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I swear: this is the last E3 article. Nonetheless, we saved one of the most interesting things we saw for last. As most know, Nevrax has been hard at work on the Ryzom Ring. Essentially, they're releasing a highly polished development tool that lets players make their own content. Find out how this bold experiment is shaping up after we saw it in action.
You can read the full preview here.
Dana Massey
Formerly of MMORPG.com
Currently Lead Designer for Bit Trap Studios
Comments
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Kibs
Avatar by Ema
Playing: The Saga of Ryzom since march 2004
Ryzom was a very nice game and all I read about it confirm this.
It is the ultimate hardcore game. So hardcore I won't play it, and that is stating something. Anyone claiming they are 'hardcore' and picking another game is plainly silly IMO, or they have no idea what hardcore means.
I rather bang my head in a wall then play it, but it is not because it is not nice, it is because it is a hardcore setting to the extreme, even Vanguard/pre-Kunark EQ are extremely casual-oriented when compare to this game.
Really, I don't understand why they don't advertise on the CHALLENGE and the hardcore aspect more, they won't keep a casual long (unless it is a hybrid-hardcore in disguise IMO) and they should just try to get all the niche market they can.
After talking with those devs, in French, I figure it would be easier to make Brad design a solo RPG offline than to actually put sense into those devs, yet they have a 'vision' and they stick to it and the game is nice, in it own way.
- "If I understand you well, you are telling me until next time. " - Ren
Hot Damn, I neeeeeed this!!!
Go Ryzom GO!!!
MaDSaM
Do you dare to adapt?
User deigned extensions to MMORPGs is something I've been looking for since I switched from playing MUDs many years ago. Back then I was coding areas in LPC with mobs, quests and interesting things to explore. The biggest problem with user-coded areas is people exploiting the system. On the MUD, new content had to be tested and approved by the administration before it was put online.
I didn't see any mention of exploit checks for Ryzom Ring, so was this overlooked?
There is talk that the best scenarios would get official hosting and be given xp gain etc by the devs, as well as the option of xp boost crystals avaliable in scenarios.
They have thought about this, but I am not 100% sure what will happen pending release.
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Kibs
Avatar by Ema
Playing: The Saga of Ryzom since march 2004
~Lheage~
Anofalye,
As much as I like reading your posts, despite have an almost diametric viewpoint to you, you really need to define what you mean by "hardcore". From the posts on the subject, you seem to define "hardcore" in Ryzom's context in that there are no artificial mob level/zone barriers i.e. from level 20 to 250 a few steps from the starting location.
I don't define 'hardcore' in quite the same way. I view 'hardcore' -in a gaming sense - in what freedom is allowed to players, and what are the possible consequences. For me, I view Eve Online as extremely 'hardcore' (probably why I originally subbed, left then re-subbed 18 months later) - in that even in 1.0 sec space it is possible to be blown to smithereens. When your ship is recycled in Eve Online, it is possible to lose every module, and all of your cargo. In fact, quite probable to lose some. If you're in lawless 0.0. non-Empire space and are pod-killed, say goodbye to EVERYTHING in your ship (I mean, every single nut and bolt), plus any implants that you might have had. The sheer COST of all of those modules, implants, cargo, as well as the initial capital for the ship can run into 10's, if not 100's of millions of ISKS.
Eve Online is hardcore due to the sheer player freedom, and the harsh gaming world (severe death penalty).
From reading the SoR forums, most of the players are anything but 'hardcore' - most seem extremely casual, social PvE players. I suspect Ano, that you're referring to the 'potential', rather than how the game plays out in reality? Just because there isn't an artificial mob level/zone barrier, doesn't mean that the game actually plays out like that.
My issue with your definition of 'hardcore', is there is no reference to consequence, rendering the term meaningless. I could play a game and be killed 100 times in succession. Would such a game be hardcore? Maybe. Frustrating? Damn tootin'. But if by being killed 100 times there was no penalty except waiting to spawn again, then the game would be more frustrating than hardcore. As I've stated, by my definition, the consequence defines a 'hardcore' setting.
Just a different view, as I'm planning to play SoR and in no way, shape or form, would I define SoR as 'hardcore' (by my definition given above).
Regards,
Riotgirl
"If you think I'm plucky and scrappy and all I need is love, you're in way over your head. I don't have a heart of gold or get nice. There are a lot nicer people coming up. We call them losers."
And I also disagree with Anofaye, this game is not hardcore. Grind doesnt mean hardcore. SoR has some nice unique moments, but in general, it failed to contain my interest for long becuase of grind and lack of content (quests, housing, skills, etc)
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.