The constant need for new items gives the crafting skilltree a meaning, it also adds alot to the game dynamic. Imagine you made a very good weapon and armor, it took you a long time to gather materials and maybe also to get lucky on some bonuses. Now if you use these items, they will sooner or later be destroyed and vanish.
It adds alot to the value of those items, in other games you keep the items forever for example with the bind on equip or aquire system. Player simply hog items, with the constant need to find something better. Because items don't vanish, it is also important to balance very very well and make sure to introduce stronger and better items all the time to feed the "gear mill".
Once someone else has a similar item as you do, something new has to be introduced. Because if they use it or leave it in storage, it will be theirs till infinity with no chance to aquire something "better". This might be true for Ryzom at one point too, however you will lose them if you use them :)
I like Ryzoms system better, for some simple reasons:
- "Outdated" or "Buggy" Items don't need to be removed from the game or nerfed: use them, lose them. This way some really old items exist, for example with higher bonus or no requirements. These are very valueable today.
- As mentioned before, why would anyone invest the time to level the slowest skilltree in the game? Crafting is one of the most complex and time consuming skills, not to mention the aspect of finding recipes, gathering materials for good crafts etc.
- The duality of using vs losing. Once you have a fully boosted PvP Armor, Jewelset and Weapon you think twice before equiping this set for an op battle. Is it really worth it, to wear them out?
- Self sustaining content, Ryzom is a sandbox game and works without constant new content like quests, epic loot or instances. Losing equipment creates new tasks in order to replace it.
- Durability becomes an important stat. If you craft something oustanding, you want to have it last as long as possible too. If you could repair it, low Durability would just be an annoyance, if you can't it's essential.
In terms of real world, an item can be repaired, but only a limited time. This could be implemented in the game. For example every time an item gets repaired, a certain amount is removed from the max Durability. So after 2 - 3 repairs it will break forever. Though, this could be achieved with a slower break rate or higher Durability aswell, so no real new "content".
With all the comparisons to other MMOs don't forget the sandbox aspect. Ryzom is not designed to deliver you weekly content, it's based on "power to the players". You as player create the world, find yourself goals and ideally shape Atys. The Ryzom Ring was one of those concepts. As with all sandbox games, at a time one "has seen it all", this is where the development of new self sustaining content and events / animation comes in.
Sadly this aspect is lacking right now ingame, however to a new player Ryzom should provide enough content for a long time, most people complaining here and ingame are long time veterans and play the game already for over 7 years.
It adds alot to the value of those items, in other games you keep the items forever for example with the bind on equip or aquire system. Player simply hog items, with the constant need to find something better. Because items don't vanish, it is also important to balance very very well and make sure to introduce stronger and better items all the time to feed the "gear mill".
Once someone else has a similar item as you do, something new has to be introduced. Because if they use it or leave it in storage, it will be theirs till infinity with no chance to aquire something "better". This might be true for Ryzom at one point too, however you will lose them if you use them :)
I like Ryzoms system better, for some simple reasons:
- "Outdated" or "Buggy" Items don't need to be removed from the game or nerfed: use them, lose them. This way some really old items exist, for example with higher bonus or no requirements. These are very valueable today.
- As mentioned before, why would anyone invest the time to level the slowest skilltree in the game? Crafting is one of the most complex and time consuming skills, not to mention the aspect of finding recipes, gathering materials for good crafts etc.
- The duality of using vs losing. Once you have a fully boosted PvP Armor, Jewelset and Weapon you think twice before equiping this set for an op battle. Is it really worth it, to wear them out?
- Self sustaining content, Ryzom is a sandbox game and works without constant new content like quests, epic loot or instances. Losing equipment creates new tasks in order to replace it.
- Durability becomes an important stat. If you craft something oustanding, you want to have it last as long as possible too. If you could repair it, low Durability would just be an annoyance, if you can't it's essential.
In terms of real world, an item can be repaired, but only a limited time. This could be implemented in the game. For example every time an item gets repaired, a certain amount is removed from the max Durability. So after 2 - 3 repairs it will break forever. Though, this could be achieved with a slower break rate or higher Durability aswell, so no real new "content".
With all the comparisons to other MMOs don't forget the sandbox aspect. Ryzom is not designed to deliver you weekly content, it's based on "power to the players". You as player create the world, find yourself goals and ideally shape Atys. The Ryzom Ring was one of those concepts. As with all sandbox games, at a time one "has seen it all", this is where the development of new self sustaining content and events / animation comes in.
Sadly this aspect is lacking right now ingame, however to a new player Ryzom should provide enough content for a long time, most people complaining here and ingame are long time veterans and play the game already for over 7 years.