My Farewell..
Posted: Sat Oct 16, 2004 9:46 pm
Is time for me to go but would like to leave something that hopefully will allow this industry to change the way things are currently done.
First off, let me say this game could have been very very good, but I view the following as errors in judgement and application.
You wish me to pay for, play and support a game presented by you that does not meet the criteria that you, its own developers and producers, had set forth.
1) Your game is currently out of balance. You have struggling crafters, and adventurers that are under supplied. You had obviously planned for a vendor system and yet launched your game without it. With it implemented Harvesters/Adventurers would have had a place to sell thier mats, instead of selling to NPC and be lost. Crafters would have had a supply system that did not required dependancy of being on-line, in the right place, at the right time to acquire mats they needed to advance at a pace equal to that of the adventurer, or have had to invest time into harvesting themselves. You later increased NPC vendor mats to level 50 to attempt to balance, which, in my opinion was only partially successful, and again, could have been avoided if vendor system was properly implemented. I see vendors are coming - but this should have been in place from the beginning.
2) Kami tolerance for harvesting is another tool you had planned to control advancement of harvesting and instill care in the players environment. Good idea - yet again - not implemented at launch. Causing easy and rampant of growth of harvesters faster than your expectations or desires. There were folks who took advantage of this error on your part, causing you to react harshly in redesigning aspects of areas that if, correctly implemented at start, could have avoided the word exploiter being tossed into discussions.
3) An intricated part of MMORPG's is the guild set up. When guilds were made and guild halls bought, the system was bugged. Though you did get most of them fixed fairly quickly (not all), what this tells me is that your beta, though having gone open - then focus, then open again, was not well done, was rushed and seemingly unfocused, or atleast not completely focused.
4) And lastly, having to move your NA server from England to NA after launch tells me you were fully aware you were not even mechanically set up for the game to go public.
There are others of lesser degree, but these are the highlights that should have been taken care of and would have made the others tolerable.
Farewell everyone, I do hope you enjoy Saga of Ryzom, but for me - I cannot in good conscious, continue support of this endeavor.
First off, let me say this game could have been very very good, but I view the following as errors in judgement and application.
You wish me to pay for, play and support a game presented by you that does not meet the criteria that you, its own developers and producers, had set forth.
1) Your game is currently out of balance. You have struggling crafters, and adventurers that are under supplied. You had obviously planned for a vendor system and yet launched your game without it. With it implemented Harvesters/Adventurers would have had a place to sell thier mats, instead of selling to NPC and be lost. Crafters would have had a supply system that did not required dependancy of being on-line, in the right place, at the right time to acquire mats they needed to advance at a pace equal to that of the adventurer, or have had to invest time into harvesting themselves. You later increased NPC vendor mats to level 50 to attempt to balance, which, in my opinion was only partially successful, and again, could have been avoided if vendor system was properly implemented. I see vendors are coming - but this should have been in place from the beginning.
2) Kami tolerance for harvesting is another tool you had planned to control advancement of harvesting and instill care in the players environment. Good idea - yet again - not implemented at launch. Causing easy and rampant of growth of harvesters faster than your expectations or desires. There were folks who took advantage of this error on your part, causing you to react harshly in redesigning aspects of areas that if, correctly implemented at start, could have avoided the word exploiter being tossed into discussions.
3) An intricated part of MMORPG's is the guild set up. When guilds were made and guild halls bought, the system was bugged. Though you did get most of them fixed fairly quickly (not all), what this tells me is that your beta, though having gone open - then focus, then open again, was not well done, was rushed and seemingly unfocused, or atleast not completely focused.
4) And lastly, having to move your NA server from England to NA after launch tells me you were fully aware you were not even mechanically set up for the game to go public.
There are others of lesser degree, but these are the highlights that should have been taken care of and would have made the others tolerable.
Farewell everyone, I do hope you enjoy Saga of Ryzom, but for me - I cannot in good conscious, continue support of this endeavor.