IDEAS FOR RYZOM


Balance Teleporting and Trekking (version A)

Laoviel
... let's review the initial proposition: "make teleportation harder, so that people go sightseeing more".
That isn't the initial proposition. Yeah, sounds similar, but misses the point.

The point isn't, teleport yes, teleport no, it isn't even about sightseeing, the point is the balancing of the traveling methods, specifically when crossing national borders.
A correct balancing of teleporting and trekking should be like:
Teleports: quick and safe, but very expensive
Trekk: cheap and rewarding, but dangerous
(tinkering with the price was just the first thing which came to mind, actually anything goes as long as there are compelling reasons to use both traveling methods to change nation, it goes both ways, contain teleporting on long distances, and reward more dangerous traveling)

At the moment the traveling methods look unbalanced, in the worst way of the two extremes, cause while teleports don't add anything to the game aside personal convenience, so their loss or underuse wouldn't bring much harm, actual traveling is what breaths life in the game world, more than any npc, mechanic, or event, it's the players who make a gaming world alive, the less chances there are to cross roads the more empty the world looks.
Any mmorpg main duty is to facilitate players meeting up.

Was this any other game, or just a virtual chat, players could just meet in cities and during events and be satisfied with that, but in a world of supposedly explorers and adventurers, the shortage of encounters on the road, and the unwillingness to walk, reflects negatively on the quality of said explorers and adventurers, makes this look like a world of sofa rangers.
Just have some self-respect and go out there to flaunt your exploring experience and knowledge of the world.

What good is an explorer who doesn't have tales to tell?



Player run events are still nice, and good to have, but a balanced system is worth 100000 events, when the talk is only about keeping a game alive.
When people meet and come together naturally, without an event pushing them, isn't that so much better?
An event eventually ends, or the people running events tire out, but a functional system works all the time.
Events should be just about having fun, burdening events with more serious stuff, like carrying activity, is regrettable.


One note about game driven entertainment and player driven entertainment:
It's actually really hard for any game to be entertaining for long time, it takes real developing talent and experience to even create something decent, eventually the players stop looking at the scenery and focus instead on the numbers and the backstage, to say, relying on the bare world to carry the entertainment is a common player mistake.
It is a natural outcome for singleplayer games, you finish the game and stop playing, then move on to the next game, but applying the same reasoning to mmorpgs means not being able to differentiate playing with others from playing alone.
People who quit because the game wasn't offering them something, probably should have played a singleplayer game instead.
The lack of community, or it's bad quality, those are proper reasons to leave any mmorpg.
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Last visit Thursday, 28 March 08:00:37 UTC
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