IDEEN FÜR RYZOM


Global change in the game

Good time to all.
I would like this post to be seen by all players and developers of the game for further discussion.
I warn you in advance, there will be a lot of text, several thoughts and ideas, I write through a translator, I'm sorry if there are mistakes somewhere or words that are not clear in meaning. I also warn people in advance who will discuss "Criticize — offer!". Thanks.

My name is Jaymz, I am 32 years old, of which I have been playing various MMORPGs for about 18 years. I have my own list of "favorites", I have an understanding and experience in different worlds, with different mechanics, styles and other "abstruse words" and I would like to share some thoughts here.

So back to the game. Ryzom is quite a curious game in many ways at once, it has its own uniqueness, but…
When I first entered this game (a little over a year ago, or maybe two), I stopped playing pretty quickly, an incomprehensible interface (by the way, it's still the same) panels that differ in size, windows that need to be found, in general, a total of "2000th" in combination with the old design, but that's okay, that's not why I stopped playing, but literally after leaving Silan. Familiar, isn't it? First of all, I was confused, there were quests on silan and it was clear what to do and where to go, once in the city, I couldn't figure out what to do next, how to deal with quests, and why mob levels vary so much around the city, I died several times, wandered around the city for several hours and nothing I could understand. After that, I deleted the character and abandoned the game…

After a while, I decided to try it all over again, and this time, for my luck, I met the guild "Atys Wizards" where I was kindly told about everything I should have known at the beginning of the game. And from that moment I stayed for further study of the game, I started pumping the magician, as a result (with difficulty) I got to level 60 and then it turned out why it was so difficult for me to play, it turns out I had to pump "melee" so that I could increase my HP, it was a novelty, but there was nothing to do — I want to live. I began to pump melee in parallel, having also spent a decent amount of time…

So lvlup. LVLup was carried out exclusively on "plants" because other monsters could attack in a crowd or are very strong by themselves, so I spent all my free time alone, or together with guild members, looking for plants suitable for the level in locations to raise levels on them. I must say right away, I have never done more monotonous actions in my life, i.e. in fact, the game does not offer options other than grind, and after a while I started to get bored, but I still continued, because communication with the guild brightened up this boring time. As for pumping melee, this still leaves a lot of questions, i.e. if I originally wanted to play an archer or a swordsman, I wouldn't have to pump magic — why?
Even omitting this moment, I noticed one interesting thing — an imbalance. So, having a magic level of 70+ (90 hands), I hardly kill one plant, while sometimes I have to heal myself (the chance of success of using a spell has never been lower than 97%, but usually 99%). But everything changes when I take daggers and just hit with a standard auto-attack, the melee level was 60, the same plant, I could kill 3-4 pieces without a break without even healing myself. At this moment, I completely lost the desire to play as a magician, because he simply does not survive, low damage per second, frequent misses and lack of understanding whether I caused "periodic damage" finally killed the desire to continue further.
I was thinking, because people (even if there are a few of them) still play, and I decided to ask around in my guild and in the general chat about the game. As it turned out, everything, absolutely everything comes down to the grind, monotonous raising of levels at everything, and from entertainment there are events (of which there are not so many) and not very diverse daily tasks.

Of course, this is not all quibbles, but what "lay on the surface". There are also bugs that are more likely to come from the game engine, for example, at a distance of over 41 meters, I do not see enemy magic attacks, but they continue to go. The hands of male characters at a distance turn into "paddles", optimization is very lame and if you increase the rendering distance it becomes very noticeable, shadows are displayed only on the ground (i.e. Grass and buildings let the shadow through) and not from all objects, some sounds cut the ear and have too high a DB level at low or vice versa high frequencies (for example, acid spells) and so on…

Well, as they say, "Criticize — offer!"

I don't know much about game development, but I understand that any change takes time and effort, so I will try to concentrate the proposals on "volumes".
My suggestions:

- Redesign of the interface: adjusting panel sizes, changing icons (heal from the guild swears at similar spells) changing icon points (if possible, because they can be made even more beautiful and detailed)
That was where my pain was XD

Combining the map and radar (this idea is already on the GIT, it needs to be tested and simply added to the game).
Anyone who can tell you why? Let me explain - the year is 2023. Getting used to the new interface will not be too difficult, and if it is beautiful and harmonious, and most importantly intuitive, then it will definitely attract the attention of beginners.

Quests: think over and make a simple quest system by adding NPCs to cities and neighborhoods that will give quests by analogy with "daily tasks", but with different messages: kill certain mobs or collect certain resources from them, and most importantly, give experience for completing tasks to all attacking branches at once. The same can be done for crafting, you can collect resources from mobs or dig them and also give experience to the branches of crafting and mining. Let this experience not be very big (you need to experiment), but so that you can pump the character by performing such tasks.
It would be ideal to make a "main quest" to get to know Lor, because there is practically no acquaintance with lor in the game itself, to think over a chain of quests based on the maximum attacking level and, for example, to give out clothes and jewelry to choose from for the class as rewards.

Balance: it's not all that simple and you just have to sit and think, there are a lot of ideas, but you need to think through the implementation. I'll take as an example the 2 most popular MMORPGs over the past 18 years, let's see how it's done there? So "combat" usually wear heavy or medium armor, have a decent amount of HP, but the main focus is still armor, physical damage is absorbed by armor, depending on the specialty (tank, ranged damage, melee damage) cause different damage, I think the idea is clear and in principle I did not notice in the game, difficulties with this a branch, maybe just to finalize something. "Magic" is usually light, less often medium armor, have HP slightly lower than in the "battle" branches, but cause increased damage, have mobility and control of the enemy. That's where the questions arise, as in the example above. Ie. in another game, I can "magically" beat the enemy and, depending on the class, either the enemy gets to me with difficulty and dies halfway, or I can run away from him and cause damage at a distance, as well as beat several opponents with "mass skills" (in fact, there are many examples and not from one game, but I hope the essence is clear).
It would not be bad to add an "instant cast" let it have a certain castdown, but the spell itself will be pronounced instantly.
As for HP, I would think about getting rid of HP pumping altogether, so that it would be given automatically from the maximum level of a particular branch, it would be honest and would not require the magician to pump melee (who needs to pump himself).

Events: It would not be bad to also have automatic events, for example PVE, so that a chest appears somewhere on the map, monsters appear around it and you need to fight your way through and take it, or monster attacks on surrounding cities, well, or at least something =)
PVP to make an arena 2x2 3x3 5x5 or something like a battleground, and since there are not enough players yet, make certain sets of skills so that the player's level and clothes do not affect the balance, everyone had ± an equal amount of HP and by choosing a "class" there were several active skills, you could arrange fights for some "bonuses". This would also become unique =)

It would also be nice to see the icons of "buffs" and attacks on the enemy in order to understand whether the aura or periodic damage is acting on him at this time

It would also be nice to think about switching to another engine, such as TinyCore Mangos, but I think it's more difficult than finishing the Ryzom engine, so this question is rather just a thought out loud.

I made a few changes to the files inside the game (changed the loading screens, and started changing the skill icons and the game became a little nicer.

"Left to right:
Aura of life, self-healing, goal healing, running, fear, sep on yourself, roots and cold."



Anyone who says something like "go and play other games" guys, I can easily! But I am interested in developing this game and increasing the number of players, it would be much cooler! Let's discuss this?
Zeige Thema
Last visit Donnerstag 28 November 15:24:31 UTC
P_:G_:PLAYER

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