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Ryzom (RYZ)
Winch Gate Property Limited | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 09/20/04)  | Pub:Winch Gate Property Limited
Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:$10.95
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Ryzom Forum » General Discussion raquo; To the general mmorpg.com community. Why do you dislike Saga of Ryzom?

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173 posts found
  Zyonne

Novice Member

Joined: 5/23/08
Posts: 257

3/15/10 11:35:36 AM#121

Thank you for clarifying the exploration bit Torotoro and uncus. I probably had some bad luck with my attempts at exploring then. I kept getting one-shotted by some kind of mob with ranged lighting attacks before they even appeared on my screen. Watching mob patterns and such was fun, but the instant kill ranged attacks out of nowhere killed the fun for me. Someone playing Ryzom can probably say what this was. I started out in some desert city, that's all I remember. It's been a year or so since I tried it, so I don't remember that well.

If it's really possible to move around almost anywhere (and I have no reason to doubt that other than my own first impressions) just by paying attention to your surroundings, I might give the trial another go while waiting for other games.

 

  User Deleted
 
3/15/10 1:58:12 PM#122
Originally posted by Zyonne
Originally posted by Rockgod99
Originally posted by Zyonne
Originally posted by Rockgod99

 

 

@ Zyonne

When I first started playing Ryzom I had someone argue with me that Ryzom wasn't a sandbox because he had to train skills to kill harder monsters in other zones.

I asked him to name a sandbox that required you to not invest time in your character to be able to transverse and kill the mobs in every area.

He couldn't name one.

I've played every sandbox From UO to MO and I have never seen a mmo without mobs that were on a power scale system, Never.

Im typing this to you not to ridicule you but to ask you a question.

As a sandbox  fan myself can you please direct me to a sandbox mmo that lets me go anywhere and kill anything without investing time into my character.

As of right now that "Go anywhere" stuff people speak of when they talk about sandox games is a Myth.

 

I said explore, not go anywhere and kill any mob. In Ultima Online I had explored most of the open map after a day, marking down places I wanted to return to when I could handle them. Same with Darkfall and MO. I travelled far into 0.0 space in EVE the first day of playing it. In Fallen Earth I saw most of sector 2 and 3 at level 10, and did a fair bit of scavanging. Hell, even in World of Warcraft I had an easier time moving through level 60 zones at level 10-15 than I did moving around anything except the areas straight outside the cities in Ryzom.

I'm not saying I should be able to go anywhere and kill anything right from the start, but mob density is very high in Ryzom. Combine that with a power scale that can compare to asian grinders, and you don't have a very explorer friendly game.

 

Oh!!! I see you want a easy game to travel through?

A little exploration, studying herd patterns and what mobs are actually aggressive would have gone a long way dude.

Now your calling Ryzom a asian grinder? seriously? What did you do solo the entire time with low level gear and no Cats?

Hey atleast I have something else to write down along with the other Ryzom features. Ryzom the only sandbox with a challenging game world.

I just answered your questions. I don't want a game that's easy to travel through, but I don't want to get one shot killed by mobs I can't avoid either. Without the ability to jump, or scale steep terrain, you often don't have much choice when it comes to choice of paths. I didn't compare the gameplay of Ryzom to an asian grinder. Just the effect levels and equipment has on your experience.
 

I was trying to list the reasons why I didn't stick with Ryzom. Attacking the posts of people who actually answer your OP really doesn't do much to recruit people. Instead of telling me I just couldn't handle the challenge, why don't you tell me what I should have done if I wanted to explore the world right after getting to the mainland. Grouping up was not an option as there were barely any people online. Mob density and aggro range was too high for me to get through areas with mobs 100+ levels higher than me. I could have stayed near the starting city and killed mobs/done simple tasks, but that got old fast. I could, of course, have started searching for a guild, but at that point I was bored with the game, and just moved on to trying another one. 

I'm sure I'm not the only one who tried Ryzom expecting lots of fun exploring, but left slightly disappointed. I'm not saying a game is bad because I can't play it the way I want to, but it obviously affects my experience in a negative way. Sandbox games are all about options, and I'm sure there are plenty available in Ryzom. However, without other people around to play with, I found nothing to do that appealed to me.

 

 

 

My response to you was asking you a question about games that do offer complete freedom of movement of a gameworld without resistance. You in turn answered me but then set me off with your unexplained Asian grinder comment.

My threas is for info purposes, I did not start this as some type of viral marketer. The fact that I have turned a couple onto the game was a bonus. I already covered this in a earlier post in the thread.

If i was really blasting you for not liking the game I wouldnt have avoided your other issues with it or asked you  a straight up sandbox question.

 

  User Deleted
 
3/15/10 2:04:56 PM#123
Originally posted by gauge2k3

I've been following this thread and quite honestly have all but decided to try it again, you made it sound very fun.

 

HOWEVER, your very helpful threads have been slowly turning negative.  I think you are on the right track with what you are trying to accomplish.  Just try to settle down and regain what you originally wrote this for and you should have a very very informative and well thought discussion here.

 

yeah im gonna lay off and go actually play Ryzom.

I've recently decided to start a new character that exclusively does Crafting/digging.

You should see me a little half naked Tryker with 0 points in melee/magic running through level 100+ areas digging away.

Through heavy research i've been able to turn Ryzom into some crazy Stealth adventure. I even picked up a team or two that  wanted to careplan my digs so they could also gain Digg Xp.

Its been a great experience so far. Im about 120 Desert Dig And the only time i've died was on Silan by those god damn Javins LOL!!!!!

Enjoy the game people and tyvm for the info you've given me.

 

  Zyonne

Novice Member

Joined: 5/23/08
Posts: 257

3/15/10 2:22:59 PM#124
Originally posted by Rockgod99

...

I've recently decided to start a new character that exclusively does Crafting/digging.

You should see me a little half naked Tryker with 0 points in melee/magic running through level 100+ areas digging away.

Through heavy research i've been able to turn Ryzom into some crazy Stealth adventure. I even picked up a team or two that  wanted to careplan my digs so they could also gain Digg Xp.

Its been a great experience so far. Im about 120 Desert Dig And the only time i've died was on Silan by those god damn Javins LOL!!!!!

...

Now that does sound like fun, and exactly the kind of experience I was hoping to find in Ryzom. Reading this, and the posts saying you can navigate most of the map at any level has convinced me to give the game another go. Still not sure I'll like it, but since my biggest gripe with the game mechanics seems to be invalid, it's certainly worth a shot.

 

  Torotoro

Novice Member

Joined: 12/05/03
Posts: 84

3/16/10 5:48:51 AM#125

A survival guide about exploration.

  • in the graphic options of the game, push up the distance of view for the mob. The max is 500m and a normal computer can handle it (in the same time, push all others options at max, the game is beautiful at max).
  • always keep an eye on your compass. The compass is your best friend.
  • you can modify the range of the compass with your wheel mouse. In dangerous zone, 50 or 100m are best to see the breach in paqued mobs. Look at 250m from time to time to see the global path.
  • put your compass in "target" mode. It will give you the distance between you and your target.
  • learn at wich distance each mob can see you : an ocyx see you at 10m, a varinx see you a 17m, a kincher around 20m, a vorax more then 25m, the kitins patrols in the prime around 60m.
  • you can recognise predators from mamal on the compass. Predators move a lot faster and frequently.
  • if you have to flee, do it in a straight line. A chasing mob follow you during a certain (and long) distance from the point where you have aggroed it. If you run in circle, it will never leave you. The hard thing is to find a clear way before you for at least 500m. Putting the compass on 250m can help. Learning how to flee is vital.
  • learn which mob is fast and which one is slow. You can run through a pack of Cloppers, they are slow and only one (if none) will hit you just once. They will follow you at their slow pace but never catch you. The same thing in a pack of varinx and you will be bitten 10 times in 500m.
  • listen to the surrounding sound. You often hear them before you see them.
  • a big pack of mammal is very very often a sign of safe zone (free of predators). A spare pack of mammal is a sign of danger lying around.
  • if you find a dead mob, a predator is certainly not far.
  • if you see a mammal running, it is chased by a predator.
  • if you see a mammal running to you, it is chased by a predator AND the predator will chase you if it has not yet engaged the mammal.
  • if you see a predator fighting a mammal, you can pass near it without being immediatly engaged. BUT the predator will remember you and chase you after its kill so be far away when it ends its fight. You can choose to help the mammal to kill the predator, it's often less dangerous than going on. If you want to help it, let the mammal do a lot of dammage before engaging and the predator will not target you during the fight.
  • water is life. If you are in trouble, find some water and swim, predators will leave you.
  • get an heavy armor when you travel.
  • if your are in light armor when a predator engage you, put your heavy armor on you when fleeing.
  • some mobs move a lot in Ryzom. You can find a quiet place to dig and 5 minutes later, a herd of frahars is around you
  • never loot a mob during exploration. You can repop the whole herd if the corpse you loot is the last one of the herd. Too bad if it was a herd of varinx.


 

  Horusra

Advanced Member

Joined: 6/26/05
Posts: 1258

3/16/10 5:50:36 AM#126

Game was ackward to me.  Graphics and animations turn me off.  I can get past graphics but games with crappy animations are a no go for me.

  thedrakon

Novice Member

Joined: 6/02/04
Posts: 210

3/16/10 6:15:54 AM#127

I'Ve read the 20 first post.

I think I'm gonna try it... again (4 times  now).

Why I leave all the previous time.

I was bored of grinding alone. Met 1 girl who helped me out the last time, help me by giving me some nice stuff, or, it looked like it.

I will try to find some people this time. I mean, I don't want to play alone this time, I love group oriented game, but, if I don't get to find anyone, why would I stick arround  ?

  Zyonne

Novice Member

Joined: 5/23/08
Posts: 257

3/16/10 11:40:43 AM#128
Originally posted by Torotoro

A survival guide about exploration.

  <...>

Thanks a lot, that's very helpful :)

Still wondering what kept killing me with ranged lightning attacks the first time I tried the game, but I'll start out in a different location this time, and keep your guide in mind.

Edit: cut out the actual guide from the quote as it was visible enough a couple of posts above.

  dzikun

Apprentice Member

Joined: 10/15/08
Posts: 152

3/20/10 6:01:36 PM#129

Alright.. I gave this game a try. 2 days now into it and i can comment a little bit on what is it i actually dislike.

- First of all. There is indeed not much to do as someone stated. Crafting and forging/hunting seem to be the only real activities in the game. I like the freedom and all but this "freedom" does seem  a boring grind...

- The second thing is linked to the first one... Ok... What exactly is the goal here? When i asked that in the main chat people said " Its a sandbox... You make your own goals!" But when i ask people what are they currently doing the majority said "Forging"... So what the damn goal in all this forging and mastering of skills? What can i get with it? Craft better gear? What for? To get better mats from kitins and/or more harder foes? Can i build something? Can i ACHIEVE something other then mastery of skills?  It all just seems to be a grid in the sake of grinding... 

 

Its a sandbox i get that. But look at EvE for an example... Corporations... Mass PvP... Galaxy wide trade... Building outposts, Getting a better ship[ etc. etc. There are goals there...More visible goals... Its a sandbox with GOALS you can actually achieve... In Ryzom i haven't yet heard of a actual goal.... except ofcourse "mastery of some skill".

 

A SKILL IS A TOOL NOT A GOAL ON ITS OWN. Atleast for me...

Also... The games race choice is all kind of deep in the uncanny valley... Just can't "feel" them...

EDIT:

- Ohh another thing! This "jack-of-all-trades attitude" is really annoying. As someone above stated already this game is full of healer+dps+tank people. It takes the fun away from the game and makes it feel silly. Why can everyone do everything? Even if i choose to not be this way i'll just propably gimp myself in the process... 

I've been uplinked and downloaded, I've been inputted and outsourced. I know the upside of downsizing, I know the downside of upgrading.

I'm a high-tech low-life. A cutting-edge, state-of-the-art, bi-coastal multi-tasker, and I can give you a gigabyte in a nanosecond.

I'm new-wave, but I'm old-school; and my inner child is outward-bound.

I'm a hot-wired, heat-seeking, warm-hearted cool customer; voice-activated and bio-degradable.

RIP George Carlin.

  Credinus

Apprentice Member

Joined: 7/29/09
Posts: 30

3/22/10 9:29:18 PM#130

Finally got around to trying the game. I'm enjoying it, and I'll definitely subscribe at the end of my trial period to see more of it. There's a lot of things about the game to appeal to me. But, this is a dislike thread, and here are my general complaints. Keep in mind that these are from the perspective of someone that's still on the island and has only gotten maybe 20 hours or so of gametime so far.

1) No support for a good amount of integrated graphics chips. Plenty of games work on the Intel integrated chips, albeit at low settings, but most of those chips won't even allow you to get past the login screen on Ryzom. This is unfortunate and really should be something that got patched a long time ago.

2) Several of the tutorial quests require learning certain abilities to continue (especially in the magic tutorial chain). This unfortunately wastes points that you might want to use elsewhere to fit your character early on. Now, you've got the option to just not do the quest chain, but the quest chains give you gear that are extremely helpful early on. Example: The magic chain requires you to learn both root and fear, and magic skill points are already spread pretty thin early on. Neither of those skills are useful at all initially (later they get better with upgrades) because of their teensy weensy duration, and those skill points could be put to use in other abilities and upgrades instead.

3) The tutorial quests often go into detail about pretty obvious abilities (like accurate attack/increased damage attack), but either don't exist or only give scarce information when it comes to some that actually need some explanation. You'll run into several abilities that are more or less trial and error to learn how they work exactly.

4) I don't know if I accidentally changed an option somewhere or if this is actually how it's supposed to be, but after completing all of the skill quest chains and opening up the quests from Chiang, the Kamis, and the Karavan, I stopped being able to track quest locations on my map. Even if I right click on the compass, the Missions drop down is gray'd out. I haven't found a way to go back and review quest dialogue (if there is a way to do this, that's great, but it should be stated in the tutorial how to do it if it does exist). In some cases, the dialogue gives a pretty good idea of where to go, but there's a couple quests where that's vague; but the other problem is that if you don't remember the quest dialogue (for instance, you took the quest a couple days before and are just now getting to it), you've got no idea where you're supposed to go and the only way to find out is to ask other players or start wandering around an area that seems logical for the quest. Again, this may just be something I turned off somehow and normally the compass is supposed to work for these quests, I don't know.

5) I love challenging enemies, but there's one part that has just been frustrating on the island. There's an area full of bird-like creatures (and when I say full, I mean FULL) which can disarm you easily. There are two different quests which require killing said creatures, and another quest which requires harvesting materials in the area with them. These things can get downright annoying because if you've got 3 or more of them attacking you at once (which often becomes nearly unavoidable if you're harvesting), you're not going to be able to keep your weapon/tool in your hand at all. If this were later in the game, I'd welcome the challenge; however, this is the newbie island, and you don't want to frustrate new players.

6) The inventory system's a bit wonky. First and foremost, I don't like that, at least defaultly, there's only a single vertical-scroll inventory screen. It gets cluttered way too easily. Yes, you can filter out certain item types, but it's still not an optimal design. I haven't played around in the UI options enough to see if there are other options for the inventory screen, hopefully there are; but if there are, perhaps using one of them over this one defaultly would be a good move. Also, inventory weight isn't immediately clear. There's "bag bulk," a max item amount, and a bag weight... And you'll find pretty quickly that materials get heavy fast and you'll most likely not even realize it because as soon as you see that you can filter the inventory screen to not show materials, you will filter them out.

7) The early-game crafting is likely going to disappoint people really looking forward to crafting. Later on, I can definitely tell that crafted gear is the way to go. But on the island, you're first and foremost going to be extremely limited on what you can craft simply due to a lack of skill points to invest in plans and upgrades. It doesn't end there, though; you're going to get the best materials you can gather, and what you end up crafting will still likely pale in comparison to what you can buy from the island equipment merchants. On top of that, the gear you get out of the tutorial quests is WAY better. It'd be nice if there was something in place on the island to let crafters know that it gets better, or at least a means of them crafting comparable gear.

8) Some more explanation about the factions would've been nice on the island. You go and take up quests from the Kami questgiver and the Karavan questgiver likely without even realizing that they're competing factions (though the quest dialogue from the Karavan quests do hint at it).

9) Fences. I don't mind there not being a jump, but since there isn't one, the use of fences should be a little more conservative. I haven't really run into areas outside of the starter "town" where I say to myself "Ugh, gotta walk all the way around to get over this tiny obstacle," but I definitely say that about the long fences they have around the starter camp.


Now, don't let this discourage you. None of these are really  terrible complaints (except #1), just minor nuances I've run into so far. Overall, I'm loving the game. I personally really like the art style, the art style makes the game's graphics look far more appealing to me than other games I've played on the same rig (Vanguard, EQ2, WoW, WAR, DDO, and Fallen Earth to name a few), I love the stanza system, the community has been absolutely great (both helpful and friendly), and plenty of other features that just really appeal to me. I am concerned about the Jack-of-all-Trades thing, though... In the early game, it's entirely NOT possible as you don't have enough skill points to do it, and I hope that's the way it remains. It sounds like it is from the group requests I see in chat, so that's good news, but I'll find out soon enough.

In summary, if you haven't tried the game, give it a try. It's definitely a niche game, and if you enjoy exploration and more RP potential in your game, this is definitely one for you to try. If you prefer fast-paced gameplay with set goals to reach, you probably won't like it too much... But it's worth trying to find out anyway.

  User Deleted
3/26/10 11:04:25 PM#131

Why i didn't like Ryzom:

1. The skilless system has no boundaries at all. You can be master in melee & ranged combat, offensive & defensive magic, in crafting & gathering... This makes it for me a shallow grind system with no actual choices & consequences. I like choices & consequences, i like to "spec." into something - what we many times refer as the "role" in RPGs. In MMOs more specific i like the possibilities of blending multiple different roles together in a group and trying to achieve some good result out of it.

2. The so called interesting lore-wise world, has all its lore written into... HTML! Sorry but if i wanted to read a book i would be doing that. I expect from a game to have its lore scattered around the world, rendered into some old man's tales, into a nicely written quest or in some old book lost in time and space...

3. The quests: Ryzom doesn't really know whether they want to have quests or not. At the starting area you get some quite nice quests but it really stops there. On the mainland there are tons of totally uninspired quests. They wanted to create a sandbox game - i am cool with that - so why did they go and add quests? If you 're gonna add quests on a game, sandbox or not, make a couple of them but make them count! Put lore into them, give choices to the player, make the whole thing interesting... Otherwise don't put any at all. You can always spread the rewards you would give on your uninspired quest, directly to monsters...

4. The lack of people and grouping... need i say more on this?

  AlysenMinase

Novice Member

Joined: 11/16/09
Posts: 362

3/27/10 8:19:33 AM#132

I never heard about Ryzom until a few days ago. From what I read on paper, it seemed like the game I was looking for, since I was wanting a PVE based sandbox and didn't like piloting a ship around in EVE. After spending around 8 hours in Ryzom over 3 days, I uninstalled.

 

The combat is OK, just like most MMO's, so it's not as bad as some people say.

The Stanza system sounds perfect, but once I read the forums and actually thought about it, it seems broken. Like everyone can do anything broken. For some reason that turns me off from a game, since I like having limits to make characters unique.

The art style was decent, and so were the graphics. They weren't gamebreaking or anything.

Enemy AI was one of the best features. I liked how some come up to your character checking them out, and others just attack.

 

I can see how Ryzom is one of the better sandbox MMO's, and I think it deserves more subs than it has. But I just couldn't get past the no limits Stanza system. I reccomend it to anyone that isn't bothered by limitless progression.

Playing - EVE, Wurm

Retired - Final Fantasy XI, Anarchy Online, Mabinogi

Waiting - ArcheAge, Salem

  User Deleted
 
3/27/10 10:07:01 AM#133
Originally posted by scuubeedoo


Why i didn't like Ryzom:

1. The skilless system has no boundaries at all. You can be master in melee & ranged combat, offensive & defensive magic, in crafting & gathering... This makes it for me a shallow grind system with no actual choices & consequences. I like choices & consequences, i like to "spec." into something - what we many times refer as the "role" in RPGs. In MMOs more specific i like the possibilities of blending multiple different roles together in a group and trying to achieve some good result out of it.

Yeah this isn't a game for people that want set roles and skill caps.

2. The so called interesting lore-wise world, has all its lore written into... HTML! Sorry but if i wanted to read a book i would be doing that. I expect from a game to have its lore scattered around the world, rendered into some old man's tales, into a nicely written quest or in some old book lost in time and space...

The lore of the game develops through Live events. Ryzom has many missions scattered all through the world that you could do for different types of fame and encylopedia missions that teach you about the lore.

3. The quests: Ryzom doesn't really know whether they want to have quests or not. At the starting area you get some quite nice quests but it really stops there. On the mainland there are tons of totally uninspired quests. They wanted to create a sandbox game - i am cool with that - so why did they go and add quests? If you 're gonna add quests on a game, sandbox or not, make a couple of them but make them count! Put lore into them, give choices to the player, make the whole thing interesting... Otherwise don't put any at all. You can always spread the rewards you would give on your uninspired quest, directly to monsters...

I agree I actually left the game when i found out the devs added in quests to help new players to level to 50+. I don't mind the quests that teach you how to play but I see no reason to have sprawling chain quests at first and then you drop people into the real game and there's nothing.  It's almost as if the devs pulled a bait and switch on people.

4. The lack of people and grouping... need i say more on this?

I agree, This game is a big time guild game. if you can't find an active guild willing to level lower skills to group with you your stuck soloing.

Anyway... Right now my band is on the road so i had to unsub from all my mmos for the next couple months. when i get back ill continue gathering info from you guys.  Ty for adding to my thread.

  User Deleted
 
3/27/10 10:08:35 AM#134
Originally posted by AlysenMinase


I never heard about Ryzom until a few days ago. From what I read on paper, it seemed like the game I was looking for, since I was wanting a PVE based sandbox and didn't like piloting a ship around in EVE. After spending around 8 hours in Ryzom over 3 days, I uninstalled.

 

The combat is OK, just like most MMO's, so it's not as bad as some people say.

The Stanza system sounds perfect, but once I read the forums and actually thought about it, it seems broken. Like everyone can do anything broken. For some reason that turns me off from a game, since I like having limits to make characters unique.

The art style was decent, and so were the graphics. They weren't gamebreaking or anything.

Enemy AI was one of the best features. I liked how some come up to your character checking them out, and others just attack.

 

I can see how Ryzom is one of the better sandbox MMO's, and I think it deserves more subs than it has. But I just couldn't get past the no limits Stanza system. I reccomend it to anyone that isn't bothered by limitless progression.

Yeah... Ryzom is not a game for anyone that wants to limit a player to a cap or specific role. the way the game is designed is that you could switch to any role to fill in gaps of groups and level lower skills to group with new players even being 4 year old player. 

  AliceKaye

Hard Core Member

Joined: 1/01/07
Posts: 720

Pickles & Cheese!

3/27/10 10:47:31 AM#135

I loved Ryzom, the atmosphere was terrific and my character was downright adorable.

The only problem I had was feeling like it was a world with others in it. I always felt rather alone and I tried joining a guild, but like three people were active in it. Maybe if I had more people to play with, it would be more fun, but I always felt alone.

  Wraithone

Advanced Member

Joined: 7/09/04
Posts: 2661

If you can't kill it, don't make it mad.

3/27/10 10:50:46 AM#136
Originally posted by Splinki


I loved Ryzom, the atmosphere was terrific and my character was downright adorable.

The only problem I had was feeling like it was a world with others in it. I always felt rather alone and I tried joining a guild, but like three people were active in it. Maybe if I had more people to play with, it would be more fun, but I always felt alone.

I well know what you mean. I went back last year and it was pretty much a ghost town. I played for a few months after launch, and then went on to other games. Some of the game is amazing(the insectoid swarms for one) but these days, its like playing a solo game from years back. But I do wish them all the best.

  User Deleted
 
3/27/10 11:07:42 AM#137
Originally posted by Wraithone

Originally posted by Splinki


I loved Ryzom, the atmosphere was terrific and my character was downright adorable.

The only problem I had was feeling like it was a world with others in it. I always felt rather alone and I tried joining a guild, but like three people were active in it. Maybe if I had more people to play with, it would be more fun, but I always felt alone.

I well know what you mean. I went back last year and it was pretty much a ghost town. I played for a few months after launch, and then went on to other games. Some of the game is amazing(the insectoid swarms for one) but these days, its like playing a solo game from years back. But I do wish them all the best.

The playerbase is trying really hard to reach out to new gamers.

How much could we really do when the devs wont even advertise? I know for a fact I got around ten players to try Ryzom on this thread alone.

With how massive Atys is we wont have a full community until the Dev get off their asses and toss banners up on sites.

  EvilGeek

Elite Member

Joined: 8/17/08
Posts: 990

My freedom relies on yours

3/29/10 3:19:18 AM#138

Started the trial of this game a couple of days ago and have to admit it has got me enthralled. I don't know why but the setting has really grown on me, after only a few hours I've grown fond of it. I completed nearly every quest on the newbie zone, got all my skills up to 20 before jumping over to the mainland. 

I have never been alone anywhere in the game so far,  guess most people play in my timezone? Random players heal me while I struggle in some fights and so far everyone has been very friendly, reminded me of the community in FE.

I like the lack of music, I think the environmental sounds do enough to create a good sense of immersion.

I had no problem with the UI, felt  intuitive to me.

FE is a great game but I didn't like its setting, I can see how that can make or break a game for people, Ryzom is unique in that sense which is a plus for many and a negative for many others.

If you're looking for something different from your average MMO, give the 21 day trial a go, it's quick to set up (no credit card needed) and the client download was fast for me. The game still requires some optimisation, on a rig that plays AoC at max with no problems I had to turn off shadows to get a good frame rate, that so far is my only gripe but it's still early days. So far i'm having lots of fun :)

  sekrog

Apprentice Member

Joined: 1/05/06
Posts: 259

3/29/10 2:03:55 PM#139
Originally posted by EvilGeek


Started the trial of this game a couple of days ago and have to admit it has got me enthralled. I don't know why but the setting has really grown on me, after only a few hours I've grown fond of it. I completed nearly every quest on the newbie zone, got all my skills up to 20 before jumping over to the mainland. 

If I had a pound (or dollar, or Euro, or well...you get the picture) for every new player I've met in Ryzom who is "enthralled", or "amazed", or "pleasantly surprised", I'd go get myself a new video card.

The intriguing thing is, many of them, like yourself EvilGeek, are European.  If not European, they're Pre-NGE SWG or Asheron's Call fans...sometimes all THREE!

I'm trying hard to come off as Elitist, but it also seems that "themepark" fans hate the game after the starter island...mostly because there's really very little linearity or questlines to capture their interest. 

Ryzom is also caught in the vicious circle that a handful of really innovative games have found themselves:

1.  New Player starts trial

2.  New Player loves new game

3.  New Player wonders why population is SO low

4.  New Player, instead of staying around to help grow the community of this game he loves, decides to go back to the game that everyone else is playing...even though the New player is really tired of it.

5.  Developers of the game that the New Player loved (but didn't stick around because there wasn't enough players) decide that they should close the game and go make a clone of the game that everyone else is playing.

Rinse, Wash, Repeat.

P.S. I'm really glad you like the game so far EvilGeek...I do too.  I hope when your trial comes to an end, that you find it worth it to toss 10 pounds to support its survival.

  Juiceman

Advanced Member

Joined: 8/14/04
Posts: 157

3/29/10 9:33:52 PM#140

True^ this games a struggle to play unfortunately, no matter how good it could be with more people.  Right now I'm playing it until a new game really gets me.  Then I'll probably let this loved idea of a game go forever. maybe.  Heh, it's a pretty good one in my book. 

To all of you who play the game or have tried or are trying it out and you want to put your gripes or ideas somewhere useful go to the Ryzom site and click on the tab that says feedback.  The link I have is http://ryzom.uservoice.com/forums/2600-english?filter=top&page=9 .  Many people have posted ways to improve the game.  Theres tabs for completed ideas, planned ideas. yada yada.  Check it out it's pretty cool to vote on what you want in the game and actually see it have a "planned" sticker next to it.  Feed your energy to that forum, mwahaha, jk.

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