I have to agree with Noin - as I felt when I first read these 'ring points' comments, the decision to drip-feed editor contents to the user is wrong
I can wholly appreciate why that is the case for a game, and I agree with it. However, this is not a game - it's an editor, a creative piece of software. People cannot be expected to get excited about a toolkit that's partly functional - in essence, most people will be excited about R2 purely because of the level of control you guys are touting. When they find out they don't have that control, they will put R2 down and probably not come back to it.
I could agree with limiting the maps themselves - nobody needs the whole of Fyros to create their adventure - not YET anyway. Heck, I'd be happy with something the size of Hoï-Cho to be honest, if not smaller
The thing is, if all I have to place in my Hoï-Cho are a few yubos, a couple of random NPCs and a small hut - I'm afraid you can keep your R2
How do you expect people to get interested in R2 and learn the tools, if they can't access anything interesting?
I have to wonder exactly who R2 is being built for. Existing Ryzom players? Well, you have a large number of people who have seen most of the current content of the game, and for over 12 months now (not including potential beta play of 6 months+). What use is limiting the content these guys can use, when:
1) They've seen it before
2) They've probably hunted it lots for mats
3) Some people would DESPERATELY like to have something new and creative to do, connected to Ryzom
So how about new players? Well, they won't have seen much of the land/flora/fauna, for sure. So you probably don't want them recreating Stainmoor Gate crawling with Kipucka. That's fair enough, but it seems to me the two types of player are very different, and thus you should be approaching them differently.
You NEED your current players to create content so R2 can be sold to your new guys, especially if they can only create 'yubo village'. Asking current players to grind for points is just wrong, when they've been hanging on and hoping something new would come along for months anyway. If you can't open all content to experienced players, please arrange something like a one-off payment to allow this.
And Xavier I'm sorry, but I disagree completely and vehemently with your "would you want to be big chief from the beginning?" comment. This is a TOOL, not a GAME. As I understood it, R2 was going to sell itself and Ryzom to new and old players alike. Above and beyond making scenarios for their own enjoyment, people will be making them so others can enjoy them too. Instances of direct-control will be low, if the scenarios are at all interesting - not everyone has 3 spare hours to play an NPC for the night, every night.
Nevrax's perspective on R2 seems confusing to me. That is, unless my own R2 perspective is wrong. If you release it with the current intentions and mechanics, you can certainly scratch one potential user off your list. Which I think would be a shame, since I love to use construction kits, I'm a programmer, and I spent almost as much of my WoW time doing UI scripting as I did playing. Having to wait to unlock editor content is an annoyance - having to actually finish a scenario, and get people to play/review it to open more editor options is a broken mechanic. How can people be expected to create interesting scenarios with limited options, and why should people have to play through these 'starter' scenarios in order to grant the editor more power? Do you honestly think that well help to sell your products? Didn't a recent forum post say "we're doing OK, but we need more players really"? If that's the case, then please, please see what's wrong here - stop overloading R2 with game mechanics, leave it as an interactive editor with the features that should be there from the start, and allow people to use your new creation for creating, rather than advancing yet another damn bar and level gauge.
After almost 12 months of inactivity I was still interested in R2 - if you continue down the current path, that interest will be gone, and there will be no returning after that for me. You currently have a golden opportunity here - going into 2006, the MMO climate is unsettled. Many players are unhappy with their current games, regardless of which game it is - sieze the opportunity in front of you, and release an R2 wrapped in gold rather than tin foil. I guarantee you'll have players flocking here to try R2 either way if you launch it well - what will they think to their hut-and-yubo-village after 2 hours' work?
Apologies for the rant, but those 33 answers are almost nails in the coffin for me. Some of them were very promising and quite intrigiung, and the rest completely cancelled those out.