- addendum (wasn't in the original but should've been): The community is high-quality, many of its members being more interested in helping newcomers than advancing themselves.
- addendum (blog edit for clarification and context): Any given player, even one who has mastered many skills, still has some skills that are low- or mid-level. They can use a low skill in a group fighting low opponents without nerfing exp' , for example, or (see last point) they can use their higher skills on high opponents with a group of players ranging from newbies with only level 20 skills to three-month-old players with a couple of mid-level skills to masters working their low, mid, or high skills.
- No one ever mastered all of the skills, and due to the sheer time commitment it would require, likely no one ever will.
- An individual can't be entirely self-sufficient (unless they're dual-wielding accounts, and even then the upcoming point about crafting remains true):
=--- Healing spells absolutely do not work on self, leaving only the Self Heal action which has a long cooldown timer. Other defensive actions, such as Melee Protection Aura, have even longer cooldowns.
=--- The casting time/range/cost penalty on heavy armour, coupled with the time it takes to switch out a full set of gear, makes changing roles from melee to caster in the middle of combat impractical. Conversely, changing from caster to melee without switching from your light armour is going to make you a liability more than anything, unless the odds are in your favour and/or you know what you're doing.
If you have highly specialised magic amplifiers, changing between magic types isn't going to be optimally effective, but it works. With relatively generalist amps, casting different magic types is admittedly quite easy and effective.
=--- It used to be said that you can't really solo in Ryzom. You can, with most skills (healing is exclusively group-oriented; the debuff skills must be coupled with similar-level offensive skills, halving the progression rate). But, as the very existence of that rumour/myth demonstrates, it's more difficult than grouping, and at some level ranges for some skills, much moreso.
- Mastering enough crafting and harvesting trees to equip oneself fully with whatever armour or weapons one wants is extremely time-consuming, so most people go to other people for their crafting needs.
- Most of the groups I experienced did set up roles, mainly according to what skills the group members wanted to train at the given time, but at least a healer and a tank and/or damage dealer were always needed. The guilds I have been in mingled level 20s with level 200s, and not only as healers - as long as the higher tanks were doing their jobs, the lowbies could do anything they wanted. At times I saw amazing exercises in player skill, efficiency, and effectiveness.