I hope you can decipher post below
sc30002 wrote:If Ryzom was meant to be all PvP then why was it never launched w/ all PvP, since it was not released from startw/ PvP, then it woudl be it was not meant to be all PvP like many area's are now.
Because ..
Well, some things described on game box were implemented recently (after
TWO years/still in progress/or would be never implemented.
Why?
It's a bussines.
New company starting big project.
Good start, "engine", .net, graphic part - ready.
But wait, we need to finish this and that..
Finish Kitins AI or PvP?
PR or Outpots?
Oh, but release date soon, no more delays.
Wait - we haven't implemented many things.
We can't wait, investors can't wait, no dappers left...
Let's try and finish some parts and START... We 'll finish game just after start, when we receive the first $ incomes, then we can gather additionally the personnel and we can quickly finish game.
Start...
Wait, but people quitting... There Is no $ to pay expenses.. What we shall report to investors?
Why they quitting? Because game was released unfinished.
Why we dont see IG implemented "old1.feature", but devs implement "old44.feature" only now after "new22.feature" (modified, seen in game "X", and popular), and "old11.feature" we'll never see IG...
Because of the new game's evolving plan/investors whims/changed devs/...
It is the closed circle.
Devs could not detain release of game because game could at all not be published. After publishing games, they could not keep players because there was no content and no time to finish plans... Accordingly - there are no incomes, and there is no finance them to finish... The First wave leaves to WoW/EQ2... 90 % of them to not return any more never...
Plans vary, it is necessary to involve new players by implementing currently popular feat. And "to feed up" remained playerbase, which whimsical and does not want things which are popular in other games...
2nd Wave quitting coz they cannot live with implemented feats.
Lose old and to take new? No..
Keep old and to forget about new? No, development is necessary (new players... $...)
How to combine all together and thus to survive 'coz Chapter 11... ?
That, allow to move on "slighty and silently", preserving part of old playerbase, thus introducing some features promised and from "vision" (and often changed during implenentation) and we'll look what this all can turn up...
Let's "move" and work out how to survive and how to keep old base of players, involving new....
Devs "turned off" many unfinished things and that was Ryzom in Sep 04.
Now they slowly modify/finish/polish and "turn on" things, big part of which in game from beginning, and some of them we'll not see
never, but they have already them.. just "a little" unfinished, but with low priority
PS. And i don't mention "rapid patches" when dev were adjusting game mechanics in 1 night...(surely not enough tested and ..) or Patch 1...
Game is still in development ) just there will be harder (or too late) with Release No.2
How game would look today if " Wave No.1 " (quitted shortly after release) would consist not from PvPers/etc, but from remained (current) players (which here till now maintain an specific (different than in others MMO) atmosphere)?
Uhm .. About what we talk there?
sc30002 wrote:If Ryzom was meant to be PvP ... not released from startw/ PvP...
Ah why PvP was not implemented (read: "turned on") in Sep 2004.
Or wait, we discuss "
what Ryzom was meant to be... and why is currently different than planned"