IDEAS FOR RYZOM


Raise the maximum experience limit.

Rikutatis
I fail to understand why people think boring and repetitive grind is difficulty. It's not difficult, it's just repetitive and grindy.
Difficult is going to dig supreme mats solo in an area filled with vorax where KPs are patrolling nearby. Or killing jugukoo with only 2 homins. Those are challenges.
Spending countless hours killing cratchas all the way to 210 and after that pulling najabs one by one in a very safe and comfortable environment is not difficult. It's just boring and repetitive.
Riku, it depends. It is up to the player to make level training boring or interesting. That is, btw., true to most ingame activities.

As to Jugukoo, I only managed to kill it with 3 homins (but 2 players). If you know what to do, it is more repetitive than hard after having pulled it to a tp - takes a lot of time as it is tenacious and has loads of hp - some eggs recommended, too. In a team of two, it indeed needs a lot of time, concentration, and skill, I am not sure whether I could manage it, even with a very good partner. But alas, what does that mean, if not that such an excellent player has a lot of routine, knowledge, and dexterity. And how to obtain that if not by patiently training and honing of your abilities, which of course is "repetitive and grindy".

When the server merge happened, I had "only" mastered 21 skills. Note that level training then had already been eased by introducing cats, and obtaining cats by introducing the sadly removed advanced occupations, later. I somewhat regret the introduction of permacats because it made it less necessary to interact.

From the design of the game, it was not intended to make acquisition of levels that easy. Instead, the idea was that players should usually have a few masters so that they had to cooperate in teams, guilds, alliances, and networks of friends. The alleviations of the level burden already highly eased soloplay, or playing with alts. This was, to some extent, a necessity. But further easing might prove destructive.

I have seen games going downhill because the management, driven by the wish to acquire new subscribers, pressed to "make things easier". That was particularly the case in GW1 where I witnessed it myself, but reportedly by friends who played it, in WoW as well. Such easing drove out loads of experienced players, when their frustration and boredom could not at least be compensated by extensions of the games or even a successor game Project, an option which is not available for Ryzom nor is it - at least the latter - desirable.

Unless one is willing to spend tons of hours of training one should accept that mastering of skills is not for free. The option either to do it with low risk at frequently crowded level spots, or seek more risky and entertaining methods, is up to everybody, as well as the decision either to play in guilds, teams, with alts, or a mix of all that.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral
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