Before I comment on Tumbleweed's post, some words about Nehrie's post (#6). I disagree that there is a conflict between "the PvPers" and "the crafters". Many of the most experienced crafters are active PvP players themselves, and not few were and are designing equipment especially for PvP purposes (e.g. PvP jewels, but also weapons, OP mat or not, with properties needed for PvP). And even crafters not or not much interested in PvP will usually not deny to craft gear for PvP purposes. If there are people who want to drive others out of the game, report them to the CSR.
I disagree, though, that crafting were useful for PvP only. There is a lot of equipment for PvE, even for special classes of mobs (fire, elec etc. protection jewelry, max pierce or slash weapons and armor etc.) which are important to fight nameds or bosses, or to survive in high level areas.
Now some short comments about Tumbleweed's post (#12). I agree to some of the points, with certain reservations. Yes, the PvP shops are insufficiently stuffed. Yet, to be honest, I am not happy even with the skirt which awakens the desire for more PvP specific armor, best with outstanding properties no crafter is able to build. In a way, Pandora's box has been opened with the NPC boss hunts already, but that opportunity to get full armor is more restricted. I would favor e.g. craft crystals, also below q200 being offered in faction shops (and not for cheap prices) to retain the interdependency of crafting and gameplay. I can't think of many other rewards to be honest, and would like more proposals.
As to many of the other points: Different e.g. to Eve, Ryzom is not a PvP game with some PvE (which cannot sufficiently be played without PvP which made me quit there), but just the other way round. Ryzom started as a harvesting, crafting, exploration and hunting game, where PvP was added later as an element of the game, but not more.
Maybe it is true that the possible combination of actions is wanting compared to some full fledged PvP games. But mind that a too high number of combinations is leading to combinatorial explosion, meaning that linear extension of possibilities is leading to a polynomial increase towards an uncontrollable and unpredictable number of outcomes. I found that situation in GW where actions constantly had to be rebalanced and nerfed because PvP players found new combinations making some classes and builds unplayable, and others invincible. That lead to constant disruptions of PvE gameplay in a game where roughly 90% of the players were playing solely or mainly PvE. I had professional contact with some Arena people and learnt that roughly 60% of the programming/maintenance effort was spent on PvP related stuff, and over 80% of the administrative work (tickets, complaints, conduct). So mind that even things technically feasible may not be possible in a low staffed MMO like Ryzom.
I disagree, though, that crafting were useful for PvP only. There is a lot of equipment for PvE, even for special classes of mobs (fire, elec etc. protection jewelry, max pierce or slash weapons and armor etc.) which are important to fight nameds or bosses, or to survive in high level areas.
Now some short comments about Tumbleweed's post (#12). I agree to some of the points, with certain reservations. Yes, the PvP shops are insufficiently stuffed. Yet, to be honest, I am not happy even with the skirt which awakens the desire for more PvP specific armor, best with outstanding properties no crafter is able to build. In a way, Pandora's box has been opened with the NPC boss hunts already, but that opportunity to get full armor is more restricted. I would favor e.g. craft crystals, also below q200 being offered in faction shops (and not for cheap prices) to retain the interdependency of crafting and gameplay. I can't think of many other rewards to be honest, and would like more proposals.
As to many of the other points: Different e.g. to Eve, Ryzom is not a PvP game with some PvE (which cannot sufficiently be played without PvP which made me quit there), but just the other way round. Ryzom started as a harvesting, crafting, exploration and hunting game, where PvP was added later as an element of the game, but not more.
Maybe it is true that the possible combination of actions is wanting compared to some full fledged PvP games. But mind that a too high number of combinations is leading to combinatorial explosion, meaning that linear extension of possibilities is leading to a polynomial increase towards an uncontrollable and unpredictable number of outcomes. I found that situation in GW where actions constantly had to be rebalanced and nerfed because PvP players found new combinations making some classes and builds unplayable, and others invincible. That lead to constant disruptions of PvE gameplay in a game where roughly 90% of the players were playing solely or mainly PvE. I had professional contact with some Arena people and learnt that roughly 60% of the programming/maintenance effort was spent on PvP related stuff, and over 80% of the administrative work (tickets, complaints, conduct). So mind that even things technically feasible may not be possible in a low staffed MMO like Ryzom.
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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral