raynes wrote:You are right, we are polar opposites. Let me explain why you are wrong. To prove my point all you have to do is look at the game population. It's small, really small. If what you suggest were true, then the lack of all the things I suggeted would have brought massive amounts of players. You know as well as I do, that has not happened.
And let me explain why you're wrong
I look at the game now and I see a recovery in player numbers. Why? Silan and R2. Silan because it addressed a genuine problem in the game - the starter areas and lack of a decent trial (Though it is still flawed) R2 because it is unique, interesting and a return to the initial vision of Ryzom.
Then I look back at the things that have harmed the game and I see attempts at adding conventional type content into the game that hit three snags.
1. P'ed off the original sign-ups, driving many of them away.
2. Failed to satisfy the people it was aimed at in any meaningful way.
3. Failed to attract new players who were better served by more polished versions of that content elsewhere.
The things you've suggested have, historically in Ryzom, driven people away, not brought them in. Now that a fundamental problem has been addressed and something innovative and different has been brought in, surprise surprise, numbers are back up again.
raynes wrote:You say quests are completely inappropriate, yet you go on to talk about ency missions and you hope there are more forthcoming. If missions are inappropiate why do you need those?
There's a difference between missions, quests and encyclopaedia quests.
1. Missions - These are repeatable fedex/kill tasks that make sense to be repeatedly done.
2. Quests - These are storylines that would be fine in single player games but in multiplayer games quickly become ridiculous. How many times does that guy's wife need to be saved from the goblins before she buys an effin' clue about wandering in strange alleys after dark?!? It is a strength of Ryzom that it does not do these.
3. Encylopaedia Quests - These are presented more as rites of passage, ordeals to undergo to get new knowledge. These make sense in such a way to be repeatable by different players and the rewards help to individualise and differentiate characters. Once there are more of them hopefully we'll start to see some race/faction/civilisation diversification and characterisation, which will be nice.
raynes wrote:In any game where you have people playing for hours upon hours each day you need to provide a variety of things to do. Ryzom does not have that. In Ryzom you can run tasks which are the same thing over and over. You can harvest, fight, or craft. This is not enough to keep people interested day after day after day. The purpose of unique quests, bosses, and raids are to provide long term players something different to do after playing for 365 days in a row.
With Ryzom you get out what you put in, that's now even more true with the ring. If you lack imagination and expect to be fed things on a plate then you're not going to get anywhere but doing that spoonfeeding would be to eliminate much of what makes Atys great. Facilitating players to create their own content and play (as with R2) would be a much better approach here.
You say these things provide something different? They don't. No producer can keep up producing enough content of those types to make people happy. It's a blind alley. Even WoW with all its cash can't provide a decent 'endgame' of the type you propose. Players and guides have already done wonders with the limited sandbox that Ryzom was, now R2 expands that further and it would be far more valuable to the game as a whole to continue to facilitate open, creative content than to provide static things of the type you describe.
The problem isn't that Silan doesn't represent the game. The problem is that the game isn't like Silan. Why do you think the new starter area got rave reviews? Why do you think more people have stayed when playing the new starter island and not the old ones?
The Kitin Lair is being put in so that upper level players have something to do besides kill the same stuff they have for 200 levels before. It's not to ruin the game, it's not to kill what makes Ryzom unique, it's to keep people busy.
raynes wrote:I also never said that Ryzom should compete for the same ground as EQ2 or WoW. They need more players. In order to get playes and keep them, there needs to be a variety of things to do and Ryzom fails in that area. Telling people "It does have a variety of things to do, it's a sandbox game. After you have played for a year killing things for 200 levels, you can take part in the roleplaying event "Atys Idol" and that's new" is just is not going to cut it.
Except it has cut it for the population for two years and now they've got the tools to do more with it. There is a variety limited only, really, by the effort and imagination you're willing to put in. Silan got rave reviews because it is free and because Ryzom is visually stunning and has a good skill system, those are the main reasons. It also solved the starter islands problem, the trick is retaining the people that come across to the mainland now and I don't think that's helped by the mischaracterisation that Silan creates though, hopefully, enough people will get hooked on the real game.
raynes wrote:If you can think of things they can do besides quests, bosses, and raid for activites to keep players busy please share them. Real things, not "roleplay" things. Otherwise I am sticking to my point that Ryzom needs more of what makes other MMO's interesting.
Roleplay IS 'real things' and I'd facilitate it more. I would broaden the more open ended content and add more of it. I would add RP props, I would rapidly expand and open up R2, I would use it to host guide events, I'd get the invasions going again. Ryzom shines where the players get to participate in live events and make a genuine difference, that can't be done with 'quest', 'raid' or 'boss' content of the type you describe. I'd add mounts, clothes, even the entertainer skill tree someone talked about. I'd do more to make it a world and I'd avoid raids, quests and phat lewt like the blummin' plague. I'd also finish outposts and in a new wave of outpost activations would introduce different ways to take them. I'd also reactivate faction points but make them awardable through Kami/Kara tasks as well as PvP.
Lots of things that we already have or that could be expanded in an openended fashion.