IDEAS FOR RYZOM


What do yu thing of this idea.
This is the best idea since yubodolls were invented.
Atys: Binarabi, Karabas, Libre, Rollocks, Sygmus, Synthax, Tart, Virg, Winxy, Xtarsia
10 (3)
34.5%
I am too frail and weak to engage in PvP so please don't do this.
Atys: Casy, Mate, Tumbleweed
3
10.3%
Other
Atys: Ahti, Aleeskandaro, Anzhanto, Arfur, Arugula, Bambamseven, Bitttymacod, Daomei, Exodus, Irfidel, Jarnys, Markanjio, Meagon, Sharleen, Sorum, Suboxide
16
55.2%
Abstain 5
Poll is closed
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#59 [ru] 

Aside from trolling, the original idea is terribad for many obvious reasons. Spicing the game for those who don't want it to be spiced would only turn them off, making them either not logging in game at all or sitting in GH's and around altars chatting all day long. Very exciting. Thinking that people, not interested in PvP, suddenly would love it if you impose a PvP event on them, is naive, to say the least.

Let's be honest, Ryzom ain't a PvP gem and hardly gonna be that in forthcoming years. No PvP events whatsoever can change it and attract PvP crowd from outside of the game.

There used to be lots of PvP-oriented guilds and players back in the past. Do you ever ask yourself why did all these people quit? Had they all have stayed in game, the population would be few times bigger than now. Why PvP corporations in Eve, founded back in 2003-2005, still exsist and active ten years later, while in Ryzom all the old dedicated PvP groups vanished and the new ones, if they ever appear, don't stay for long?

My answer is that PvP in Ryzom is meaningless in general, way too ultimative about the whole "get the best gear or die" thing, has no risk of loss involved and miserable rewards. It's meh at best, especially when compared to other games, and simply not enough to attract and retain PvP players.

if you do not have Lore - you have nothing and the game will die ...

That made me chuckle a bit. Oh really? Warhammer Online has great lore. Whether you like it or not, you have to admit that it has well developed and polished lore. Yet the game has been closed in last December. Somehow the lore didn't save it from failing. What about SWG? Same story. What about SWTOR failing so bad at retaining subscribed players, despite the lore, that EA turned it into f2p? And LotRO?.. No matter what kind of lore your game has, if the game itself is crap, no lore in the world gonna save it from closure or degradation.

Last edited by Tumbleweed (1 decade ago)

#60 [en] 

about the lore thing true, I loved the rules on aristople alot more where I didn't have to know what a certain tribe did and stuff was alot more fun using the simplified rules we got (all are friends and if it's an event just choose a side kill some friends and after team up with them and have fun), the only reason I'm debating to leave the game atm is all the new lore and rp rules ingame. wich are borderline crazy (some ppl really need professional help in this game like little kids saying you can't be friends with that person or you'll get karavan coodies and such)

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#61 [en] 

Suboxide (atys)
about the lore thing true, I loved the rules on aristople alot more where I didn't have to know what a certain tribe did and stuff was alot more fun using the simplified rules we got (all are friends and if it's an event just choose a side kill some friends and after team up with them and have fun), the only reason I'm debating to leave the game atm is all the new lore and rp rules ingame. wich are borderline crazy (some ppl really need professional help in this game like little kids saying you can't be friends with that person or you'll get karavan coodies and such)

I don't care about the lore much, just treat people like people regardless of race, lore or anything else just like in RL.

As that saying goes
Lores are made to be broken (hehe)

#62 [en] 

Please allow me to bring up two points that people have brought up before (skill level and events) and look at it from a different angle.

What's the intrinsic difference of PvE versus PvP?

PvE is something folks can do alone and due to the fact that players usually choose their (NPC or mob) enemy, they choose the weapons and the level of skills. Players thus regularly choose a balanced, probably challenging, but doable enemy setup. _If_ PvE players feel like going at endgame PvE content, they choose to team up. The point here is: Everytime the player logs on, she has full choice of how and what to do in PvE. And players can participate from any skill level.

PvP is something you need at least two players to do. Often, the more, the merrier because more players involved means there's more room for tactics such as different weapons, skills, groupings, changes in combat style over time, etc. (1st difficulty)
To make it both challenging and rewarding, the fight has to be somewhat balanced on two scales: The level of the skills in use by the homins _and_ the ability to make those work best by the players. (2nd difficulty)

With that in mind, forcing PvP flag on everyone is very tough. Because I cannot choose the skill in use, I cannot choose the level of my opponent, I cannot choose the time and place. This will not be rewarding for me. It also won't be challenging. I would just be dead. Even if I'm not ganked today, eventually I will be. And I simply don't want that. Not even a single time. If I decide for myself to have a quiet evening digging near Dyron, I'm having enough trouble as it is with stray Kirostas or wandering Ocyxs. But I do see the point that PvP folks would like to have more fun and I can relate to that. Contrary of what has been said before I don't believe it's a matter of the number of targets available. Just having "victims" does not mean fun for the PvP folks. And I believe this is mutually agreed upon, too.

A few pages ago, several players already pointed out that the Nine Mektoubs event was quite a success (even if we can debate on the level of PvP or PvE this has been). For me (a partly RP player who prefers PvE) it was fun because it had a nice fit with the current storyline, because there was at least a theoretical chance that the outcome was open and changed the way the camps were or were not built, and there was no reason for _players_ to begrudge the attack. For me it was the first ever PvP activity, even though it felt mostly like PvE to me because I'm just a mid-level healer right now.

Also, several players pointed out the potential of scheduling events in general to support PvP. Looking at all the points in this post, I would like to emphasize that to the active PvP community: Like the Cookies did (and lots of others probably, too - remember I'm not active in PvP) - come up with a good idea for an event, and just do it. I would hope that if it fits into the storyline, the event team helps you with the setup (and we get something like the Nine Mektoub event). If it doesn't fit, maybe you can organize it by doing a cross-language post and calling to arms.

We have had so many threads on what new features in the game we need to make PvP more attractive. We probably won't get them because of dev time. Like we probably don't get new PvE features. The fun comes when we organize ourselves and be creative and work with (and sometimes even without) the event team to create content ourselves. We don't have the ring anymore to create landscapes and scenarios, but we can still create stories. It's a lot of work, though.
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