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Tower vs. Tree, which do you like better?
Original interface system (Tower) 27 (2)
81.8%
New pop-up web-browser system (Tree) 3
9.1%
I don't have an opinion one way or the other 2
6.1%
Other 1
3.0%
Abstain 1
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#1 Report | Quote[en] 

With the increased browser-based dump the developers are giving us, it seems to me that Ryzom is moving away from the RP immersion I have become used to in the world. When this first appeared, I thought that perhaps it was just a quick and easy way to give players more content, but what I am seeing is a trend to move the entire interface format and frankly, I don't like it.

Let me give an example: Tower Building Event vs. Tree Building Event
Both of these events are similar, get the materials, turn them in, get enough turned in and something is built. Yet, these events differ in how they are perceived in game and ruin the immersion I have come to love about Ryzom.
1. Tower vs. Tree: NPCs talk to you with chat bubble vs. a pop-up browser window
2. Tower vs. Tree: You give the items with normal exchange interface and is very smooth vs. takes it from your bag in a cumbersome multi-click interface
3. Tower vs. Tree: NPCs give you an item IN your bag vs. virtually receiving items in your virtual bag ;)
4. Tower vs. Tree: Log/track in your Mission Journal vs. keep track manually
5. Tower vs. Tree: One interface throughout vs. two interfaces to navigate
6. Tower vs. Tree: Polished/established/immersed MMO vs. clunky/incomplete/browser game

Personally, if future rites, encyclopedia v2 (mentioned in a recently announcement), missions, etc. are moved to this format, I do not see my future in Ryzom. When I want to play pop-up web-browser games, I will log onto FB. I see Ryzom as a HUGE step above those games but with the road I see Winchgate taking, I fear that they are quickly moving into that arena and it makes me sad.

So, this is my personal plea to the developers and owners of Ryzom. Don't debase the wonderful MMORPG of Ryzom just because it is "easier" or "quicker" to move to the web-browser format. Even if you DO use the format, at least make it seem like you aren't and trick us into thinking that Ryzom is the home we have all come to love.

Last edited by Inifuss (1 decade ago)

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Peace, Luv & Cookies,
Inifuss

#2 Report | Quote[en] 

I welcomed the browser-based system for events, because they require stuff to be set up quickly and temporary, so the easier the event team can do that the better.

But it has worried me somewhat that more and more permanent additions are also browser-based, starting with the occupations. The browser-based stuff always has the feeling of a temporary band-aid, to have permanent content looking like that looks sloppy.

I always figured we didn't have much of a choice though - guessing the browser-based stuff just takes a lot less time to implement so it's either that or not content.

I do wonder if the browser-based stuff could not be made to better fit into the game with just a few simple aesthetic changes. Take the NPC-dialog pop-up browser window, for example, big difference if it's a screen-filling black-background window with a single line of text in generic font, or an auto-resized appropriate size window with front and background to resemble the old interface.

#3 Report | Quote[en] 

I did love the old way, and i still do. I don't really like the way the Goo meat is turned in and the Fire and stuff built. I like how the Kitin Observer used to take the pieces.

I want the old ways back.

#4 Report | Quote[en] 

I've only had 1 big event that worked with the old system (then I was gone for very long)

For the people who haven't used the old system:
it works like the Collect missions you can get for fame-grinding, and I like that system a LOT better.

This new system may be easier to create, but the pop-up windows mostly take a LOT of time to load for me.. which gets pretty annoying.

I want the old system back as well

Last edited by Aaylejah (1 decade ago) | Reason: (edit line for new players)

#5 Report | Quote[en] 

the new system is indeed less immersive. Would be nice if there were a way to have the event team place actual npcs players can interact with in game, guess the new system was created because that's not possible.

#6 Report | Quote[en] 

If I have to choose between 1 or even no events a year or several web based events a year then a big +1 to web based

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#7 Report | Quote[en] 

Hi :)

I understand your concern. Please consider the following for creating new content using the Webig and not the "classic" system.

For comparaison between Tower system vs Tree:

Tower system:
Team: 3 Devs , 3 months of work and some weeks of tests
Requirements: Need a patch, need add all items + translations + can't be correct without another patch.

Tree system:
Team: 1 Dev, 1 week of work and tests
Requirements: No patch, no items, easy translation and live corrections

It's easy to understand which is faster, doing things with Webig, and the Tree will never be available in the classic way because we can't patch only for events. Patches need 3 clients (windows, linux, mac), validations, tests, etc. it's a long process that requires months of preparation. That's why the holiday events are the same each year.

Another example, a rite with "classic" system needs 1 month with a fulltime Dev. So, if a Dev works only on the rites of the encyclopedia, in one year only 12 rites will be available and no other content.

Somes actions can't be done using classic system. Some features like spawning campfires, storing items, ... The classic system is very limited and it requires a lot of time to enhance.
Another thing: classic system needs coding, learning and understanding of the nevrax language, interactions and a lot of hacks. Only a Dev with experience can do that.
With ARCC and other Webig apps, the Events Teams will be able to create missions, rites, and other contents without dev skills. And why not players!

This is how we are working on creating more content using Webig.

So, it's not because we WANT to use Webig or because it's the easiest way. It's because other ways are not realistic. We are a small team, and we need be ingenious if we want add more and more content to Ryzom.

But, we already have in mind to make the new content look more like the classic system. A bubble system has been added to Webig and will be available with the next patch. You will not be able to tell if it's the classic system dialogs or not. In a similar manner, we want to display the mission system to ask for items, display objectives, etc. so that it will be difficult know if it is or is not the classic system.
It will not be perfect, but we will continue to work to keep the Ryzom you love and at the same time be able to add new content as quickly as possible.

Thanks for you support!

Ulukyn

Webig or not? That is the question.

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< Ryzom Developer >

#8 Report | Quote[en] 

Thanks for your reply Ulukyn. I am glad to hear that you are looking to give the same look/feel with the web app events, rites, etc.

It is understandable why the web apps are being done and it is good to know that you will be working on the visual aspects as well. Also, if I read between the lines right, it seems that we have a lot to look forward to.

Thanks again!

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Peace, Luv & Cookies,
Inifuss

#9 Report | Quote[en] 

invasion go go :o)
thought ryzer was about team work?

#10 Report | Quote[en] 

Yay for the Frenchies! :P

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Sywindt | Game Master | EN, NL, de, fr

#11 Report | Quote[en] 

The only problem that I have with the Webig is that, unlike the missions, only 1 can be on screen . Flame run event map in window, get an alert of mail, click and mail replaces the flame run. Same thing happened with the tree decorating ingredients list. Would be nice to have either multiple windows or new app adds new tab to existing window.

#12 Report | Quote[en] 

I've only had two complaints with the Webig system, and it sounds like you're definitely addressing the first: the user interface, especially for "crafting" occupation abilities. Even though interface designers all over seem to be moving in the direction of a "Wizard"-like approach, I find the assumption that users can only focus on one thing at a time very insulting. The pre-crafting window for crafting is an excellent design, and had me spoiled: I wanted to nerdrage the very first time I went to create a campfire because of the UI.

The second complaint is more of a concern, and given my limited interaction with the occupations and new events, not one that really directly involves me; I also prefer the default title of "Homin" as well, so I didn't interact with that aspect much either. It seems whenever the Shard goes down for any reason, the backend Webig system is not updated, synchronized, or whatever needs to happen unless someone notices and informs a CSR. Even though you didn't mention this specifically, I'd be surprised if it wasn't something you've at least thought about.

Right now, having the Webig applications look completely different serves a useful purpose: we know that if one aspect is broken, the rest will be too; it reduces frustration from trying various things that ultimately wouldn't work. If the Webig interfaces are changed to be virtually indistinguishable from the core interfaces but synchronization issues aren't worked out, there may be a more confusion and frustration involved, especially from newer players who might not realize there are multiple backends being employed.

Is there any chance that you guys could make a way for the two backend systems to stay synchronized whenever a Shard goes down and comes back up?

#13 Report | Quote[en] 

Hi :)

Sorry, I don't talk about this concern but we have already worked on and will be fixed at next patch.
Also, we have worked to improve communication between Webig and server to make it faster and stronger.

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< Ryzom Developer >
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