Page 1 of 2

Travel Capabilities . . . Advantage/Disadvantage?

Posted: Wed Oct 13, 2004 4:46 pm
by ozzy111
Was wanting to get some feedback on the changes that Patch 1 made.

Patch 1 increased the number of mobs in most of, if not all, civ to civ travel routes. Patch 2 promises to make things even harder. Unless Patch 2 or numerous small patches don't include some way for travel to bypass these areas, travel will be limited.

This strikes me as a little lopsided. What advantage if any do the original players have who have already gotten their teleport access. What of the new players coming aboard now? How long before they have access to other lands compared to original players?

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Thu Oct 14, 2004 1:47 am
by pcheez
that wasnt patch 1 of the 2 part patch. i know cuz i dont have cool magician gloves yet >.<

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Thu Oct 14, 2004 4:29 am
by ozzy111
pcheez wrote:that wasnt patch 1 of the 2 part patch. i know cuz i dont have cool magician gloves yet >.<


Are you sure? Did you read the patch notes? I think Patch 1 has been installed on our computers. Its just not all been activated in the game.

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Thu Oct 14, 2004 9:19 am
by spelk
I like the fact that travel is a dangerous and exciting thing in the game. I don't much care for those who have teleport access and those who haven't. What I like to see is a world where things change. Situations change. And indeed, the travel aspect to Ryzom is one of the many things which make the game special. It's part of the storyline. It's meant to be difficult. We're pioneers stretching our wings for the first time, and some of us are getting them clipped by the new dangers out there.

If you make it easy to travel across the whole game area, then places will lose their mystique, and they will lose the accomplishment factor, for just making it there. I've seen players complain that they can't get to the other race lands, well, thats part of the whole point, its part of the storyline.

I believe this one aspect, which seems to recieve so much bleating from people, is a key part in the development of the storyline, the danger, and hopefully the ultimate goal of uniting some races against the Kitins.

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Thu Oct 14, 2004 10:57 pm
by pr0ger
I like to travel :)

And funny to see that mobs are really living (quite scripted sometimes btw ;) )
You can see migrations, patrols, and chase-for-food time like in TV documentaries.
Herds of mobs are changing. on day there is yubos in a special place, tomorrow there is capryni at the same place ...

btw I really want to see the Patch 1 upgrade who will give some IA for mobs ! :D

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Fri Oct 15, 2004 1:13 am
by pinguini
I am kinda undecided. On the one hand, yes I agree. If you read the stories you know that we are the first attempts of a once blooming civilizations which have once been able to travel with ease but have been almost completely destroyed. We are the pioneers who will try to travel again, and in the end suceed.

On the other hand I think that it is getting a bit too rough now. What you could every now and then accomplish with sneaking and a big portion of luck, is now almost impossible. I liked it when the PRs had times where they were empty for a while. It was always a thrill to find out and Zorais had a chance to get away from Witherings. Now that seems a lot less likely to be done.

I don't mean that they should make it really easy, but a period of time where you have a better chance travelling... I would like that.
And as you said, herdes are migrating, changing grazing areas... but why do the agros and Kitins usually stay in the same place around portals or PR entrances?

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Fri Oct 15, 2004 10:46 am
by shrike
Cannot really think of a way how they can make the travelling between countires more difficult as it is now without making it impossible (which getting out of Zorai now more or less is).

Also, we are not the pioneers one could think we are, according to the timeline the resettlement began over 30 years ago.

http://www.ryzom.com/?page=update_archives

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Fri Oct 15, 2004 10:54 am
by goshawk
Having just made the trip Tryker -> Matis , in the company of my guild evolution. I'd like to say it was fun. Much more fun than regular xp'ing.

The thing is , we now all have our tickets to matis so it wont happen very often. Which is a shame.

I personally would like to see the teleport tickets removed from the game, inter reigon travell would become a matter of guarded 'caravans'. Organised advertised and run by the players.


Kestrel

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Fri Oct 15, 2004 11:21 am
by t41nt3d
I dont think that you should be able to get passed PR by sneaking past everything. I think there has to be conflict with smaller patches of sneak cos otherwise anyone could make it through there really. I also agree it is supposed to be hard (close to impossible) but I dont think the devs would make it totaly impossible. To be honest after the time its been out (roughly 4 weeks isn't it?) I dont think people should even be thinking about goin in there yet ... These MMORPG games are suposed to last years ... not months ...

Re: Travel Capabilities . . . Advantage/Disadvantage?

Posted: Fri Oct 15, 2004 11:52 am
by hivewasp
t41nt3d wrote: These MMORPG games are suposed to last years ... not months ...

... not weeks :p