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How much of this description do you recognise?

Posted: Tue May 10, 2005 3:46 pm
by alyssah
-- A powerful and creative skill-based progression system used across a wide range of skill-based game actions, introducing the notions of action phrases and skill bricks. The system is designed to empower players by giving them more creative control over their gaming experience.

-- A career-based role system within which players can combine and switch between specializations, molding their characters into potentially unique specialists.

-- An advanced guild system within which veterans and newcomers lead a symbiotic existence. Guilds progress like characters over time, developing specialized knowledge and advantages. Guild members also choose to have their guild specialize in action-based or social progression. Guilds can declare war, capture and control key game locations, build fortifications, and even rise to power within their civilizations.

-- The introduction of meaningful merchant, hunter/gatherer and artisan roles that don't define their progression axes in terms of combat effectiveness. Only the most basic objects can be found at large in the game. The rest must be manufactured by skilled artisans. All objects degrade with time and use, but can be repaired or upgraded by an artisan with the right materials at hand. Many objects are made from rare materials. Locating, harvesting, transporting and selling these raw materials are the most lucrative activities in the game.

-- A truly dynamic and self-balancing game setting on which players acting together can leave a lasting mark.

-- Tribes of NPCs provide a constant source of game activity. The tribes have evolving high level objectives that generate the goals for their members. These goals generate cooperative or conflictual situations for players, guilds or their civilizations. The tribes act by spawning and assigning goals to groups of warrior, worker or merchant NPCs and by generating player missions for players in friendly guilds or civilizations. Tribes can own or conquer land, build fortifications, hunt and forage. They can be beaten back in the regions that they inhabit, but can never be wiped out.

-- Flora and fauna in the world respect diurnal and seasonal cycles changing behavior in function of: player hunting and gathering activities; the state of neighboring tribes and their own state during the previous season. Fluctuations are limited by the level design and controlled by fuzzy AI giving a sensible but not rigidly predictable result in response to any given situation.

-- Magical entities called Kamis act to preserve the natural balance in the eco-system. Kamis act by spawning creatures and giving them objectives to counter the most destructive agents in their regions, chasing off hunters or foragers if the region is over-exploited. This dynamic is centered on the tribes of Ryzom and the natural (diurnal and seasonal) cycles.

-- Civilizations generate a constant stream of needs that must be satisfied by player groups. Guilds take on responsibilities in the form of commissions authorized by each civilizations local governing body. Commissions generate missions for guild members and other players, the success or failure of which have blatant impacts on the civilization, determining the types of NPCs that are spawned, the cost and abundance of goods, the chat text for NPC discussion trees and the progression of the civilization.

-- An advanced civilization system providing a high-level Meta-game for power players, a source of meaningful player missions, and a community framework within which players of all types have their place.

-- Through their civilizations players can achieve real fame. Major achievements will be publicized and their repercussions will have a direct impact on the game environment.

-- The game engine elegantly inter-weaves the progression of civilizations, of communities of players within the civilizations, and of the players themselves. In doing so, it moves away from the classic, unique progression drive of improving one's character's combat ability.

-- An all-together new dynasty concept. Ryzom introduces the concepts of natural ageing, children and ancestral skills.

-- As a character progresses in Ryzom they will grow old. Their useful lifetime can be extended artificially, but the older they get the harder that becomes and the more effort it requires.

-- Characters in Ryzom can engender offspring. These ?children? inherit the name and fame of their parent and their parent's belongings but not necessarily their skills.

This is an excerpt taken from a description of a game I would love to play. I wonder when it will be released.

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 3:49 pm
by linze
Yay! More trolling! It is amazing how many of these things appear when people are bored.
Yes, we all know things are not what they were meant to be at this point. But that happens with all games these days. How many people have complained about the great and glorious WoW and its lack of depth? Look at EQ2, they are going to be charging $30US for extra content at the end of the summer. At least Nevrax does not charge extra for stuff that they are putting into the game. SWG just fundamentally changed its mechanics and I am sure that that was not what was promised from the beginning.
MMO's are fluid in their form. All companies have great ideas that may look good and work on a small scale in house. But when tested with a real player base do not work. So some things that get promised get changed or dropped due to their chance for instability or unpopularity with the players.

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 4:46 pm
by raynes
That's depressing.

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 5:12 pm
by alyssah
Linze - that is a statement of what is in the game. Please note the present tense. Not a promise, not planned, but in. That is the article in MMORPG.com about what SoR IS.
I'm still in the game and more or less enjoying it. If you just bought the game based on that summary, would you be a happy Yubo?.

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 5:22 pm
by defalgar
if you would have just bought the game, what is there is quite enough for 3 months at least without getting bored :) (imho)

and you will start noticing what is missing once you understand all the mechanics and have tried all diffirent features that are there.
also when you have traveled everywhere and so on and so forth :)

anyway thats my opinion.
and is there really a point to put the whole damn article in here instead of just making a link :P

(hides in a corner)

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 5:52 pm
by grimjim
By my reckoning about half of that exists and that is a bit of an old description.

Not tooooo bad.

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 5:52 pm
by amitst
I don't think the fanbois realize that most of us just want to keep prodding the devs. Every time I see peopel complimenting people without reason I feel like it makes them complacent. I haven't seen enough changes to the game to make me think otherwise.


Complaining about WoW and lack of depth? WoW certainly has depth, thats not why it gets boring. I wish Ryzom's patch notes had the depth that WoWs did, each time they patch ters a list of like 100 differnt things, and you know what?? they patch based on what they hear from the customers. As opposed to the popular conception that Nevrax is so blinded by their vision that they don't listen to us, which is what the reviewers say.

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 5:57 pm
by kostika
amitst wrote:I don't think the fanbois realize that most of us just want to keep prodding the devs. Every time I see peopel complimenting people without reason I feel like it makes them complacent. I haven't seen enough changes to the game to make me think otherwise.

There's prodding the devs, and then there's whipping a dead horse. I really don't think we need a post a day about the same thing.

There's stuff missing. Yes, we agree. But do people really have to make a new thread every day whining about it?

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 6:01 pm
by grimjim
amitst wrote:I don't think the whiners realize that most of us just want to keep playing the game. Every time I see people complaining without reason I feel like it makes them a horses arse. I haven't seen enough problems in the game to make me think otherwise.
Fixed your typo ;)

Re: How much of this description do you recognise?

Posted: Tue May 10, 2005 6:10 pm
by defalgar
hehe great :D