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New Player review/perspective.

It seems like a lot of the issues are either Ryzom not being well-documented, or Ryzom being different from other games and thus not all of the common tropes apply.


Scalable Radar - While it is a bit hidden, if you open up the Configuration dialog (hit U) and look under Graphics -> General, you will see a slider to scale all UI elements. Admittedly, that would be a handy piece of information to know without having to be told by a fellow player.

Radar Boundaries - The cities may seem a little hard to navigate if you are not familiar with the map's UI, but if you click on the grey area of the map where the city is, you get a more zoomed-in version, walls and all, that is more than good enough to navigate the maze that is the southern half of Pyr. Again, that would be a handy piece of information to know without having to be told.

Rez effect/dying - If you get a Death Penalty (DP) then it's a simple matter of any XP you earn going towards reducing that DP instead of towards your skills; you NEVER actually lose XP. And if you are doing things challenging enough to normally earn a decent amount of XP, you can work off a DP in mere minutes.
Ryzom Wiki
You remove DP by performing actions, removing DP at a rate of (skill used level / 10) * xp gained.
If your highest skill is 20 (reasonable for Silan), the DP is 2,750 per death. A Weaned Yelk is worth 1500 XP to a level 20 character, ((20/10)*1500)=3000, and 3000>2750, so soloing one Weaned Yelk should get rid of the DP with points to spare. A Master (250) has a DP of 462,500 and (for DP purposes) a Great Kincher is 2305 XP, so it would take a master about 8 Great Kincher kills to lose a DP... or a couple minutes of digging.
I can see why new players might think the penalty is a little harsh, but once you learn how the XP system in Ryzom works, especially how RELATIVE level affects XP, it's less harsh than it seems to those that do not understand the sliding scale XP system.
In fact, it seems that the way teh XP system works where XP is rewarded based on relative level instead of absolute level seems to confuse a lot of folks coming from other games whoa re used to earning at least a tiny bit of XP from massive repetition of trivial tasks. Once you unlearn that, you will realize that taking on the challenges you would to advance at a decent rate will burn DPs fast while beating up on things 10+ levels below you won't get you very far.

Macros - Could you please elaborate a little? It sounds like you are wanting spellcasting to have the same sort of locking toggle that melee has instead of having to press the key to cast every 2-4 seconds in order to maintain a steady barrage of spells. Personally, I'm not sure what that would do aside from encourage bot-mages.
As for limiting melee actions the same way instead of the current system, that might be worth considering. It would make using enchants a bit harder and complicate Ranged considerably while also being a meaningless change in situations where the tank has more than 1 mob on them at a time, so there's a bit to consider. But if you honestly think that having magic and melee work more similarly to each other would make new players more comfortable then it's worth discussing.

Inventory - This is one area where knowledge of other games is actually a drawback due to Ryzom being a bit different. One lesson I learned fairly early on was space management. With just my bag (300 bulk), I can easily 2 sets of armor, 2 sets of jewels, 5 weapons, a shield, and a pick while still having space left over. But if you insist on looting every kill and keeping it's mats whether you need them or not, then that space goes away quite quickly; 0.5 bulk per mat.
It may seem like you need to keep every mat and item you get and sell it, and to sell EVERYTHING you craft, but the truth is that that is a bit of a waste. You will find that you really do not need much money in Silan; reward gear is plenty good, and there isn't much worth buying. And on Mainland, you will make so much more from missions than you will from merchants that you really won't need much storage unless you get REALLY serious about dig/craft. If you stash a couple suites or armor and a dozen weapons on your mount, and carry only dig gear (LA, jewels, pick) and a craft tool, you can hold over 400 mats with ease, craft them off to free up space, and repeat the cycle, living happily out of just your bag.

Out of combat run speed - My first thought is that going in and out of that speed would cause enough motion sickness to make some folks quit for medical reasons. My second thought is that Super Speed (200% movement for a few seconds) is a power, and I still have a few hundred Speed Eggs collected from events that allow me to use that double movement even when my action is on cooldown. And my third is that I rarely run for long distances except when I am scouting and thus less interested in a destination than in who I find along the way.

City travel - Carry at least one of each Neutral TP at all times, and getting to any capital anytime from anywhere is easy. Now, they could do a better job of explaining New Horizons and how to use it to get between cities within a region...

Teleport - TPs work differently for Kami/Karavan than for Neutral/Ranger while Marauders have their own system that works much like you describe. Honestly, I had hoped we'd all use a system like the Marauders by now, but I know that some hardcore factional-RP folks would NEVER EVER EVER EVER allow those not aligned with a higher power to have such a convenience because "Neutrality has a price", and at least two who think that because they don't use TPs, nobody else should either and everyone should just run everywhere.
That said, TPs used to be 0.2 bulk a piece but are now 0-bulk, so it's now simply about organization/UI and not actual storage.

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

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Last visit Wednesday, 27 November 09:24:15 UTC
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