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Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Mon Jan 12, 2009 3:08 am
by seawe
totnkopf wrote: There is massive potential for ryzom (concepts, lore, even the game itself)... just a whole lot of work needs to be done in order to it to be a viable game that will produce enough profit for a company to continue keeping it live.
Its true last we heard of the Raid engine was that it was broken beyond repair by the then current devs and needed to be completely rebuilt. This was a major feature and was truely awesome even when it only vaguely worked like the Gibbai invasion of Zorai. So it would be nice to know what state that is in...

I think the graphics of ryzom are perfectly fine, they have a unique style of their own and i still find myself just logging in to enjoy the graphical environment. I think its really just about optimising the current code, something Nevrax never was able to get down and dirty with.

I don't believe in the whole end game ideology myself; a game exists, and if its liked and its good it continues to evolve, just like the real world. What is 'end game' in the real world?? once you get somewhere theres always somewhere else or something else to do... collect more items, fine tune your skills... and a good development team realizes this.

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Mon Jan 12, 2009 12:44 pm
by dazman76
I also believe the Ryzom graphics are still quite beautiful even today :) Somewhat limited in places yes, but the newer MMO's that provide shiny-shiny, do so at great expense. Mid-range video cards are not enough to achieve high-quality visuals in the more recent releases, and Ryzom manages to look better at high-quality than recent releases that are set to low quality.

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Mon Jan 12, 2009 2:55 pm
by mostevil
i think lvl 250 players should be encouraged to do events as well as guilds, we used to be really big in the events and we had loads of ideas and games that could be played. although back then there were a lot more players but i still think if people gave enough notice of events the turn out could be really good! :)

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Mon Jan 12, 2009 7:29 pm
by wardone
SW need to open a can of whoopass content

we are bored!!!!


well i am anyway lol

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Mon Jan 12, 2009 9:24 pm
by totnkopf
wardone wrote:we are bored!!!!
TheHarvester|The Sanctuary
Arispotle

|Master prime roots forager|Celestial Guardian| Avatar of Destruction|Master Amp crafter|Master heavy swordsman|Fyros Guardian|Master Machine gunner|Master heavy range weaponsmith|Master desert forager|
Really really really bored :p

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Tue Jan 13, 2009 9:41 am
by praha
seawe wrote:Its true last we heard of the Raid engine was that it was broken beyond repair by the then current devs and needed to be completely rebuilt.

That's not quite spot on, but is close. In the first major wave of Nevrax layoffs, the engineer in charge of the RAID engine was "let go". The subsequent persons that were tapped to revive it had very little idea of how the code was implemented. Coders that fear their job is in jeopardy will often not comment their code. It might as well have been broken at this point.

Now from this point forward, I believe, the devs solution was to make a tool for future RAID events. We ended up seeing this tool in game as the Ring. A poorboys version of giving players "content". Although I'm not sure if it's ever been fully implemented for use in Atys due to an absense from game during the duration of the GF era of Ryzom.

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Tue Jan 13, 2009 1:11 pm
by fiach
praha wrote: We ended up seeing this tool in game as the Ring. A poorboys version of giving players "content". .
Hi Praha :)

I can see what you mean there, but I would counter with this, some SP RPGs ship with content creation tools that attract tons of modders, very successful iterations of this kind of "added game value" would be Morrowind and NWN, so much so that when NWN2 shipped an expansion without tools, it was nearly boycotted. But imagine if this had been beter recieved and marketed/implemented, it would have IMO, made Ryzom grow in leaps and bounds. Imagine Half Life with no mods ...*shudders.

The main problem with the Ring is the fact that the creator MUST be online, I would love to have tried Sweets xmas scenario, but I just didnt have time to get into it, with xmas being what it is :(

But I think it was a great idea when it was concieved, its just a shame the way it was implemented

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Tue Jan 13, 2009 4:42 pm
by praha
Nice to see ya again Valda :)

The only thing I would content with what you said is that games like Morrowind, HF 1/2, etc had only a box fee and no monthly sub. It's amazing that those games have seen more patchs in 1-2 years than Ryzom has had in 4 years. It is my opinion that my monthly sub is in part to cover server maint fees, and most importantly to help pay the salaries of the employees to develop new content to keep me renewing my sub month in and month out.

As far as I'm concerned Ring was one of those "We, the devs, can't seem to fix any existing content, let alone make new content. So we'll make this little Doom2 map editor maybe we'll add something the player creates. The Ring, like Cho, was a last ditch effort by Nevrax that was pretty much failed before it even got off the ground.

It's a vicious cycle that appears to have plagued GF as well. I would contest quite unfairly since they bought a game that they had never seen one line of code and we right out of the gate hit with steady and steep maint fees. Too bad all the added was a silly gambling wheel and a metric ton of bugs.

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Sat Jan 17, 2009 5:13 am
by seawe
Well actually the Ring was a feature that was planned for ryzom from the very beginning. It was all about giving players the ability to make their own content, from guild hall owned areas to general travel places. But it seemed that after they realized the raid engine was in need of an overhaul the Ring was repurposed into a mini-event engine. The raid engine might be fixed by now but sadly we haven't been told anything about it in a looong time... Kitin Raids are a major feature of the game and it'd be nice to be told its working.

Yep I would rather pay a few bills more a month and have more devs to make more content. more people = more work that gets done. Charging enough to be able to make the game into what it should be is important, don't know why Nevrax never raised the monthly fee...

The Wheel of Mis-Fortune is indeed pathetic. :D

Re: Ideas for not leaving the game after being lvl 250 for a while ?

Posted: Sat Jan 17, 2009 10:37 am
by praha
seawe wrote: Yep I would rather pay a few bills more a month and have more devs to make more content. more people = more work that gets done. Charging enough to be able to make the game into what it should be is important, don't know why Nevrax never raised the monthly fee...

2-3 years ago and I would have totally agreed with you on this one. On the caveat that a detailed month to month road map of 12-18 months would have been published. I would have even considered an increase in the monthly fee and/or 3 (or 6) month buy-in average monthly price being $15 USD for both my accounts. From top to bottom Ryzom appears to running on a skeleton crew and I just don't see myself pulling the trigger on either account even though my income has increased more than 500% since release. It's sorta sad to see that Ryzom just never had a chance to evolve as viewable from the client-side.