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Question for retail players only

ThoemseThoemse Member UncommonPosts: 457

I read they added a lot content after beta so retail is different.
How are Quests. Is there more than deliver this and kill that quests?
Is there a storyline to follow?
Is it the typical grind or is there other stuff to do?
Is this EQ Clone Nr. 100000 with a different setting and new graphics?

I'm looking for somethign new. I played almost any MMORPG on the market and to me they are all the same now. Nothing new. COH wich has so much hype: I think it's a POS. It's the same old grind in a superhero setting.

Is Ryzom something new worth trying or not?

Thanks for any comments.

Comments

  • CatchPhraseCatchPhrase Member Posts: 9

    Aye, I would also like to know these things. I guess we will have to wait for a few days as people in the US aren't getting them for a few days and the Europeans are probably playing them or sleeping by now, and probably don't visit here that often.

    I am planning on buying it, but if they didn't fix anything for the lull between the open beta and release, then I'd have to rethink that.

    <<CatchPhrase>>

    <<CatchPhrase>>

  • ThoemseThoemse Member UncommonPosts: 457


    Originally posted by CatchPhrase
    Aye, I would also like to know these things. I guess we will have to wait for a few days as people in the US aren't getting them for a few days and the Europeans are probably playing them or sleeping by now, and probably don't visit here that often.
    I am planning on buying it, but if they didn't fix anything for the lull between the open beta and release, then I'd have to rethink that.<<CatchPhrase>>

    I'm european. :D
    It's 8 PM right now so chances are good we get some replies. ::::02::

  • n10ctn10ct Member Posts: 5

    comeon comeon comeon! We want some info! image

    Do you think they are posting on the forums we can't get onto yet? You know, the forums that you need a registered account for. Kinda like all the cool conversations I'm sure I missed with the infamous Fairhaven chat. image

     

  • VenomspitterVenomspitter Member Posts: 3

    BUMP for the players already in to see this better image

    We want to know how things are going guys, give us some info so we can make our decisions on whether to subscribe or not!

    Maybe there's not that many players that visit this site? Is there a better site to visit? I know that the official forums are for registered players only, except for one forum, which is very open to people. That forum doesnt say much about the gameplay, so I'm hoping that they are somewhere else?

  • NaitakalNaitakal Member UncommonPosts: 74

    Gah, only the quote came up, where's my post?image

    EDIT: OK, here is what I was trying to post before... (buggy Traditional BBML Editor?)

    Quests:
    The only quests I've come across yet have been kill tasks, craft tasks and the like though kill tasks are not like in other games where you go to point A to find creature B as creatures are roaming around constantly.
    In addition, with the upcoming storyline there will be storyline-related quests with a focus on guilds it seems.

    Storyline:
    There will be a storyline starting in a little while. A lot of speculation is already going on: What is the Goo? Who are the Kami and Karavan? What are their intentions? And so on.

    Grind:
    Right now there's everyone trying to get a decent skill level as it might be important for the storyline-related quests. Also, only crafters can make decent equipment so it's important to have high-skilled crafters. But I think the grinding will decrease the higher your skill level gets.

    EQ Clone:
    Definately not. Ryzom is a dynamic, living world strongly building upon it's storyline.

  • ThoemseThoemse Member UncommonPosts: 457

    I just bought the game. Patching right now. I'll report my impressions in a few hours.

  • NeasNeas Member Posts: 887

    hehe good :)

    Please be unbiased and answer you original question but to us :).

    image

    image

    Beta Tested: Lineage 2, Ryzom, City of Heroes, RYL, EverQuest 2 World Of Warcraft European
    Truly Loved: World of Warcraft

  • ThoemseThoemse Member UncommonPosts: 457

    It's too early to rewiew the game. I played the whole afternoon and did only typical basic stuff. Killed some monsters and learned how to craft my 1st pistol. (Yes there's pistols in the fantasy world. Cool stuff!)
    I have seen all this allready in other MMORPGs but for a change i had a lot of fun doing this.
    I can't say why but it was just fun.
    The graphics might not be on par with EQ2 bit they are definatly very very good. Nevrax art design is awesome. Everythign is looking so refreshing different in this game. Characters are quite detailed. Not too much costumisation but you can alter quite some things. (No Linegae 2 :D )
    I am playing on a x800 XT PE and can confirm that there's no ATI problems anymore.
    Playing at 1154 resolution (i allways do) with 4x FSAA and 16x quality AF. Everythign is smooth.

    Fights were fun so far but i am not advanced enough to tell you much about them. (Only got 2 fighting skills so far)
    I played 3 hours nonstop. No crashes or disconnects. Rock solid.
    There's a few translation bugs i've seen so far so it's not bug free. I didn't come across any major bug yet though.

    My first conclusion is positive so far but take it with a grain of aslt since noone can tell you if a MMORPG is great after 3 hours.

  • KenshooKenshoo Member Posts: 36

    You'll see, game is getting more and more fun to play with the hour !!

    Kenshoo, one week player (need... to ... sleep), advanced jewerly crafter on Aniro :)

  • SotekmanSotekman Member Posts: 2
    I am watching this thread... I am searching for something new too. No EQ-clone, that is. Keep posting about your findings, and i might be in ryzom too in a few days...

    >> Take what you want and pay the price<<

    >> Take what you want and pay the price<<

  • //\//\oo//\//\oo Member, Newbie CommonPosts: 2,767

      Have read quite a few reviews about SOR, yet I haven't seen anything regarding the size of the world, or whether you can jump and interact directly with your environment (such as place items on the ground or affect the terrain).

    This parameter is very important for me, since fighting and crafting generally become boring to me after a while.

    Could any seasoned (or anybody that knows the ins and outs of the game) player give me some information on character movement, if players can directly affect the environment (such as place items in the ground as in d2, AO etc.) etc.?

     

     

     

    "Oh, what sad times are these when passing ruffians can say 'ni' at will to old ladies. There is a pestilence upon this land. Nothing is sacred."
    MP

    This is a sequence of characters intended to produce some profound mental effect, but it has failed.

  • XiraXira Member Posts: 437

    To answer your question...You can not interact with the enviornment in those ways. You can not drop items on the ground, you can not move objects you find in the world. No doors either. For that matter the game dosen't even seem to have a Z axis:)

     

    The closest this game comes to such interactions is that you can use up a resource spot...For a little while. If you overharvest or overaggressivly harvest a particular resource spot it will become used up for everyone for a litlte while, then it will repop.

     

    Also if you for instance decided to kill all the Kippie then it would take a long time for the Kippiee to get back to their old population.(Provided you don't keep killing them) This is actually more a problem than a solution....There are hordes of weak useless monsters that nobody wants to kill everywhere and you have to wait for the things worth killing to respawn.

  • //\//\oo//\//\oo Member, Newbie CommonPosts: 2,767

    Sorry if this is a double post.

    Thanks, Xira, for responding:

    I'm sick and tired of games that cheat out of using more than one plane: Ex. guildwars (at least in alpha) , FFXI.

    Wish more games would be like DAOC and AO, since I find it hard to immerse myself in any game that has so many constraints.

     

     

     

    "Oh, what sad times are these when passing ruffians can say 'ni' at will to old ladies. There is a pestilence upon this land. Nothing is sacred."
    MP

    This is a sequence of characters intended to produce some profound mental effect, but it has failed.

  • elBoNaelBoNa Member Posts: 12

    is there any PvP in this game?
    and if there is how is it?

    also //\//\oo....

    you should try AC1 out if you havent already... alot of jumping you can do there

  • sleepyguyftlsleepyguyftl Member Posts: 648

    There is PVP in the game. It's in the form of consentual duels. So if you want to fight other players you can, but you can't run up and beat the hell out of anyone you want. I'm not really sure if it's fun or not only becuase I am not a fan of PVP and haven't tried it.

    ________________________________________________________________
    The only game I have really enjoyed is Earth and Beyond. A tale in the Desert was a close second (lack of players caused me to quit). Tried Rubies of Evertide, Linage, Dark age of Camelot, and Anarchy Online. Liked none of them.

  • teganategana Member Posts: 2

    As a mature gamer, with a long history of playing MMORPG games, heres my first impressions with the Saga of Ryzom retail...

    Saga of Ryzom - First Impressions

    Installed, registered, patched and all ready to go, I delved into the world of The Saga of Ryzom, an odd looking MMORPG released September 2004 by Nevrax. Although launched early in September, the game hasn't permeated into retail over here as far as I can see, and it was by happy chance that I was given a copy by a benevolent friend.

    The first thing that strikes you about the game is that its a bit flakey in the presentation. Although a good stab at professionalism has been made, the dos based patch routines and the ugly looking, ill fitting login windows don't scream confidence at you. Registration was ok, web based. Patching didn't take that long.

    Character creation seems very basic, compared with the new batch of MMORPG's out there, there was a few sliders for chin length, nose length, and how fat or thin your body was, but with only about 7 or 8 hairstyles and colours, theres not a lot of choice in customisation. You have four races (two sexes in each), one short gnome-like one, one beefy humanoid, one thin elegant elvan style race and one blue coloured race that hides its face eternally behind a bone mask. The character models are ok, very Asherons Call 2 in their design (ie. tribal and colourful). Once you're done with the limited customisations you get to choose three packages, that determine your action skills and starting equipment. The three slots can contain any one of the setup packages (Fighter, Magic, Harvester, Crafter, Defence). Although you can mix and match having three totally different ones, it is advised that you have at least two of the same for your main choices. I originally chose a fighter, Magic, Harvester combination, to get a good spread, but after playing that character for a while, really wanted to concentrate on being a Mage, so I re-rolled as Magic, Magic, Magic. Choosing the same package in all slots seems to boost your skills much further in the Magic skill tree, thus giving you more powerful starting spells and also provides you with a reasonable magic staff. If I want to harvest though, I haven't got the starting equipment of a harvester and have to purchase a pick, and also learn some harvesting skills at more expense. But the mages in game seem to think the boost to your initial magic abilities far outweigh the effort needed to start up other skill trees later. After your packages have been set, you pick a name, no spaces, no punctuation, no numbers - so although you can't have a forename and a surname, you also aren't going to see EvilLordVader666. You might see mixed caps though, like dISTurBeD (urghh).

    You enter the realm on a newbie island, a single land mass with about 6 starting areas, that you choose from. They all appear to be the same, they have a trainer portal, whether it be a wooden pyramid or a large tree, some guards, some merchants and a helper. Surrounding these small encampments, are lots of luscious forest and hordes of newbie monsters. The first thing that strikes you about Ryzom is that its very rural, very nature-based. The second thing you notice is that the wildlife are abundant, very abundant, they graze in large packs, they move and shift together and stray ones often become very curious of you and sniff you out and look at you. The night/day weather cycles also seem very organic, especially unnerving is the night, because everything really does become very difficult to see, and there are no artificial light sources you can use, just some strange floating insects or swarms of glowing dandelion fluff. Your initial quests are little more than a tour of the trainers, some imparted storyline, and a bit more running about talking to helpers and merchants. There are one or two of the NPC's in the encampment which will hand out simple kill missions, and the rewards are often "money" - which is a green globular substance called Dapper. I tested out my acid splash spells on the suckling Yubo's running around the edge of the area and they died suitably quick enough. Spell effects where nice, with a very dramatic and over emphasized arm waving affair, followed by a light show and a glowing ball that shot forth and poured green poison all around the creature in a kind of rainfall of death. I was also gifted with a fear spell, which was even more impressive as I cast it, levitating me into the air, christlike, and surrounding the beast with spiralling ghostly skull wisps that rose into the atmosphere as the beast fled. Your mana is called 'sap' - its all very green and earthy - and the fear spell took a while to cast and sucked away a healthy portion of my sap - so it became my backup. Casting spells seemed to involve spamming the spell key on the quickbar to time with a combat round of sorts. You can essentially stack two spells, one that you are casting and one that you are about to cast. This mechanic is exactly the same for melee combat too. One executing, one in the queue. The rate at which the bar got to the next action in the queue seemed to be determined by the time it took to execute the current action. My acid splash was quite quick and I could get three or four off on a creature before it got to me. If I was being beaten on, and my health as a mage was fragile to say the least, I could fear it and then keep splashing at distance.

    If you pick out a herd of creatures to decimate, powergaming style, they seemed to cotton on that you're culling their flock and they move out whilst your'e taking one of them down. So you think you had another 5 of these things to drop, and they'd high tailed it somewhere else. Watching large packs of animals wander around in the distance, running, sniffing and generally acting like wild animals, is quite a site really - Star Wars Galaxies attempted this with their animal packs, but thety were more likely to be called clusters of animals, and often they never exhibited behaviour as a group, in SoR these things do really move around like a herd of sheep or scamper like a pack of wild dogs. Unnervingly some of the creatures often make a fast beeline towards you to check out what you're doing. None of the animals seem overtly distressed by you to start with, just curious, only if you start to kill them do they pass the word to move on. This pack mentality though, makes levelling quite swift, especially if you can almost kill them in a single cast (after I'd levelled up the acid spell). The world looks suitably lush amnd 'natural' but the animals themselves are very weird, whilst they exhibit animal behaviour, they all look like something out of pokemon. The design is intentional I guess, but a more natural look to the animals would have been welcomed by me, rather than the very strange almost cartoon like designs.

    Every action in the game is built with modular design in mind, so every melee special or every spell or every crafting action, are all built up from a tree of attributes and properties - to give them their Ryzom name - Stanzas. These Stanzas each have different abilities and costs associated with them, and once a player learns them, they can combine them into their own custom actions. Weighting actions for range, or sap efficiency, or time tweaks. Basically you can take any given spell or hit and tweak it according to your style of play, as long as you have earned the appropriate Stanza's. I haven't fully explored this yet, as it requires a bit more knowledge I think to make full use of it, although I did manage to remove a casting time cost from my acid splash and increase its efficacy slightly by adding a higher sap cost. Since I have learned some skills to increase my sap reserve and its regeneration it seemed wise to boost the spell with the abundant sap and since its my main damage spell, free up its casting time for faster attacks. Making Stanza acquisition part of the skill gaining process is obviously a method to regulate the boosts and tweaks you can do for your level. To be able to fine tune your attacks and spells though, is a novel idea and it warrants further exploration.

    For a better explanation of this concept, check this page out with a simple example of Stanza use.
    http://www.ryzom.com/index.php?page=features_skills

    Some of the spells have a linking ability, which I haven't quite worked out yet - but apparently - you cast it and then its effects remain, but they drain your sap reserve at a specified rate, so you can turn on a spell and hold it for as long as you can pump sap into it. I think there are thresholds determining what you can and can't do whilst pumping a link spell with sap, the more sensitive ones break if you move or do any other attack at all. Since I haven't gained a link spell as yet, I can't try out this sort of feature to see how useful it is.

    The crafting side of the game I haven't really dabbled in, it look suitably rich enough, with a full harvesting and foraging backbone behind it. From what I can tell natural resources bubble up to the surface of the planet in the form of green goo bubbles, that can be claimed by foragers. Once a forager begins work on a glob, it gets his name added to it. Then he spends time and effort to extract as much as his skills will allow from it. These globs appear overnight randomly it seems, although I believe there is are surveying and prospecting skills which encourage these resources to bubble up to the surface - meaning players can find a rich source and actually mine it to force it to become apparent. At the moment, I haven't sampled what the state of the games economy is. I am on the European server 'Arispotle' which I gather hasn't been all that populated. There are NPC merchants, who buy raw materials as well as loot. All loot seems to be in the form of raw materials - rather than finding dapper or weapons and armour on wildlife. Basically you 'quarter' the animal and pull off its skin and bones and eyeballs etc. These can be used in crafting items or are sold to the vendors for a small amount of dapper. Its all about making it seem natural and believable in an unbelievable world. The crafters on the Ryzom forums are currently up in arms about there not being enough high quality materials (mats) around to make decent equipment, so the harvesters are basically keeping all the good quality mats and distributing them amongst guild crafters or actually taking up crafting themselves. There doesn't seem to be any good quality materials available on the open market at the moment. Experienced crafters don't want to make useless items with the basic mats that new harvesters pull out of the ground. No doubt it will settle out, when you get resourceful harvesters who can wholesale their top quality mats.

    The game is a bit buggy, I found it crashing a number of times and it seemed to have some major issues with ATi cards. After sticking DX 9.0c and the latest Catalyst drivers on, and swapping around from D3D to OpenGL and back, I seem to have a Ryzom that plays for longer than 10 minutes without hanging the whole machine. It's definitely got a number of content issues that were promised that weren't delivered upon release. Things like Mounts - which are in the game - because the stables are in place and the mounts are there, you just can't use them, and also theres meant to be guild based missions, rather than just solo or team missions. Hawkers are there and they buy stuff but don't sell stuff apparently, they are the merchants who will handle the sale of items between players I think, not sure whether there will be an auction system. Some animals haven't got names, just a filename over their head - presumably their model reference. I donned some armour a kind player crafted for me last night, and my blue legs and tidy bum are now invisible! :( There are little things that you notice that spoil the whole natural immersion, but then again, when was there ever an MMORPG released without all these bugs?

    The world is chock full of other non-player characters, after finding the "scooby doo monster" that is the Kami who transports you to your proper starting city on Ryzom, you notice not only the large vine like structures in the sky that encircle the planet, but you notice the sheer number of NPC's milling about in the city. Wandering as if with some purpose, troops of guards patrolling not only the outskirts but the very muck laden streets. Couple this with the sheer number of animals in their packs and it does feel very populated even if there wasn't another soul on the server. I've not seen tonnes of players, the odd one or two clustered in combat groups, or around a merchant. Playing at prime time UK time on the Euro server I'd have expected more players, but then again their ropey distribution is probably the cause of that. We're talking like 50 plus NPC's in quite a small city area. Animal packs can have similar figures if there are herds intermixed, several animal types have different levelled variations on the theme. The consider functionality seems very vague, its red or its not red, is about all you get. I think the planning of combat based on consider is basically a non starter, you have to gauge the animals first, "try and die" style. There is a death penalty was around 1500 xp, but you only accrue that when you respawn, death is actually unconciousness for an hour real time, anytime you're healed by someone to above conscious levels, you are essentially ressurrected. You pay off your experience debt, by gaining more experience, at my level it was a couple of kills really.

    Overall, after just two days of casual play, my verdict is "its interesting". Time will tell after dabbling with the Stanzas and harvesting a bit more whether it stands up to long term play. The world is thick enough of creatures and structures, the place is certainly no Anarchy Online desert wasteland, its thick forest swamps, so far. Probably worth dabbling in for the free month anyway. A number of features are bog standard MMORPG stuff, but there does seem to be some new ideas in there worth exploring.

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