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I am just curious to know if Nevrax delivered what they had promissed on the gamebox originally. I played this at launch and boy was I dissappointed. Nothing described on the box was live yet! It was the first time in my mmorpg playing history i thought of asking a refund. I was paying to be a beta tester essentially! Graphics were gourgeous. No content was the reason i left.
By the way didn't Nevrax go bankrupt recently? How are they paying their developers? Just a curiosity.
Comments
Since launch the follow features have been implemented:
Mounts
About 1/2 the functionality of the encylopedia
About 20 rites/quests
Outposts are in testing but no word on when they wil be released.
Pretty much the past year of operation has been nothing but bug fixes and rewriting of game code.
Nevrax did not go bankrupt, it was finantial security so they could rearrange the company. From what I hear all is fine with the finantial situation.
The game has improved much from what I see, events are top rate, the story is progressing well, the customer support and community is brilliant. Hunting crafting and forage are the best I have seen in a MMO, I love the game and wish I had more time to play
The game has improved much, yes we dont have everything on the box, but we have much else and outposts are on the verge and ryzom ring later this year.
Its well worth giving it another go, graphics are supreme and 5.1 surround sound in an MMO with new sound drivers soon
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Kibs
Avatar by Ema
Playing: The Saga of Ryzom since march 2004
I haven't seen the box but current state of game at live servers differs from original manual from my opinion:
- Camp selection when creating character is mentioned but it has been disabled from game after release
- Manual claims that npc merchants won't sell player items (they sell
- Manual claims that mission limit is 3 active missions (you can have more)
- Guild missions (outposts) explained but those are not in game
- Guild experience and guild hall improvements mentioned but only implemented in very small part in game (essentially you can't earn guild xp and you can't buy anything with it)
- Manual claims that quality of quartered material depends how creature was killed
- Manual describes bit harsher death penalty with lowered stats
- Manual claims that TP ticket can be used to avoid death penalty
- Manua claims that NPCs sell wondermat
- Cost for item enchantment credits are explained incorrectly
+ couple of minor things that I am not sure regarding harvesting specializations
Some of these are results to improvements to game, some are still missing features and some have been adjusted/balanced/implemented differently after release.
Some things to add sleepyguys list:
- npc bandit bosses with "unique" loot (1 for each race)
- PvP areas
Also some minor things like new combat animations, game mechanisms balancing/tinkering and new types of packers, packer food, death penalty removal tickets etc.
Lots of bugs have been corrected and quality of english translation has improved a lot.
Number of quests and outposts are most important lacking stuff. And more frequent invasions!
In my case I didn't buy the box, I downloaded all from the website, then after the trial period I subscribed and paid the game in the same time. So I can't compare and can't complain
I'm playing since february, and what I see is some improvements here and there, not big stuff though (but better than nothing if you want to know my opinion).
Anyway, more recently (less than 1 month ago) things have started to move a bit more, there is some internal reorganization, the website & forums changed and are clearer now, we can post now feedbacks more easily, etc etc. So finally we could expect more effectiveness soon I think/believe/hope
The most awaited thing, and for a long time now, is obviously the outposts... well, and noone knows when it'll come out, I bet on this year though ^^
another long awaited thing was the ability for the players to "affect the world", and it looks like Nevrax are now setting things up to allow that. Different event outcomes and story progression base on players actions, etc. We'll have to see how it goes.
http://www.ryzom.com/?page=news&id=773
There is still no content. They did file a French version of chapter 11 which temporarily protects them from creditors. They haven't said anything more about it since, but my guess is that SoR's survival is very much up in the air right now. Basically depends upon how they do over the next 6 months or so.
I have my doubts that they will survive. As you point out, the promised "living world" which you could affect with your actions was a major draw to many of us. It never materialized. Now, Nevrax (the company behind SoR) seems very scattered. They keep making pronouncements that go in different directions. At E3, the "big deal" was the "Ryzom Ring", a questionably thought-out venture which would allow people to create their own content (haven't heard more about that since E3). For several months now, they've been talking about "outposts", apparently as part of a general move towards a more PvP direction. Now there are some vague pronouncements about "events" being of more importance. Whether any of this materializes, or makes any difference, remains to be seen, but I'm doubtful.
If they focussed their efforts on the "living world" idea where your actions could have an impact, perhaps something positive would develop. As it is, they seem to be going in several different and not well thought-out directions at once, and appear to have very limited resources.
So no, they haven't delivered on what was on the box, the game isn't much different now than it was when you left.
Doctor Z.
Outposts still not here yet.
Not even on the ATS.
And with their announced "projected test schedule", I doubt it'll be here for another 3 months at least.
(i.e. don't hold your breath)
Living world part may be very hard to implement and introduce on existing Atys. All kind of complex interactions might work very nicely until you get players in and they slaughter whole living world in matter of hours. And players will start major complaining if mobs would not respawn exactly as they do now as they want to powerlevel on same spawn/boss for hours.
Then they should never have made it the focus of their marketing efforts in the first place. No one said it was easy to do; that was the whole point, that SoR was going to bring something exciting and innovative to the MMO genre that hadn't been done before. Besides, without that, the game feels very "empty" with nothing really to do except level.
Doctor Z.