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#39 Доклад | Цитировать[en] 

Personally, the only thing I could see as a gameplay improvement to Ryzom (other than fixing the bugs ofc) is a real time combat system more similar to ESO or its likes. But that's just my personal taste, some people dislike that type of combat.

When I first started playing Ryzom I also felt a bit like that: that underneath all the freedom of a classless skill based system with dozens of skills to choose from, it all boiled down to choosing the 4 or 5 most "optimal" skills to play with and everyone was basically the same.

But that impression was wrong. I think in small scale PVP is where it becomes abundantly clear just how diverse and unique your character's fighting style, crafted gear, mastered skills and stanza building can be. There's no such thing as a "perfect build". Basically you need to be flexible and use different strategies to fight different opponents. As for the stanzas and actions, a player with "inferior" gear who knows how to build effective stanzas for the right situation can easily defeat another one with all the shiny uber stuff.

I suppose in PVE all the nuances of the skills and stanzas may not be as evident, specially when you're in a team with unlimited heal and no real need for concern or strategy. But yea, I don't think all the skills are exactly balanced. Some are clearly more useful than others. But that doesn't concern me so much tbh.

I do believe the grind can be a bit tedious though, specially in the lower levels. I've seen many players who loved the concept and theme of the game, but couldn't deal with the grind and left before mastering their first skill. I'm not sure what could be done to improve that though, short of making a "theme park" option for players to level their first skill branch with a mission-driven storyline - like Silan. But that's hardly a solution for players who really don't like Ryzom's gameplay. It just keeps them around for another month or so.

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"We are Kami. We are here to be you. We are many as you are of many minds. We are one as you are one in Ma-Duk."

#40 Доклад | Цитировать[en] 

I was just thinking, and I could be wrong, but I don't know how that is possible, but "the grind" is different from people who just play the game. People who try to get the highest levels possible are very different from the people who just plain like the game and play it as a game, and any levels they achieve are just icing on the cake.

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I need me a new tag line on my messages!

#41 Доклад | Цитировать[en] 

Most players I think would level all skills, just because you can do that in Ryzom.  I have an alt who will never use melee weapons, relying on bare fists and of course magic.  I have found that this gives an interesting slant on things.

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It's bad luck to be superstitious . . .



Palta e decata, nan nec ilne matala.

When one goes on a journey it is not the scenery that changes, but the traveller

#42 Доклад | Цитировать[en] 

Mjollren
Sometimes I do get the feeling that Ryzom enjoys a captive audience that suffers from Stockholm Syndrome - hence the reactions like in this thread.

ROFL!!!

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Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)

#43 Доклад | Цитировать[en] 

With age, I came to ask myself the following question about games or simply when doing things in real life: "Am I playing this game, or is the game playing me?"

Grinding just to improve those numbers in your character is a proven recipe for game success. We humans would do anything to rise a number (see autoclicker/idle flash games for instance). Five years? No problem, I will click and reclick and become a master of numbers. If you actually get there you won't be even able to think otherwise since that would mean that you have wasted life on a number. It's like the carrot-pole-donkey propulsion system.

I had the luck to play a game where that "number chase" was really short and you could have a maxed alt in a matter of days (or even hours). Fun was about enjoying different game styles there, alone and with friends. I liked that approach. I like long-term playing too, for as long as it is fun all the way there.

The long and linear level/quality ladder made me wonder about what kind of game Ryzom was.

#44 Доклад | Цитировать[en] 

I like the long level/quality ladder in Ryzom.  It gives perspective to have players with a wide range of skill levels.

Grinding is a pain and makes you wonder why you are doing this, but really it is not a bad point on the game.  

Yes grind a few levels to get the next level and upgrade your actions, grind levels to get a certain skill up for a mission or to get fame up so you can buy TPs.  But why be in such a hurry to level up?  If you play without too much grinding and just explore the place at your own speed, levels will come naturally.

I am 4 years into a 10 year plan - Magic and Melee are where I want them for now, all my Fame is OK and I will get to Crafting properly later.  I have some skills mastered and some skills still around 50-60.  I have been grinding some skills but when it is not necessary I prefer to just explore and help others with NPC hunts, Boss hunts etc.  Sometimes I just sit and watch.

And when you have all 63 skills mastered, it only means your training is finally over.  That's when you can relax and enjoy life on Atys.

I don't think of Ryzom as a game to be finished, because it isn't like that. Atys is a place to be.

Edited 4 times | Last edited by Arfur (9 лет назад)

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It's bad luck to be superstitious . . .



Palta e decata, nan nec ilne matala.

When one goes on a journey it is not the scenery that changes, but the traveller

#45 Доклад | Цитировать[en] 

Madre
Is the class-less system fulfilling it's promises? Can players develop and enjoy their own personal style? Is every skill line meaningful? How do they synergize when solo and when in team? Is interaction with ecosystems satisfactory?

I tend to favor "classless" games like GURPS, Shadowrun and Ryzom, both despite and because all characters eventually wind up all skills. I like to be limited by my own efforts to develop in a particular direction rather than by some arbitrary mechanic.

Of course, just because all characters can end up the same, that doesn't mean that there isn't room for style. Given that it takes years to master every skill, that style is most often expressed by what path one chooses; which skills one masters first. There are some master diggers out there with practically no combat skills. There are more than a few that are all about the tanking who have low dig and craft skills too.

As for how well they synergize, I think they got that handled fairly well. Casters need many HP so that they can use HP credits to cast the big spells, so they gain great benefit from working their melee skills. Conversely, melee is easier with enchants, often of spells that require high magic skills to unlock. Crafting takes enough mats that it's simply not practical to get into crafting unless you work your digging skills; all crafters are diggers. But the best gear often requires Named/Boss mats, which in turn requires you to be good in a fight.

In team situations, you often have roles that leave some leeway in how to perform them. Some like the slow, hard-hitting two-hand weapons while others prefer the one-handers with their high HPM and superior Adversary Dodge modifier. Some casters go for cheaper single spells to conserve HP/Sap while others prefer to max out and rely a little more on the rest of the pod to heal them. Some teams trek like ninjas, carefully weaving between mobs, while some go through like a river of lava destroying all in their path. Even two toons with identical skills will be quite different based on style.

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#46 Доклад | Цитировать[en] 

Gidget
Madre
Is the class-less system fulfilling it's promises? Can players develop and enjoy their own personal style? Is every skill line meaningful? How do they synergize when solo and when in team? Is interaction with ecosystems satisfactory?

I tend to favor "classless" games like GURPS, Shadowrun and Ryzom, both despite and because all characters eventually wind up all skills. I like to be limited by my own efforts to develop in a particular direction rather than by some arbitrary mechanic.

Of course, just because all characters can end up the same, that doesn't mean that there isn't room for style. Given that it takes years to master every skill, that style is most often expressed by what path one chooses; which skills one masters first. There are some master diggers out there with practically no combat skills. There are more than a few that are all about the tanking who have low dig and craft skills too.

As for how well they synergize, I think they got that handled fairly well. Casters need many HP so that they can use HP credits to cast the big spells, so they gain great benefit from working their melee skills. Conversely, melee is easier with enchants, often of spells that require high magic skills to unlock. Crafting takes enough mats that it's simply not practical to get into crafting unless you work your digging skills; all crafters are diggers. But the best gear often requires Named/Boss mats, which in turn requires you to be good in a fight.

In team situations, you often have roles that leave some leeway in how to perform them. Some like the slow, hard-hitting two-hand weapons while others prefer the one-handers with their high HPM and superior Adversary Dodge modifier. Some casters go for cheaper single spells to conserve HP/Sap while others prefer to max out and rely a little more on the rest of the pod to heal them. Some teams trek like ninjas, carefully weaving between mobs, while some go through like a river of lava destroying all in their path. Even two toons with identical skills will be quite different based on style.

Very true indeed. Def one of the last true MMORPGS, out there. Good stuff.

#47 Доклад | Цитировать[en] 

I just started a few days ago but really enjoying myself. Creating your own abilities and having such an open world is refreshing for an MMO.

The population isn't as large as newer games but always had someone answer my questions and even helped me in game. I feel like it you don't jump in and try the game because of the population even if you find the mechanics interesting you'll be doing yourself a disservice.

Edited 2 times | Last edited by Drelkag (9 лет назад)

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IGN: Drelkag

#48 Доклад | Цитировать[en] 

Drelkag
I just started a few days ago but really enjoying myself. Creating your own abilities and having such an open world is refreshing for an MMO.

The population isn't as large as newer games but always had someone answer my questions and even helped me in game. I feel like it you don't jump in and try the game because of the population even if you find the mechanics interesting you'll be doing yourself a disservice.

I agree with that. I never had a problem finding some one either. Quality over Quantity I say=) I honestly think the state of this game is better than most. Take AA for example, there is just a bunch of cheating, bots, evil community, greedy cash shop, and all sorts of negative stuff. Here for the reasonable 10.99 you get full access, great community, I have seen 0 bots, no one spammed me to power level my character, no credit card battles, and no one being mean for the sake of being mean.

Its quite weird, a game like aa, with all that bad stuff I said, has a lot more people than this... But I guess the majority like quantity over quality.

Hope to see you in Atys =)
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