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New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 6:31 pm
by wildy22
I'm not sure how appropriate it is for new people to continually post new threads, but since the community seems rather forgiving, I thought I would chance it.

My thoughts first.

I am very early into my Ryzom career, with all my initial trees falling in at about 16 or 17 at the time I write this. Having tried most of the other MMO's out and about, Ryzom initially struck me as quite different. In truth, all MMO's are about "improving" your character, but to me, the means in which this is carried out is where the adventure lies, so to speak. There is no question that for me personally, the fun is in the journey, not at reaching the end. That being said, I think it is obvious that my initial reaction to the wonderful world of Atys is a positive one. Very positive in fact.

The skill-based system and the branching trees themselves are probably the biggest attraction to most people beginning the game. I am certainly no different. This is an obvious game engine strength, and I praise the designers for implementing such a simple yet rewarding concept. Seeing your character progress further along these trees is extremely rewarding, and serves not only in the gratification of the player, but as a very functional game mechanic. Bravo. The "what you use is what you improve" system is extremely logical and intuitive as well.

With the possible exception of the original Star Wars Galaxies crafting system, I am not sure there is a finer system in place in the MMO community today. The Nevrax developers have managed to make crafting easy, intuitive, and rewarding, while maintaining the ability to have the player make decisions and be able to influence the final product by the choices he/she makes with regards to component composition. I should say, it appears to be this way at this early stage. Using item X will yield a piece of armor that is highly resistant to slashing damage, while all other things being equal, using item Y will yield that same piece of armor resistance to piercing damage. A question arises as to whether or not this remains true as the game progresses, and if these decisions seem to actually make a noticable difference during actual gameplay. This would be my first question to the community. Does this indeed appear to be so, or does the "windowdressing" merely give a false sense that making things a certain way makes a difference as you progress further into the world of Atys?

Part and parcel with Crafting is the Nevrax implementation of Harvesting. Again, an interactive mechanic that is rewarding to the player character, even at the early level of this player. The concept of prospecting, again similar in some ways to that of Star Wars Galaxies, is a mechanic I personally find extremely rewarding. Call it what you will; but the simple way to explain it is this: I hunted all over for this highly coveted material, and through diligent and painstaking searching, was able to finally find it and make it mine. Once finding it, I had to use all my skills in order to take it out of the ground for use later in the crafting a most wondrous item. Does this actually occur? Obviously, I have no idea. But I would be encouraged to hear that it does. I have heard stories of Homins coming together for great treks into hostile lands in order to harvest under the umbrella of protection through numbers. I hope this is the reason. That would be my second question.

Combat... What is a grand MMO without the experience of satisfying battle being a staple of the game? For me, it is not possible. Combat in and of itself is simply too much fun to skimp on. The combat mechanic must be a rich and rewarding one in order for modern MMO's to succeed, at least in this player's mind. My thoughts on Ryzom's version of combat? Actually, I have no earthly idea. I have barely scratched the surface of the skill trees, know virtually nothing about what lies ahead of me in terms of skills to be learned, and enemies to be slayed. I can say this: My thoughts on how it will play out are positive. Ryzom has hit locations, armor types and statistics, weapon types and statistics, magic types and resistances, individual monster weaknesses and strengths, the power of teamwork to turn the tide of battle, and possibly the most innovative feature of all... the Stanza game mechanic. To the originator of this idea, I applaud you. In concept, I can not think of a more enticing way to draw the would-be player into a game where combat is their focus. "Create you own skills!" I find this revolutionary in concept, not merely an evolution of what already exists in the MMO community. The natural question here being... Does this concept hold up long term? Does it actually "mean" something as you progress through the game? My guess is that it truly does. That it is much more than a gimmick to lure new players into the game. But I need to ask the community their thoughts here, thus it is my third question.

My last comment (geez, finally, what a windbag!)... is on the Living World. My guess is that this was one of the most difficult things for the developers to implement into the game itself, and yet it is likely the most subtle, and potentially overlooked system by many casual players. I must admit, I don't fully understand it. Heck, I probably don't even minorly understand it. Certain things are obvious to the casual eye: Animal behaviors, herd movement and migrations, true seasons and corresponding weather patterns and effects, resource generation based on seasons and location, individual wildlife A.I. including natural aggression behavior toward other creatures as well as Homins themselves. My question then is this: Does the living world play a significant impact on the planet in the later regions of the game? Are there specific deserts and snow covered peaks that yield different resources that are more naturally found in those climates? Do animal migrations occur on a massive scale? Can a player become "one with nature" and learn to read the behavior of Atys' creatures, learn the weather patterns, learn the resource tendencies? Or, are these completely random events masked to be something more than they really are?

Obviously, there are many areas I have not touched on. First, because this post is already entirely too long. Second, because I have no clue what to even write about. PvP? Outposts? World Events? Lore? Factions? Invasions? Guild Workings? Quests? Etc...

In closing, I want to thank anyone who actually reads this mess. I do not proofread, and I do not worry about how things come across. So I apologize in advance for anything that is out of sorts. Anyone who takes the time to answer my questions, I thank you. To the devs, if you come across this post in your travels: Thank you for Ryzom. I have no clue if I will stick around long enough to experience the detailed world you have created. But irregardless of that, I thank you for your work, your innovation, and your efforts to be different. It is obvious you have put and continue to put the time in to make Atys special as compared to other experiences out there. I hope you are proud of what you created, because to this poster, it is a milestone. Bravo to you.

Sincerly,

Just another person.

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 6:53 pm
by sx4rlet
phew what a read!
And I am not sure if I understood all questions...

I get the impression most of them can be answered by linking the questions you have.

First of all, harvesting. There are lots and lots of materials to be found, some of them are hard to get, because of highly agro mobs are around them, or because of weather and season change all the time. (Or even all 3 combined). Another way of getting good materials is killing boss mobs, as these drop special materials as well...
Combining the materials is a real science on Atys. It is not just combining X and Y to get the best result. Sometimes that works, but sometimes combining them gives a worse result then just using one of the materials.
There are some crafters around who have really good recipes for crafting, and are known as master crafters (not just because they wear a master title, but because of their amazing weapons or armor)

For combat and magic (or havesting even!), yes the stanza's are needed. You cant just keep on pushing 'max damage' all the time. Different mobs, weapons, teams, etc, make you use different stanza's.

And for your question about the living world, which I partly already answered I think, yes you can learn to be 'one with nature'. You can learn the patterns of mobs and move around more safely. You can learn when what material is around, during what season and what time, there are big treks from herbivores (check out the crays in Fount!), etc, etc...
I havent found any game that made the world so much feel alive.

About the areas you havent touched yet, there is much to learn and to see about those too. Take your time, enjoy the journey!

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 6:53 pm
by riveit
What a beautiful first post! Welcome to Atys. :)
wildy22 wrote:or does the "windowdressing" merely give a false sense that making things a certain way makes a difference ..?
Yes, those decisions really matter.
wildy22 wrote:"Create you own skills!" I find this revolutionary in concept, not merely an evolution of what already exists in the MMO community. The natural question here being... Does this concept hold up long term?
Yes, customizing skills to fit the circumstances is very rewarding and fun. :)
wildy22 wrote:Do animal migrations occur on a massive scale? Can a player become "one with nature" and learn to read the behavior of Atys' creatures, learn the weather patterns, learn the resource tendencies? Or, are these completely random events masked to be something more than they really are?
There are some large migrations. The seasonal variations can be learned and are regular. The weather above ground can be read. Whether one can read clues of the underground weather deep down in the Prime Roots is question of great importance and still unresolved controversy. :)

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 6:56 pm
by sx4rlet
Lol Riveit,
You made it much shorter to say the same!

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 7:02 pm
by riveit
sx4rlet wrote:Lol Riveit,
You made it much shorter to say the same!
Ah Brevity! the soul of wit and of hominette medium armor! :D

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 8:06 pm
by raisrev1
Glad to hear your liking it. And since your questions seem to have been awnsered I will just say this. Welcome to the Giant RootBall, and hope you stay :)

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 8:34 pm
by zanthar
raisrev1 wrote:Glad to hear your liking it. And since your questions seem to have been awnsered I will just say this. Welcome to the Giant RootBall, and hope you stay :)
QFE and *huggles* before Kibs gets here :)

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 8:45 pm
by XoloX
Let me just add this besides welcoming you to Atys:
Custumizing your actions is far more than a gimmick, in all trees except crafting this is what will make the difference between Homins, this is what you'll shape to serve your own battle tactics and, in the end, this is what will let you survive seemingly impossible encounters as compared to Homins having differently setup actions based on the same share of stanzas.

It's a matter of experience not measured in Levels, as many, many things are on Atys, that you'll grow into.
Enjoy your stay :)

Re: New Person - Thoughts and Questions

Posted: Tue Nov 14, 2006 11:13 pm
by acridiel
Welcome to Atys and in shortest fashion, the Answer to all your Questions is:

YES!! :D

CU
Acridiel

Re: New Person - Thoughts and Questions

Posted: Wed Nov 15, 2006 12:48 am
by mithur
wildy22 wrote:This would be my first question to the community. Does this indeed appear to be so, or does the "windowdressing" merely give a false sense that making things a certain way makes a difference as you progress further into the world of Atys?
The way you learn to craft make a very hard difference. I'm now at lvl 70 in figth; and at first, in lvl 60 I bought a sword of q90. Well, it was insufficient and bad, so I've to be leveling up my crafting only to make my own sword; it's only q60, but it's a damn good sword, much better than the first.

Really, the crafting it's an art, very hard to learn, not for the PC, but for the player itself. And it makes an enormous difference.
wildy22 wrote: Do animal migrations occur on a massive scale? Can a player become "one with nature" and learn to read the behavior of Atys' creatures, learn the weather patterns, learn the resource tendencies? Or, are these completely random events masked to be something more than they really are?
The first time I come to a new region, spend my first levels (Usually the most dangerous too) scouting the area, learning how the animals move, interactuate, what areas in what seasons are better to hunting, and what are most dangerous. And I learn the resources that the animals give, to make more money with the economy (i.e, in Yrkanis use to be very few good quality grip, so if you can hunt fine grip of >q50, you can make a lot of money very fast), I learn the paths and, with time, I can predict a little the movements in zones that I still don't know. But only a little, because, even when it isn't random, it's very complex.