I feel that that person just wanted an "idle-clicker" RPG with zero effort required, and was so angry that Ryzom didn't give him that that they didnt' even try to attempt to learn. In fact, at a few spots, he seems to go out of his way to NOT learn simply for the sake for making a clickbait video.
The only totally accurate part of that video that I can see is that there is a learning curve that is a bit steep for some people's tastes, and the tutorials are not up to snuff. However, I feel that, "This game is not for me.", is a more rational and mature response than that video.
o broken user interface
Not broken by any means; simply old-school. It's not your modern "limit the options and focus on looking pretty" type of UI. It has a lot of functionality once you learn it, and the entire point of an interface is to get information from and give commands to the computer. In that regard, it's actually among the best I've seen
That said, it is a little unintuitive, and I admit that I would've had a hard time with it if I hadn't grown up with more primitive UIs back when you needed to RTFM just to figure out how to load and run programs because mice and GUIs were not a thing yet.
o bad or broken tutorials
Admittedly true, which is why Silan is in the process of being revamped. I think most of us have learned more from other players than we ever did from Silan.
Ryzom can get deep if you are into deep play, and a good tutorial should give at least some indication that there is more than just the utter basics, but it's a fine balancing act between teaching what one needs to start out while piqueing curiousity and intimidating them with information overload. Ryzom rewards learning, which is something many other games fail at. But in it's current form, it doesn't do a great job of teaching. That's where the community steps up, and the community here is part of teh reason I stuck around more than a few weeks. Many of us are more than willing to teach.
o confusing skill system
It's more fine-grained than many other games, especially as the skill tree branches out at higher levels, but the progression seems pretty straight forward to me. Aside from the fact that you can edit/customize your actions, what confusing? Is it option shock?
o no autoloot
I can think of a couple of reasons why that's actually a good thing. One is anti-botting. Another is to make you a bit more mindful of where you drop your target; you have to use a bit more strategy than just unload damage and get rewards.
o no main story
Atys has a history, and plenty of lore. But Ryzom is not the type of story-game where you can speedrun your way from beginning to end in 30-80 hours. It's more of a living world than an interactive movie.
o grinding quests
It's a little grindy if you are after whatever rewards NPCs offer, or simply tons of XP, but what RPG isn't? And if you have enough (dappers/fame/Elyps) to be happy, you can just ignore quests and go full-sandbox. The amount of grind required depends on your goals. Sure, achieving some goals is a total grind, but others... not so much. It really depends on what you want.
The only totally accurate part of that video that I can see is that there is a learning curve that is a bit steep for some people's tastes, and the tutorials are not up to snuff. However, I feel that, "This game is not for me.", is a more rational and mature response than that video.
o broken user interface
Not broken by any means; simply old-school. It's not your modern "limit the options and focus on looking pretty" type of UI. It has a lot of functionality once you learn it, and the entire point of an interface is to get information from and give commands to the computer. In that regard, it's actually among the best I've seen
That said, it is a little unintuitive, and I admit that I would've had a hard time with it if I hadn't grown up with more primitive UIs back when you needed to RTFM just to figure out how to load and run programs because mice and GUIs were not a thing yet.
o bad or broken tutorials
Admittedly true, which is why Silan is in the process of being revamped. I think most of us have learned more from other players than we ever did from Silan.
Ryzom can get deep if you are into deep play, and a good tutorial should give at least some indication that there is more than just the utter basics, but it's a fine balancing act between teaching what one needs to start out while piqueing curiousity and intimidating them with information overload. Ryzom rewards learning, which is something many other games fail at. But in it's current form, it doesn't do a great job of teaching. That's where the community steps up, and the community here is part of teh reason I stuck around more than a few weeks. Many of us are more than willing to teach.
o confusing skill system
It's more fine-grained than many other games, especially as the skill tree branches out at higher levels, but the progression seems pretty straight forward to me. Aside from the fact that you can edit/customize your actions, what confusing? Is it option shock?
o no autoloot
I can think of a couple of reasons why that's actually a good thing. One is anti-botting. Another is to make you a bit more mindful of where you drop your target; you have to use a bit more strategy than just unload damage and get rewards.
o no main story
Atys has a history, and plenty of lore. But Ryzom is not the type of story-game where you can speedrun your way from beginning to end in 30-80 hours. It's more of a living world than an interactive movie.
o grinding quests
It's a little grindy if you are after whatever rewards NPCs offer, or simply tons of XP, but what RPG isn't? And if you have enough (dappers/fame/Elyps) to be happy, you can just ignore quests and go full-sandbox. The amount of grind required depends on your goals. Sure, achieving some goals is a total grind, but others... not so much. It really depends on what you want.
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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.