Ryzom feature research
Posted: Mon Apr 30, 2007 11:12 am
Hello, we are building a MMORPG resource site and are looking for detailed information on certain features of this game.
I have gathered all the basic "facts & figures" including links, regional data, technical info, system requirements, subscription fees/payment types/client costs, developer and publisher info, development status, dates, languages supported, game engine type and quite a bit of other non gameplay stuff and I would like to request the help of players in gathering more indepth feature details, much of which I believe can only be properly understood from a significant amount of time played. With that in mind I would really apreciate it if you could help fill in any of the gaps below so that we can represent the game as accurately as possible.
Character development: Level cap? Are the classes/jobs tiered? Customisable or preset? Types of applyable points sytems?
Combat: Typical point and click queued spells or more interactive or twitch based?
Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
PvP: Consentual/open? Rewards and penalties? Any RvR/battlegrounds/guildwar type systems? Hardcore/light?
Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
Quests: Quality and quantity of quests, how indepth are they, how much a part of the overal gameplay are they, worthwile rewards, interlinked with lore well, are they fun or repetitive?
Instancing: Is there any instancing in the game and how much a part of the game is it?
Crafting: Type of craft system. How indepth and integral to the overall game is it?
Other: Any unique features not mentioned here?
Thanks for reading.
I have gathered all the basic "facts & figures" including links, regional data, technical info, system requirements, subscription fees/payment types/client costs, developer and publisher info, development status, dates, languages supported, game engine type and quite a bit of other non gameplay stuff and I would like to request the help of players in gathering more indepth feature details, much of which I believe can only be properly understood from a significant amount of time played. With that in mind I would really apreciate it if you could help fill in any of the gaps below so that we can represent the game as accurately as possible.
Character development: Level cap? Are the classes/jobs tiered? Customisable or preset? Types of applyable points sytems?
Combat: Typical point and click queued spells or more interactive or twitch based?
Skills: Type of skill system, open/fixed, aquire skills by level or points or currency?
PvP: Consentual/open? Rewards and penalties? Any RvR/battlegrounds/guildwar type systems? Hardcore/light?
Social/community: Factions, guilds, raids, parties? Any limitations etc? Resource/land ownership?
Quests: Quality and quantity of quests, how indepth are they, how much a part of the overal gameplay are they, worthwile rewards, interlinked with lore well, are they fun or repetitive?
Instancing: Is there any instancing in the game and how much a part of the game is it?
Crafting: Type of craft system. How indepth and integral to the overall game is it?
Other: Any unique features not mentioned here?
Thanks for reading.