IDEAS FOR RYZOM


How to make Ryzom great again (mix of ideas open to discussion)

I agree with Sinvaders for the most part. I have helped lead and recruit for a couple of guilds in the past and it is amazing how many people prefer to stay scattered in 20 guilds of 1 or 2 members in
a community that is already small to begin with instead of merging together in a larger, more active and alive guild. Or to stick with a guild that has been dead for a decade for nostalgia's sake instead of joining one of the more active guilds of his faction. I'm not trying to be harsh or criticize specific players here, but I do share the sentiment that an MMO loses a lot of its appeal to me without the social aspect. Every MMO has solos and lone wolves, it's a playstyle, it's just that in Ryzom with a low population of a few hundred and a high percentage of solos/tiny guilds, this really hinders the "large guilds" scene.

As for faction vs faction RP, in terms of the lore I think there could even be a good case for kamis and karas to team together or trade _ once in a while _, depending on the circumstances. The biggest offender to me are usually marauders, in the lore it makes no sense at all for maras to team with others or hang out in cities. Personally I just think the inclusion of maras in the game was a bad idea, specially given the low population. They're too anti-social. Trytonnists would probably have been a better third faction to add at the time.

Another problem with non-RPers killing the immersion of factionist RPers are TPs. Neutrals not having any PR TPs just forces non-RPers to choose one of the factions just for the TPs alone and they can't be bothered to try to follow the lore for that faction.

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"We are Kami. We are here to be you. We are many as you are of many minds. We are one as you are one in Ma-Duk."
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Last visit Friday, 17 May 06:06:48 UTC
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