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| mildred |
Posted: Thu Dec 14, 2006 10:55 am |
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Joined: 28 Nov 2006
Posts: 57
Location: France
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Hi,
Last sunday or monday, I can't remember I successfully installed Ryzom on Arch Linux with wine ... and it works well even if I think I don't have enough memory to run the game correctly. And I played and really enjoyed Ryzom. I really hope that ryzom.org will win.
I also played NeverWinter Nights (mostly because it is avaible on GNU/Linux) and I also enjoyed it. NWN has some features that I found very useful and I think could be interresting to have in Ryzom. This post is not to demand them but rather discuss of them and maybe a reminder for later whel Ryzom will be a free software. Please, tell me what you think about those, I would be verry interrested.
In NWN, there is a small window where you can see the dice used ... how really everything is calculated. I think showing something like this is interresting because you can se if you have failed just because of a lack of luck or if you really can't win. It also made me discover features of the game ... how it works.
Something else: empathy with animals. Something you can do to make animals your friends. I really want that because I really don't like to kill animals but it seems the only way to make progress in Ryzom :(.
In NWN, when you have such empathy and you use it, the target will then fight for you. I don't really like this because my goal is not to get those animals killed. So I would rather prefer to have them not fighting me when I approach.
Also, in NWN you can hide yourself, walk silently, be discrete. Then others people can't see you unless you are very near from them, or unless they have good perception of their environment. I think they use dices to determine if someone is discovered bo someone else and I think that is the most interresting feature (even if it may be the most difficule to implement).
Mildred
PS: sorry if my english is not that good ... Writing in french would be easier but I think there are more that can read english. |
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| sfb |
Posted: Thu Dec 14, 2006 6:10 pm |
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Joined: 28 Nov 2006
Posts: 46
Location: Minnesota, USA
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| I'll only respond to the dice rolls suggestion. I know that a lot of "power players" would like this kind of feature but the new philosophy gaining traction in game design is to not show players numbers. Giving them numbers detaches them from the "reality" of the game and focuses them on stats and stat gains. I'm personally more in favor of eliminating visible stats (be they numeric or descriptive) altogether and having players rely on common sense and a general feel based on the outcomes of experienced events to judge their abilities. |
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| cloudy97 |
Posted: Thu Dec 14, 2006 8:19 pm |
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Joined: 24 Nov 2006
Posts: 11
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I'd like the NWN / D&D type of Animal Empathy rather than other games' pet systems, there are some balancing issues that must be addressed to make it work though.
About sneaking skills; the current sneak style in the game is great for PVE. You must learn the mob behaviour to be successful. A different type of sneaking ("hide in plain sight" or what it can be called) would have some use in PVP only. |
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| luinil |
Posted: Thu Dec 14, 2006 9:10 pm |
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Joined: 25 Nov 2006
Posts: 185
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sfb wrote: I'll only respond to the dice rolls suggestion. I know that a lot of "power players" would like this kind of feature but the new philosophy gaining traction in game design is to not show players numbers. Giving them numbers detaches them from the "reality" of the game and focuses them on stats and stat gains. I'm personally more in favor of eliminating visible stats (be they numeric or descriptive) altogether and having players rely on common sense and a general feel based on the outcomes of experienced events to judge their abilities.
I think the same as you :)
For me it would be intresting to eliminate the lvls (you can't see them anymore, but they are still here), and so you would have to "feel" your strength. |
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| b1f30 |
Posted: Thu Dec 14, 2006 10:17 pm |
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Joined: 14 Dec 2006
Posts: 6
Location: USA
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luinil wrote: I think the same as you :)
For me it would be intresting to eliminate the lvls (you can't see them anymore, but they are still here), and so you would have to "feel" your strength.
Players love to show off and numbers are a visiual representation of their false sense of accomplishment - let them keep the numbers. While I somewhat agree with your statement, what appeals to me personally, is not knowing the level of my opponent and/or mob I'm peeking at - might make for some interesting gameplay.
I have *zillions* of ideas - but then again, I need to jump back into Ryzom and remember how the current system works.
I'll be posting more, and I'm very excited about this project moving to GPL/Free Software.
Cheers.
xoxo
~b1f |
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| hook |
Posted: Tue Dec 19, 2006 7:36 pm |
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Joined: 19 Dec 2006
Posts: 10
Location: Ljubljana, Slovenia, EU
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I think both ideas have potential, if they're built in as optional.
There are quite a few (MMO)RPGs that have showing hit and dice details as an option, which would be IMHO also acceptable. The player is free to choose whether (s)he wants to see the details or not. I'm sure a lot of oldskool players (e.g. coming from pen'n'paper) would love it.
The very short time I had playing Ryzom demo (on wintendo :P) I was also a bit turned off by mindless killing of animals. There should be a reason given *why* you have to kill things ...not just hack'n'slash every living thing in your path.
edit: hook >> p.s. sorry if my sentences don't make much sense, but it's hard writing when you've got fever and chickenpox as an 23 year old! |
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| b1f30 |
Posted: Tue Dec 19, 2006 7:43 pm |
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Joined: 14 Dec 2006
Posts: 6
Location: USA
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hook wrote: I think both ideas have potential, if they're built in as optional.
There are quite a few (MMO)RPGs that have showing hit and dice details as an option, which would be IMHO also acceptable. The player is free to choose whether (s)he wants to see the details or not. I'm sure a lot of oldskool players (e.g. coming from pen'n'paper) would love it.
The very short time I had playing Ryzom demo (on wintendo :P) I was also a bit turned off by mindless killing of animals. There should be a reason given *why* you have to kill things ...not just hack'n'slash every living thing in your path.
edit: hook >> p.s. sorry if my sentences don't make much sense, but it's hard writing when you've got fever and chickenpox as an 23 year old!
silver_hook? Is that you? :D
I'm still anxious to hear whether or not the game becomes Free Software. It would be amazing.
I have tons of material ready to ship.
:) |
_________________ Say 'NO' to DRM, software patents, closed source drivers! GPLv3 != extremist!
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| hook |
Posted: Tue Dec 19, 2006 8:39 pm |
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Joined: 19 Dec 2006
Posts: 10
Location: Ljubljana, Slovenia, EU
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b1f30 wrote:
silver_hook? Is that you? :D
yup, that's me
Quote:
I'm still anxious to hear whether or not the game becomes Free Software. It would be amazing.
I agree ...but a project on this scale *will* need a new management system - I don't think that either the pure "bazaar" nor the "cathedral" system would work in this case. But that's a question for another topic ;) |
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| mildred |
Posted: Tue Dec 19, 2006 10:36 pm |
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Joined: 28 Nov 2006
Posts: 57
Location: France
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hook wrote: There should be a reason given *why* you have to kill things ...not just hack'n'slash every living thing in your path.
I agree completly. That's th part I dislike the most in the actual Ryzom (even if I love the game) because I hoped it was possible to play without killing anyone. That would fit with the background I want to put behind my character.
I know that I could only develop for example prospection, but sometime you're attached. So you need either to be in a big team (not always possible), or to learn to fight (I choose magic)
I think jou need not just to give a reason (there are already reasons given in quests) but rather let have an interesting play without the need to kill. To have possibilities to train without killing.
Meybe you won't learn exactly the same thing ... for example not offensive actions. But for example to heve the possibility to auto regenerate your lifepoints, you need to learn the basics of fighting with the Fryos.
About roleplay, I wrote something interresting and there were no many replies :) comments, suggestions, others thaughts, if it is possible to change the game that far, reactions .... |
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| Narf |
Posted: Tue Dec 19, 2006 10:48 pm |
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Joined: 28 Nov 2006
Posts: 42
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Once upon a time, long long time ago, some player gave those interesting ideas about giving non-combat-related stanzas like, and it's only an example, representation skills.
Dancing stanzas, fireworks stanzas (with effect, color that you can adjust like any other stnzas, with concentration cost), and so on...
I think that if this project succeed, it will be realist to say that those stanzas will be implemented ^^.
oh, now that i think a bout it, i might put some word on the wiki too ^^. |
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| teylini |
Posted: Sat Oct 13, 2007 1:15 am |
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Joined: 02 Oct 2007
Posts: 21
Location: Reno, NV USA
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| I always thought that the reason things had to be killed in Ryzom was to collect their resources - not just to kill for fun. The inhabitants of Atys "live off the land" and not everything required to live is available via prospecting and extracting materials. Just my rambling thoughts. |
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| Katriell |
Posted: Sat Oct 13, 2007 5:23 am |
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Joined: 02 Oct 2007
Posts: 26
Location: GMT-8
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Quote: I know that I could only develop for example prospection, but sometime you're attached. So you need either to be in a big team (not always possible), or to learn to fight (I choose magic)
Not true. :) It takes time to switch to combat gear once you're attacked in any case. Even with high offensive magic skills, it takes a moment to equip your magic amplifier gloves, and then it takes a moment to cast a spell, which could be interrupted. And you likely only have focus-boost light armour on, which means you're at minimum HP. So even if you have high combat skills, while foraging your best bet is to activate a defensive action (i.e. Invulnerability, which can be gained along the Foraging skill tree) and run.
It is possible to play Ryzom without ever fighting. |
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| philipjohn |
Posted: Sat Nov 24, 2007 10:33 am |
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Joined: 24 Nov 2007
Posts: 1
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| Katriell |
Posted: Sat Nov 24, 2007 5:11 pm |
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Joined: 02 Oct 2007
Posts: 26
Location: GMT-8
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philipjohn wrote: I think that its posible to play Ryzom without ever fighting but damn sure that you wont be able to win it that way..
- In most MMORPGs there is no single solid way to "win," compared to single-player games.
- In sandbox MMORPGs there is conceptually no way to "win" whatsoever.
- Therefore "winning" in Ryzom is 100% subjective.
That said, I'd subjectively suggest a winner is a player who enjoys the game fully according to their playstyle for the longest time. For someone who enjoys non-combat activities and doesn't want to do combat activities, it's damn sure they won't be able to win Ryzom by fighting. |
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| billie2 |
Posted: Sat Mar 08, 2008 12:30 am |
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Joined: 06 Mar 2008
Posts: 4
Location: Mexico
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I know that I could only develop for example prospection, but sometime you're attached. So you need either to be in a big team (not always possible), or to learn to fight (I choose magic)
Minor alternative, got me to thinking, I kinda agree. I found I enjoyed the Mage, but also enjoyed digging, you CAN run dual comps, but the cost is also for dual accounts.. out of my budget for sure.
BUT if it goes to GPL total, then I could run dual 'toons, at same time same location, one on guard, other DIGGING....:)
Just minor yubo type thinking....? :)
yubo in training perhaps...? |
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| billie2 |
Posted: Sat Mar 08, 2008 12:35 am |
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Joined: 06 Mar 2008
Posts: 4
Location: Mexico
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Katriell wrote:
- In most MMORPGs there is no single solid way to "win," compared to single-player games.
- In sandbox MMORPGs there is conceptually no way to "win" whatsoever.
- Therefore "winning" in Ryzom is 100% subjective.
That said, I'd subjectively suggest a winner is a player who enjoys the game fully according to their playstyle for the longest time. For someone who enjoys non-combat activities and doesn't want to do combat activities, it's damn sure they won't be able to win Ryzom by fighting.
well yes and no... first off yes you can, if you have others fight while you just keep on digging, but limits you to digging in a group, or in locations where they have 'LIMITED' mobs to bother you...
and Ryzom did or does have a few of those places...:) or they did, or they might, if they keep the maps as they were with the mobs the way they were.. |
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| zorglor |
Posted: Sat Mar 08, 2008 9:16 am |
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Joined: 03 Oct 2007
Posts: 55
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Hi,
billie2 wrote:
BUT if it goes to GPL total, then I could run dual 'toons, at same time same location, one on guard, other DIGGING....:)
Well, actually, Ryzom going open source would not mean that the official Ryzom servers would become free. To do this, you'd still need two (paying) accounts.
What it means is simply that anyone could open another server, but they wouldn't be the "official" ones. |
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| billie2 |
Posted: Sat Mar 08, 2008 2:48 pm |
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Joined: 06 Mar 2008
Posts: 4
Location: Mexico
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In that you are right, but the cost, would reduce it from the low $15. US down some, Even if by 1/2 then I could afford the dual account.
And that would help.
And yes there are games out there, that are 'free' to play, but you look at them and they normally do not have very many people playing them. They also do not have or play the way Ryzom does |
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