis newbies specializing in crafting etc, and whether we'll see newbies coming to the mainland with only their race's skill because they thought that was all they were allowed to train*
This might be interesting indeed. But the newcomer is free to choose what he wants do to, and can try everything; the trainers aren't xenophobes and teach everyone.
Katriell wrote:What skill does the Tryker trainer teach? Foraging?
Well, yep.
Mehanson wrote:One thing I did not see addressed was the transfer to the mainland. Will a new player automatically transfer to his/her race's continent, or will they get to choose which 'porter to use?
The transfer to a continent should work as follow: the newcomer speaks with Chiang (who redirects), a Kami or a Karavan welcomer, then when he accepts, he is teleported to the capital city corresponding to his race (if he is Matis, he'll appear near the Karavan TP of Yrkanis).
Jamela wrote:And what about Choice mats being used in crafting plans? I hope there will be all land types (except PR ) of all mats available to forage? If you're introducing a few named mobs then perhaps they should drop Choice PR to make their mats available to all racial crafts.
There will be only basic and fine mats, purposely to avoid the racial limitation of choice mats.
Cygnus wrote:Are there any plans to include any PvP type element now that everyone will be on the same island?
There will be an arena, working like the Matis arena on the mainland. But the land itself is not supporting PvP.
Cygnus wrote:Can new players do anything with their fame whilst on the island?
The few missions given by the Karavan and the Kamis should grant fame as a reward. But, as they are "one time" missions, the new player won't be able to do much with his fame on the newbie island.
The Karavan/Kami mission giver will explain how to get more fame on the mainland through missions, and what are the advantages of having a good fame with a faction.
Petej wrote:Actualy that's really bad if anyone remembers it, great if it covers one Land but it just gets spammed with rubbish if all Lands + NPE are connected, if you do connect it all plz give me the option to disable it as I won't be going there
There won't be a universe tab: the only way to talk on this chat would be by switching the chat button, or by typing /universe <text here>. Moreover, you should be able to disable that chat by right-clicking in your user chat tab (what opens the same menu as currently).
Raven41 wrote:Will you (persay) be able to get to the "kitin jungle"
Yes...
Raven41 wrote:I can't see clearly do to overlapping words I see "karavan Embassy" is that above it "Kami Enclave"?
Yep. *looks at the screenshot again* True, the words are rather small... Well, I'm not an expert in making screenshots.
Sprite wrote:Can we take it that this is some of the new content that was created "more quickly than before" using some kind of Ring-esque dev-tools?
No; the NPE is created with the same tools as those used to create Ryzom. Xavier tells more about this in the recent
R² Q&A (question 5).
Geezas wrote:It is not hard to get 10 of something and trade it for a useful item with decent stats. Imo this would be much more educational to players. Foraging, hunting for materials and crafting is a major part of Atys life, so why hide that from new players?
This system is not hidden at all. the crafter mission giver explains this process, the fact that the player must gather mats himself to craft items.
Blaah wrote:Actually, it's a good idea to give out equipment thru missions
that way newcomer gets a reference point which player crafted equipment is good.
BUT only if it's choice quality, stats around 50% max (or something like that).
100 speed/dmg on weapons, 80+ in amps, should be left to player crafters.
To give you an idea, the best rewards are amps q35 and a Medium armour set q45. The stats of the amps are similar to what you obtain with a mix of choice & excellent mats and the skin is medium quality (plan 2). Some pieces of this armour have special double bonus (such as 20 HP, 20 Stamina for example).
The other rewards can be compared to fine or choice crafted items.
All the items are designed to not be "uber" items. Moreover, as they are rather low level, the new player will quickly need items of higher quality, and thus need your services.