My review of Ryzom after the free trial. Feel free to correct anything that's wrong.
Posted: Tue Sep 06, 2005 11:32 pm
High points:
-Exceptional UI design loaded with useful features.
-Fully featured player selling systems and guild support.
-Good graphics, and very creative.
-The PvP changes in the pipeline sound promising for outpost control and guild warfare.
-The playerbase is extremely helpful to newbies.
-They do a good job of making the world feel alive.
Low points:
-Low marks for sound. Some sounds are weak, some just don't fit, and there isn't enough variety. But for that matter most other MMORPGs don't have very good sound either, it's something that seems to be neglected in contrast to the emphasis put on graphics.
-The game is evolutionary, not revolutionary. And even then it doesn't evolve very far.
-There doesn't appear to be much static content to explore or quests to accomplish. Missions from NPCs with stale objectives aren't a replacement for beautifully crafted dungeons with lots of unique stuff to kill and find.
-Combat is uninteresting. Hunting just comes down to nuking/fighting and healing. The link system destroys the usefulness of support spells by limiting you to one at a time, and negating your ability to perform other actions like nuking or healing. 95% of the time you're better off using that time to cast nukes or heal other players.
-There is no class definition. While some see it as a plus, I don't like it. The skill system is set up in a way that makes it so that everyone can be master fighter, master magician, master crafter, and master forager. Theorhetically you can have a character with access to every ability at the highest level, if you put in enough time.
-The paths of character development you pursue in the game are very narrow. There aren't a whole lot of interesting or unique things you can do to set yourself apart from others. Everyone is basically either a fighter, magician, or healer in combat.
-There aren't any periphery activities or skills geared towards roleplay.
-Exceptional UI design loaded with useful features.
-Fully featured player selling systems and guild support.
-Good graphics, and very creative.
-The PvP changes in the pipeline sound promising for outpost control and guild warfare.
-The playerbase is extremely helpful to newbies.
-They do a good job of making the world feel alive.
Low points:
-Low marks for sound. Some sounds are weak, some just don't fit, and there isn't enough variety. But for that matter most other MMORPGs don't have very good sound either, it's something that seems to be neglected in contrast to the emphasis put on graphics.
-The game is evolutionary, not revolutionary. And even then it doesn't evolve very far.
-There doesn't appear to be much static content to explore or quests to accomplish. Missions from NPCs with stale objectives aren't a replacement for beautifully crafted dungeons with lots of unique stuff to kill and find.
-Combat is uninteresting. Hunting just comes down to nuking/fighting and healing. The link system destroys the usefulness of support spells by limiting you to one at a time, and negating your ability to perform other actions like nuking or healing. 95% of the time you're better off using that time to cast nukes or heal other players.
-There is no class definition. While some see it as a plus, I don't like it. The skill system is set up in a way that makes it so that everyone can be master fighter, master magician, master crafter, and master forager. Theorhetically you can have a character with access to every ability at the highest level, if you put in enough time.
-The paths of character development you pursue in the game are very narrow. There aren't a whole lot of interesting or unique things you can do to set yourself apart from others. Everyone is basically either a fighter, magician, or healer in combat.
-There aren't any periphery activities or skills geared towards roleplay.