Rikutatis
I hear people saying a lot that Ryzom doesn't have an end game and it's all about the journey. While that's partially true, any MMO, no matter how theme park it is, can be played that way. But Ryzom does have an end game. A very clear one. Digging supreme q250 mats, scouting and killing q270 bosses, going on NPC boss "raids" for mara armor, PVP in supernodes and OP wars. All of those are end game activities. It's what people do when they master what they wanted to master. And while you can participate in those with a lower level toon, you'll be pretty much useless and more often than not a hindrance to your team (a heal 150ish can be helpful in some of those, but still nothing decisive).
I strongly disagree here. Let us have a look at the "end game content":
- sup mat digging
Supreme mat does not start at q250 but at q150. When crafting for levels below 225/240, those materials are exactly as valuable as those of q250. And a CPer is of much help even at lvl 125 when digging q250 mats. For sub-q250 even CPers below that are not bad, and diggers between 140 and 190 may dig q150-200 mat not so much worse than a master (somewhat worse ofc, granted).
- boss scouting and hunting
Not only q270 bosses matter, for some purposes like PvP jewels and Eroukan armor, some q220 bosses are equally or even more important. For other boss mat below q250/200, same goes as mentioned above. And while scouting can be best done by somebody with max hp, that is not absolutely necessary. 225 in anything suffices for max dodge hp boosted by max adv dodge daggers of which the level is not that important (ok bit more hp for q250 ones). And aside from intentional scouting, attentive players alerting their friends and guildies are useful and make a difference, no matter what level.
During boss hunts, younger players or f2p often have an important role as backhealers. I recall that Triplex once asked me to assist him with Shooketh, when my heal level was fairly below 175. I just followed orders and rezed and healed as told. Was a great adventure and demonstrates that even lower level players, even when bit clumsy like me, are not excluded from "end game content" because they are not masters.
- NPC boss hunts
In the open round, even players below level 100 have been accepted, mainly as backhealers, and have proven useful. Beneath that, the participation in a multiteam fighting event is an interesting experience, and much of a challenge for the leader of the event. Participation of lower level players is an important element of inclusion of players of all levels. It does not need any master to do a significant contribution.
- PvP in supernodes and OP wars
Here again, players of every level are accepted. Granted that the lower levels are serving as backhealers and CPers in the further and mainly backhealers/healers, and beside that as cannonfodder in the latter, they are welcome and useful. Again, no "endgame content".
Pei-Ruz is possibly the only one where masters in ele and melee (2h axe or sword) are required or at least a decisive advantage, so are healing capabilities best not below lvl220, celestial guardian a nice to have. It is absolutely possible to do Dante without a master in team, and not hard with only a few masters.
The truth is that people join an established guild, and all their guildies are getting calls for boss hunts in high level zones, going on OP wars, etc. And new players feel like they need to get at least a couple masters to be able to keep up with the guild. But after they get 1 or 2, they realize they need at least a few more.
In an established guild in particular, young players should be integrated, not made feeling inferior because they have not mastered skills. I recall a highly respected player in KoD, having been f2p for years before subscribing, and having played a crucial role though, organizing guild and player events, participating in PvP, SN, OP wars, boss hunts, boss scouting, PR digging, everything. He was respected as a highly skilled and valuable player. A guild failing its duty to respect younger players misses the point of the game.
A PVE'er who just wants to do the basics needs 250 in ele, 1 melee, a 200+ heal (250 if he wants to do Pei-Ruz though), and at least one 250 in forage (but preferably one in PR as well if he wants supreme gear). That's 4-5 masters.
My apologies, but that is rubbish. Masters are handy, but no need. I played the game nearly a year at very high intensity before mastering my first skill (granted, the reason was that I developped very much in parallel at a time). I cannot say that I missed much. Even after reaching lvl250 I always felt that I had still lots to learn, and most of it could be learned without a master, some even better when your level was not so high.
Of course, masters are an advantage. As Gidget correctly stated, the return of mastering highly diminishes with the skills already mastered. In digging, you need one master, then reach lvl240, lean back and let it happen. In crafting it is much the same. Only those addicted to achievements (like me) will try to obtain master levels no matter whether useful or not.
If you actually want to craft, add more to that. If you want to craft armor or jewelry, good luck with the grind. =P
As to the difference between Eve and Ryzom, I am not sure that I were happy to have a skill trained automatically by time elapsed even if logged out. I do not say that such does not work, but I prefer our system which encourages own effort, teaming up, choice of weapon and gear, creates interdependencies and leaves the choice to do it the safer way or pick challenges.
To PvP I decline to comment, as I do not practise PvP. If your fellow PvPer set such standards for competition, which looksto me like an arms race with poor respect of dexterity, it is up to you and your fellow players. If you are content, no problem. But complaints that the "required" master levels are not given for free is beyond my understanding.
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