What if the NGE comes to "Saga of Ryzom"
Posted: Wed Feb 07, 2007 5:45 pm
How would the Ryzom community react if "Saga of Ryzom" suffered a massive simplification, and total abandonment of MMORPG principles, comparable to the "CU" and "NGE" changes that destroyed "Star Wars Galaxies"?
I would sum up these changes as:
1) Reduction in the number of skills/professions, and limiting each char to ONE skill/profession.
2) The death of the player-economy. Looted items are always better than crafted items, so crafters, harvesters, and all other non-combat players have no meaningful role.
3) No death penalty, so everyone can take reckless chances in combat with no fear of negative consequences.
4) The death of the game as a virtual world, and the death of the player-community. All players are "lone wolves". No incentives to group, no incentives to interact with other players, and no interdependence between players. Anything your char needs can be obtained in combat missions, rather than from other players.
5) No complex combat choices or strategies, just a mindless point-and-click First Person Shooter style of combat.
6) Giving away items, skills, etc. that veteran players had to work for for months (or years) to n00bz upon initialization of their characters, as a way to increase subscriptions.
7) No item decay, all items are "immortal" and never need replacing (thereby knifing crafters and harvesters in the back).
8) Always appeal to the lowest common denominator of intelligence and literacy. And since combat players are the most numerous, only worry about their needs, and ignore all other player types.
Shown below is a brilliant post from the EVE forums translating "Star Wars Galaxies" NGE changes into EVE terms. I am sure a similar post could be done for "Saga of Ryzom". The only thing this person omitted was "Since WoW is so popular we will plagiarize the interface, combat system, and other features of WoW and add them to EVE".
Thanks,
Amphiaraus
++++++++++++++++++++++
Hmmm, how to best compare the NGE change to what could (theoretically) be done in EVE. I'll do my best (but I'm still new to EVE, but I'll try).
Well, not a lot of people play Amarr really. So we're going to remove them completely. Eventually we may code in some Amarr-like features to the other races.
Destroyers don't get played much. So we're removing them altogether, one less thing we have to worry about balancing.
Titans really are awfully hard to get. So we're just going to give you the option to select one from the very start. It's much more EVE-y that way, we think. And it will lead to a faster paced, more iconic gameplay experience if you can just use the biggest and coolest ships from the getgo, that others spent literally years trying to obtain.
Crafting sure is awfully complex. We think that's probably a turnoff. So we're going to condense all of the crafting skills into just a few skills, and minimize what you can do if you choose to go the crafting route in EVE. I mean really, combat is where it's at - and devoting dev time to fixing things for those who like to craft is kind of a waste. We want to nudge the crafters toward jumping in a ship to go kill things, since it's more iconic.
The best ships and components will all be looted now. No need for a player driven economy, or for people to mine/refine things and craft ships from BP's and the like, really. Requiring players to be interdependant doesn't really lead to the fast-paced gameplay we'd like to promote. So the stuff you loot will always be better now. No reason to buy much of anything, except maybe ammo. But we're looking into removing the need to do that, too.
Grouping up is overrated, and honestly we think that you should be able to complete every objective in this game solo. Several times per day. Making some areas/missions too hard to do solo just wasn't fair. So now you don't really ever need to depend on ganging up for much of anything.
There really are way too many skill trees over all. So we're just going to give you a few basic "Iconic" skills to train up. It's way too complex to worry about specializing in missiles, or torpedoes, or rockets - or autocannons vs artillery. So now you'll just train up Gunnery and maybe Advanced Gunnery. Those are all the offensive skills you'll need to train now.
Losing your ship and its components is awfully harsh, we think. In order to promote our new fast-paced, iconic and EVE-y gameplay experience, you'll now simply respawn a few systems away if you die. You won't lose your ship or your components. Of course, this means you won't have to buy replacement ships or components either - which means no one that makes them will ever sell anymore ships/components. But that's okay, we want them to be out fighting, not crafting things and worrying about an 'economy'.
I would sum up these changes as:
1) Reduction in the number of skills/professions, and limiting each char to ONE skill/profession.
2) The death of the player-economy. Looted items are always better than crafted items, so crafters, harvesters, and all other non-combat players have no meaningful role.
3) No death penalty, so everyone can take reckless chances in combat with no fear of negative consequences.
4) The death of the game as a virtual world, and the death of the player-community. All players are "lone wolves". No incentives to group, no incentives to interact with other players, and no interdependence between players. Anything your char needs can be obtained in combat missions, rather than from other players.
5) No complex combat choices or strategies, just a mindless point-and-click First Person Shooter style of combat.
6) Giving away items, skills, etc. that veteran players had to work for for months (or years) to n00bz upon initialization of their characters, as a way to increase subscriptions.
7) No item decay, all items are "immortal" and never need replacing (thereby knifing crafters and harvesters in the back).
8) Always appeal to the lowest common denominator of intelligence and literacy. And since combat players are the most numerous, only worry about their needs, and ignore all other player types.
Shown below is a brilliant post from the EVE forums translating "Star Wars Galaxies" NGE changes into EVE terms. I am sure a similar post could be done for "Saga of Ryzom". The only thing this person omitted was "Since WoW is so popular we will plagiarize the interface, combat system, and other features of WoW and add them to EVE".
Thanks,
Amphiaraus
++++++++++++++++++++++
Hmmm, how to best compare the NGE change to what could (theoretically) be done in EVE. I'll do my best (but I'm still new to EVE, but I'll try).
Well, not a lot of people play Amarr really. So we're going to remove them completely. Eventually we may code in some Amarr-like features to the other races.
Destroyers don't get played much. So we're removing them altogether, one less thing we have to worry about balancing.
Titans really are awfully hard to get. So we're just going to give you the option to select one from the very start. It's much more EVE-y that way, we think. And it will lead to a faster paced, more iconic gameplay experience if you can just use the biggest and coolest ships from the getgo, that others spent literally years trying to obtain.
Crafting sure is awfully complex. We think that's probably a turnoff. So we're going to condense all of the crafting skills into just a few skills, and minimize what you can do if you choose to go the crafting route in EVE. I mean really, combat is where it's at - and devoting dev time to fixing things for those who like to craft is kind of a waste. We want to nudge the crafters toward jumping in a ship to go kill things, since it's more iconic.
The best ships and components will all be looted now. No need for a player driven economy, or for people to mine/refine things and craft ships from BP's and the like, really. Requiring players to be interdependant doesn't really lead to the fast-paced gameplay we'd like to promote. So the stuff you loot will always be better now. No reason to buy much of anything, except maybe ammo. But we're looking into removing the need to do that, too.
Grouping up is overrated, and honestly we think that you should be able to complete every objective in this game solo. Several times per day. Making some areas/missions too hard to do solo just wasn't fair. So now you don't really ever need to depend on ganging up for much of anything.
There really are way too many skill trees over all. So we're just going to give you a few basic "Iconic" skills to train up. It's way too complex to worry about specializing in missiles, or torpedoes, or rockets - or autocannons vs artillery. So now you'll just train up Gunnery and maybe Advanced Gunnery. Those are all the offensive skills you'll need to train now.
Losing your ship and its components is awfully harsh, we think. In order to promote our new fast-paced, iconic and EVE-y gameplay experience, you'll now simply respawn a few systems away if you die. You won't lose your ship or your components. Of course, this means you won't have to buy replacement ships or components either - which means no one that makes them will ever sell anymore ships/components. But that's okay, we want them to be out fighting, not crafting things and worrying about an 'economy'.