[DEV] Introduction to Episode 2

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grimjim
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Re: [DEV] Introduction to Episode 2

Post by grimjim »

micrix wrote:I dont want to talk about details. Find them on the net yourself. But this game is extremely dangerous for Ryzom and a couple of other games out there. If they do not completely fail wiht their programming of controls and gameplay itself then they will own.


Hmm, had a read and can't say it appeals, but then I am completely blase to anything in the generic fantasy mould now. Not even tempted :)

Give me R2! :)
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micrix
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Re: [DEV] Introduction to Episode 2

Post by micrix »

grimjim wrote:Hmm, had a read and can't say it appeals, but then I am completely blase to anything in the generic fantasy mould now. Not even tempted :)

Give me R2! :)

Yes, the medival theme is one chance for Atys to survive :) Another thing might be the fauna there. Atys herds are still to beat. Other stuff is quite attracting. The kingdom system will pull players even from Wow in numbers.

R2 could become a salvation :) Though R2 needs some active players too. And some active creators. I dont want to put to much hope into it. I first want to see the first release. Not cause R2 pobably never releases, but to see what possibillities are available.

Killiane: About the TP in Loria. I accept your arguments. But thats not the thing for me. Tryker crafting beyond q150 is painful enough. What would be wrong if there was a rite that needs about lvl 200 foraging that gives me a key for buying tickets there ? I play GMT/BST+1 early evening for about 2 hours. This means i am weekdays alone. Walking from Avendale is an option, but takes too long and the successrate for a solosneak is bad enough. And suicide to spawn is not really an option. This is killing immersion for me. Atm i dig at Karavan in EI until something eats me and then spawn in Loria. This is my compromise but i still feel silly ;)
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morzyr
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Re: [DEV] Introduction to Episode 2

Post by morzyr »

lienem wrote: regret the fact that outposts are taking so long, because many of the players in my guild got bored and moved on

Try playing with someone cheerful and you might enjoy the evening. Even if you've been playing for 6-7 months.


You hit the one thing what still make me what to log on to this game.
Friends.

And for the record been playing for since April last year.

Sorry for being a bit rude but then new players what been playing for a week or a month come and give coments on things whats been broken for almost a year or tells me how to enjoy myself i kind of wind myself up...

grimjim wrote:There's storyline nearly all the time and an event of some sort just about every weekend. Perhaps you're just not getting involved in it.
I really don't think we get treated like WoW players, at ALL, that's a bit of an unsupported accusation.
What's the big fuss about DnL? Just the next 'big' thing?


Im not a RP like you, and tend to have the need for some game goals insted of enjoying long chats with other RP's or what ever you do :D (not trying to be rude here)

I do tend to all the events if i can.
Of all the events i have only seen one what really done any thing ingame whats premament after (The fyrosZoria Gate) all the rest is just a big nothing, they don't mean any thing they don't change any thing, true they are fun no dicussion there, but they are not storie or saga or what ever.
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grimjim
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Re: [DEV] Introduction to Episode 2

Post by grimjim »

morzyr wrote:I do tend to all the events if i can.
Of all the events i have only seen one what really done any thing ingame whats premament after (The fyrosZoria Gate) all the rest is just a big nothing, they don't mean any thing they don't change any thing, true they are fun no dicussion there, but they are not storie or saga or what ever.


Not everything is going to have a direct physical effect on the makeup of the world, but that's not the only place for there to be permanent effects.

That bandit invasion suggested a lot of things for the future, as have other events. Others seem to have been in reaction to things we have done or have released plot information that has changed our view of the world and the faiths (Elias, the diplomatic embassies etc). Things can change without having to be manifested in gross physical differences to the land.

And RP isn't just listening to an NPC drone on and deliver a piece of info, its a way to play and put into context everything that you do.
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thebax
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Re: [DEV] Introduction to Episode 2

Post by thebax »

vinnyq wrote:Pffft Bax, I am only posting for somebody who couldn't post b/c he had no sub.

Don't shoot the messeger!

Or rather, Dun be ah shootin da massingah!

*runs around bax*


Sorry, Fyrx :D

Didna means to shoot ya, wer jus worried I wer mebbe gonna lose me position as guild cynic :P

*runs around after Fyrx*
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More power for Homins!


P~)


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riveit
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Re: [DEV] Introduction to Episode 2

Post by riveit »

grimjim wrote:That and, you know, no metal, no bronze.


Thanks!! Gaaahhh, I spent the last month prospecting for bronze in the Prime Roots ... you wouldn't believe the tight spots my tracker has pulled me into. I guess this lousy minor bronze specialisation was a waste of skill points! Hmmm ... maybe the Karavan can import it? Now if I can just find the supply officer on Jena's fleet and bribe him ...
Last edited by riveit on Fri Aug 05, 2005 1:40 pm, edited 1 time in total.
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vinnyq
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Re: [DEV] Introduction to Episode 2

Post by vinnyq »

or we can melt down their spaceships :D
(useless pieces of *beep*)

And I hope they introduce Medussa freakgirl in a nice context. Slip her in somehow, have her et a few trykers while they were swimming.
Fyrx, Fyros
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magick1
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Re: [DEV] Introduction to Episode 2

Post by magick1 »

grimjim wrote:What's the big fuss about DnL? Just the next 'big' thing?

Snow isn't just a texture adjusted to be whiteish, I think DnL is the first game after Ultime Underworld (1 or 2?) to have something which looks more like real snow (and dare I hope, slippy ice and freezeing water). :)

But other than that, it is probably just the "its new and different look". Only time will show if it really is.

Haveing played SoR, any game with restricted classes and fixed skills just seems very bland.

And while slipping offtopic, are there any MMO games out there which doesn't rely on levels?
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dazman76
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Re: [DEV] Introduction to Episode 2

Post by dazman76 »

magick1 wrote:Haveing played SoR, any game with restricted classes and fixed skills just seems very bland.


Hmm, I have to disagree with that - maybe I have a different way of looking at it. The only reason I can see for Ryzom being more interesting (because of the skills), is because you can say "right bored of melee, time for some elem". Now, if you're switching between melee and elem, I'm sorry, but both of those skills are boring as hell - click once, make some tea for melee - repeatedly press 1 whilst trying to make tea for elem).

I'm enjoying playing a Warlock atm. I have the following skills available to me: Affliction(strongest), Destruction(close 2nd), Melee with Dagger/Stave/Sword (not so strong but fun sometimes) - oh yeah, and a Demon :) Now, my total usable skills atm is easily equal to a similar Ryzom char doing a mix of Aff./Off./Melee - so where's the real difference? :) (btw, all classes (as far as I'm aware) in the W game have this mix... things are not so tightly-classed as you may think :) )

EDIT: Sorry all that was about classes more than skills - in terms of fixed actions, yes I agree completely :) I love being able to create actions and balance the attributes/properties being used. Ryzom is quite unique there I think too - I haven't come across anything quite so customisable
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aylwyne
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Re: [DEV] Introduction to Episode 2

Post by aylwyne »

When I started playing Ryzom, I was 100% behind the idea of no classes. My previous game had 6 classes. Every time you wanted to play a different role, you had to switch. Every 'uber' item you had to obtain for each of the. And so on. To make things worse, you had 5 character slots so you had to decide which class you weren't going to play.

However, the more I play Ryzom, the more I think that the current unrestricted system leads to blandness. I've come to see that being forced to make a choice is a lot of what's fun about character development. It's part of what makes your character unique. Decisions make life interesting.

I'm not saying that I prefer a rigid class system, just that once the shininess wore off, the unrestricted system in Ryzom didn't prove to be as exciting as I had first thought. I guess I'd like to see a middle ground.
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