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Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 3:14 pm
by alisa112
katriell wrote:Ahh, the smell of ignorance in the morning.
Yes, this is Ryzom. There are more reasons to be part of a particular guild than simply "these people happen to have the same alignments as I do". Friends, management/leadership differences, recruitment style, roleplaying, quality of members, miscellaneous policies, et cetera. You're implying all of these factors are immaterial and also that guilds should recruit everything that appears to have a pulse.
Marry me...
I have to say that this thread is MOST disappointing. After being devoted enough to play on a stagnant planet, through lagtastic server states, etc., etc., I more than welcome the KP and the chaos that goes with them. We have been spoiled, and it's time to step up to the plate. Stop acting like this enemy is invincible. I spoke to a very dear friend of mine in US last night, we happened to be in the same region. Me digging, he frolicking around looking for bosses. We BOTH survived...so I know it's possible. We just need to work TOGETHER.
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 3:19 pm
by raven41
Simply this Xyr, For me anyway.
Risk =/= reward, And maybe once in a great while it might be fun to fight them. but again risk not worth the reward.
Maybe if they had normal health. I'd fight them all the time
But for me, its time I wont be waisting. You guys can have PR. I don't need it. Hopefull other players will be ok with it too.
You don't ramp up difficulty on a game many give up on already. No matter what you guys might think.
/edit - atleast not untill the community gets a bit bigger/big enough to actually support the game this time around
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 4:59 pm
by alisa112
raven41 wrote:Simply this Xyr, For me anyway.
Risk =/= reward, And maybe once in a great while it might be fun to fight them. but again risk not worth the reward.
Maybe if they had normal health. I'd fight them all the time
But for me, its time I wont be waisting. You guys can have PR. I don't need it. Hopefull other players will be ok with it too.
You don't ramp up difficulty on a game many give up on already. No matter what you guys might think.
/edit - atleast not untill the community gets a bit bigger/big enough to actually support the game this time around
You don't dig anyway!!! *smacks* <3
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 5:32 pm
by raven41
alisa112 wrote:You don't dig anyway!!! *smacks* <3
Doesn't mean I don't care about others who do.
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 6:30 pm
by katriell
Reduce the KP aggro range to 60m, but don't remove them. A fair compromise I believe.
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 10:18 pm
by dakhound
raven41 wrote:Risk =/= reward, And maybe once in a great while it might be fun to fight them. but again risk not worth the reward.
risk will be worth the reward when sup mats become rare as rocking horse poo instead of everyone collecting pretty 999 stacks of zun.
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 10:32 pm
by kalindra
Everyone ? Not everyone has PR diggers that stash full stacks of Zun... And for those who don't have them, it'll just be even harder to come by it. *shrugs* Don't generalize !
Re: Yay KP is back \o/
Posted: Mon Mar 16, 2009 10:38 pm
by faedyne
katriell wrote:Ahh, the smell of ignorance in the morning.
Yes, this is Ryzom. There are more reasons to be part of a particular guild than simply "these people happen to have the same alignments as I do". Friends, management/leadership differences, recruitment style, roleplaying, quality of members, miscellaneous policies, et cetera. You're implying all of these factors are immaterial and also that guilds should recruit everything that appears to have a pulse.
Eh... I over-generalized. You're right. You do have to compromise in smaller groups if you want the same accomplishments as larger groups.
But you glossed over all my other points. Do you want it so that anyone can do the same task regardless of the size of their guild? I think that's part of the social dynamic that people should get used to in games as well as real life. I like how joining a guild in an MMORPG teaches you a little bit about real life social dynamics in some ways. If you're a secluded nerd like me, you could probably do with stuff like that.
I don't want a great equalizer that makes it so I don't have to try in order to succeed. That's unfulfilling.
zarozina wrote:Both of which are now pretty much obsolete in PR as things stand. There are no safe routes. The painstakingly learned paths through the Roots (yes, learning those IS a skill, recognised by anyone who has ever been trekked through PR by someone who knows them); the safe spots where you can rest up a minute and get your breath back. Now basically all defunct. All that experience and patience and DP froim exploring no longer worth the years it took ...
... it was an example of "informal skills", not an example of "what PR is all about".
Yeah, a different informal skill for a different area.
If all that investment is worthless, you're playing the wrong genre of game. Value in MMORPGs is all completely subjective. Anyone can just decide that everything is suddenly worthless, or everything is suddenly invaluable.
Translation: "Anyone who doesn't play the game the way I like to play it doesn't deserve to play"
Hmmm. I love you.
Thank you for putting words in my mouth.
It has less to do with my opinion and more to do with financial reasons. YOU DON'T RUN AN MMORPG for people to play solo! IT COSTS MONEY.
On top of that, playing alone on a game that's highly addictive is going to lead to more serious problems than less-addictive games that were designed to be played alone. MMORPGs are more addictive because they need to keep people playing month after month unlike an offline game.
This attitude that there is a playerbase that they are OBLIGATED to serve solo play to is incorrect. If they can do it easily without messing things up, then perhaps it's worth it to quell some complaining, but if they PANDER to it, they may change play behavior and make the model less viable.
Re: Yay KP is back \o/
Posted: Tue Mar 17, 2009 12:27 am
by dazoo
faedyne wrote:
Thank you for putting words in my mouth.
It has less to do with my opinion and more to do with financial reasons. YOU DON'T RUN AN MMORPG for people to play solo! IT COSTS MONEY.
On top of that, playing alone on a game that's highly addictive is going to lead to more serious problems than less-addictive games that were designed to be played alone. MMORPGs are more addictive because they need to keep people playing month after month unlike an offline game.
This attitude that there is a playerbase that they are OBLIGATED to serve solo play to is incorrect. If they can do it easily without messing things up, then perhaps it's worth it to quell some complaining, but if they PANDER to it, they may change play behavior and make the model less viable.
Been lurking and just need to add a few dappers to this comment... In almost every MMO where grouping is an option and not required for simple things as in walking 20m, there is a large player base that mainly prefers to solo. That player base will group up when needed, and only then. To state that you don't run a mmorpg for people to play solo is very grey. You run a mmorpg to make money, don't matter if the people group up every time they log in or not. As long as they pay the sub fee is all that matters.
The theory that a successful game needs to offer content for solo players, as well as small, medium and large groups is valid. The entire goal is for them to make money, and attracting more than just one demographic group is key to that. Solo artists, group maniacs and all between... everyone paying is important to consider.
Re: Yay KP is back \o/
Posted: Tue Mar 17, 2009 12:45 am
by raven41
Question - What does this have to do with solo play? I can still solo any skill I want... I mean I guess, being forced to have people stand around and guard you eliminates the 'solo' part... But we're talking about digging. a primarily solo/ Duo skill anyway... Its much harder to solo combat skills in Ryzom, that in a team. But digging isn't for everyone ( I mean **** I started in 05 and don't even have a dig to 200 yet (close tho finally)).
Now again. If you make sups repop quicker, so that the people who know just when it pops or w/e don't get it all, and just the 'elite' can get sups... So instead everyone has a chance. but will need some people to help. then cool, leave KPs. But who the hell wants to fight there way to sups to have them gone?
Granted, I don't know exactly how the sups work, Not gonna lie and say I do. But if anything. Up the amount of KP groups and reduce range a bit (so you don't end up with impossible odds), and make sups stay up.
Then maybe more people would be willing to go down there and deal with them, I would gladly defend someone who is gathering sups. Ofcourse, I wouldn't do this for nothing, all the time. but as long as I was kept with replacement gear and such, I'd have NP doing it.
But I refuse to go fight them for nothing. (meaning, no sups for anyone cus they're gone).
But hey. I don't really care anymore, As long as Ryzom stays up, for all I care they could close the portals to PR and say "sorry the roof caved in!".
BUT! I never want to read 'if you don't like do XXXXXX then stay out' ever again. Everything should be open to everyone. Even OPs. (I got an OP Idea around here on the boards somewhere for getting diggers/crafters into them). We as Ryzom players can't really afford to tell people to stay out/away... I'd hate to have to leave again, but not because I wanted too.
And since the attitude of other forums seems to be leaking in - the TLDR version below.
Don't be selfish, find a way for everyone to enjoy it and it not just be tedious. Harder doesn't = better, Easy mode sucks, but impossible and leaving people out is even worse. Community can't afford losses, Nay, GAME can't afford losses.