#32 Added by Xanix 9 years ago Report | Quote
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#33 Added by Kailo 9 years ago Report | Quote
OK, in my (not really humble) opinion please do NOT mess with Ryzoms classless system. That is one of the reasons I love this game. I will not play a game that is class based. Period.Yes, there are problems with the bugs and glitches in the game, and in my opinion, that is the only thing that makes this game less than perfect. Other than that, I am willing to tolerate these bugs and glitches.Also, a few months ago, I had accidentally deleted a character. I had been playing that character for about a year-and-a-half. T comtacted tech support immediately after I had deleted the character. Now, it took about a week, but the dead character had been reincarnated.THAT, support, although somewhat slow, was a damn good thing, It had saved me from having to was another year-and-a-half to get my character back.I do not know if another such game would have done this thing, but I think that tech support is a damn fine job.DAMN... I am rambling again.....oops.... sorry!
#34 Added by Daomei 9 years ago Report | Quote
There would be many aspects to explore. Is the level/quality ladder working well?
Does it represent a problem in low population situations? Is it entertaining or plain boring?
Is the class-less system fulfilling it's promises? Can players develop and enjoy their own personal style? Is every skill line meaningful? How do they synergize when solo and when in team? Is interaction with ecosystems satisfactory? Are new players receiving the right stimulus in the early stages to crave for more? Is the "world as a system" idea able to provide fun for veterans and newcomers alike? Is it worth paying for, statistically talking? etc
Many possible questions and even more possible answers.I don't want to answer all of them. Else I would just become a game developer and probably make my own product :p But who knows, maybe Ryzom community is up to the challenge.-for fun
#35 Added by Madre 9 years ago Report | Quote
#36 Added by Zendae 9 years ago Report | Quote
I would love to experiment with another layer over the skill system, so a player could orientate a certain character towards a certain style.
#37 Added by Daomei 9 years ago Report | Quote
The classless system was a bit deceiving to me. ..Two characters end up being the same. Hence the question, is it a classless or a single-class game?
#38 Added by Madre 9 years ago Report | Quote
#39 Added by Rikutatis 9 years ago Report | Quote
#40 Added by Kovabon 9 years ago Report | Quote
#41 Added by Arfur 9 years ago Report | Quote
#42 Added by Binarabi 9 years ago Report | Quote
Sometimes I do get the feeling that Ryzom enjoys a captive audience that suffers from Stockholm Syndrome - hence the reactions like in this thread.
#43 Added by Madre 9 years ago Report | Quote
#44 Added by Arfur 9 years ago Report | Quote
Edited 4 times | Last edited by Arfur (9 years ago)
#45 Added by Gidget 9 years ago Report | Quote
Is the class-less system fulfilling it's promises? Can players develop and enjoy their own personal style? Is every skill line meaningful? How do they synergize when solo and when in team? Is interaction with ecosystems satisfactory?
#46 Added by Kailo 9 years ago Report | Quote
MadreIs the class-less system fulfilling it's promises? Can players develop and enjoy their own personal style? Is every skill line meaningful? How do they synergize when solo and when in team? Is interaction with ecosystems satisfactory?I tend to favor "classless" games like GURPS, Shadowrun and Ryzom, both despite and because all characters eventually wind up all skills. I like to be limited by my own efforts to develop in a particular direction rather than by some arbitrary mechanic.Of course, just because all characters can end up the same, that doesn't mean that there isn't room for style. Given that it takes years to master every skill, that style is most often expressed by what path one chooses; which skills one masters first. There are some master diggers out there with practically no combat skills. There are more than a few that are all about the tanking who have low dig and craft skills too. As for how well they synergize, I think they got that handled fairly well. Casters need many HP so that they can use HP credits to cast the big spells, so they gain great benefit from working their melee skills. Conversely, melee is easier with enchants, often of spells that require high magic skills to unlock. Crafting takes enough mats that it's simply not practical to get into crafting unless you work your digging skills; all crafters are diggers. But the best gear often requires Named/Boss mats, which in turn requires you to be good in a fight. In team situations, you often have roles that leave some leeway in how to perform them. Some like the slow, hard-hitting two-hand weapons while others prefer the one-handers with their high HPM and superior Adversary Dodge modifier. Some casters go for cheaper single spells to conserve HP/Sap while others prefer to max out and rely a little more on the rest of the pod to heal them. Some teams trek like ninjas, carefully weaving between mobs, while some go through like a river of lava destroying all in their path. Even two toons with identical skills will be quite different based on style.
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