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What (was) is the game like?

ricma985ricma985 Member Posts: 84

Well the web site is down, it just tells you that the game will be back so... Answer the title please? :)

Is it mostly PvP or PvE, and if there is PvP are there any sieges and such? What about grinding, and so on...

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Comments

  • jackobajackoba Member Posts: 124

    pvp = yes (very balanced too)

    fights over outposts = yes (mostly large factional fights)

    PvE = alot of but not in the way of other games

    Solo'ing = very difficult, the game really encourages teams

    otherwise I dont have room to explain this game, it isnt anything like the others

  • ricma985ricma985 Member Posts: 84

    Thx for the info. I've read somewhere that it was different and so i wanted to give it a try... I'll wait now :)

    O and y probably the most hated question: was it free? :)

  • jackobajackoba Member Posts: 124

    no, pay to play

    about £8 to play iirc

  • TuyetTuyet Member Posts: 135

    Ryzom is a skill based sandbox fanatsy RPGMMO. There are 4 races and 2 factions. The skill system starts with 4 basic skills and can have branches at levs 20,50,100,150, and 200.

    Whatever skill you are using requires the player to use actions which are mostly player created. For instance in creating an elemental magic action ( nuke ),  a player has to chose which type ( cold, acid, or rot; and after lev 125 fire, shockwave, poison, and electricity are added ), and what level of damage -- and then conterbalance the cost of the action with HP costs, SAP costs, range costs, and/or time casting costs. One would think that one would just create the most powerful spell but thats not always the best. There are also options for double elemantal attacks, multiply targets, and dots.

    Skill points are awarded for each skill level achieved and are in the 4 basic skill trees. There are more than enough skill points available for a player to have every skill in the game. However, that requires doing several branches in the skill trees. And if anyone has mastered all the skill trees they are being quite quiet about it.

    Which skill that is best utilized is controlled by the equipment that is equiped. For magic, a player normally equips magic amplifiers ( amps ) which will both increase casting speed and effect (heal, damage, etc ) up to 100% ( +120% boosted ). Also for magic the player normally wears Light Armor so there are no additional casting costs cause by "malus". The amp is worn on the hands but equiped in the 2 handed weapon slot. But it also possible for someone meleeing to unequip their weapon , equip their amp, and cast spells ( but the cost of the spell will go up because of "malus" associated with wearing Heavy Armor, Medium Armor, Shields, and Weapons.

    Every player should do the heal skill at least up to lev 40 or 50. The reason is that is how players are rezzed by other players. A player is first knocked unconscious when losing a battle then he gradually loses more HPs over 5 mins till he dies and is rezzed with a Death Penalty ( max 10 DPs ). However healing HP spells will gradually revive the player or not so gradually if done by a master healer well equipped. But a lev 50 healer ( prob lev 20 for that matter ) can revive even an uber player. Also it is normally the first skill that can be utilized in OP battles if one wants to join in the fun early on.

    The newbie area ( Silan ) is quest based for tutorial reasons. It introduces the player to the basic mechanics of gameplay in Ryzom. The mainland is sandbox mainly. There are quests but really only worth doing for faction and some goodies for encyclopedia quests ( 1 biggy for improving the life of equipment ).

    ALL eqipment WEARS OUT. So there is always a need for crafters. However don't worry, you'll outgrow equipment before it wears out till high levels.

    There are 4 Homin civilizations in Ryzom each with their own terrain type zones basically broken up into lev 50, 100, 150, 200, 250 areas. Atys ( the planet ) is a living organism -- basically a big rootball. There are also Prime Root zones that are basically huge underground caverns but really no different from above ground zones in layout ( mobs are another matter ).

    On the mainland a player starts out in the capitol of one of the races. Fast transportantion is down by a factionalized TP system with the Kami and Karavan factions having different TP locations. Faction requirements for TPs varies with many being avalable to all Homins with their starting faction points. However one must buy a TP ticket at the TP to be used. So players must trek to the TP locations the first time.

    To trek from 1 Homin capitol to another Homin capitol can be very hard and is usually done with at least 3 masters. The easiest capitol to capitol trek is  about 30 mins well done and several TP locations are visited. The harder capitol to capitol treks are about  2 hours well done. Treks are guild organized a lot of the time. Treks are enjoyable for both the trekkies and the players trekking them. Not even all master players are good at leading treks or even attempt to lead treks. Treks are soloable but sneak trekking a low lev char all around Atys usually requires a lot of Ryzom experience and knowledge.

    Hunting skills are usually raised by group hunting in a team. Soloing is possible but hard for newbies and a lot of down time waiting for HPs to regenerate. Players can not cast heal spells on themselves. There is a self heal power but that has a reuse timer and most save it for a battle going bad. Soloing lower level skills by a master is quite possible and even easy as stats are improved by skill levels so say a master 2 handed swordsman may have huge HPs and Q250 equip and solo a lev 50 1-handed wepon melee skill quite easy and fast. Regeneration rates also go up with skill ( does require spending skill points though ).

    Ryzom is mainly PvE. There are PvP challenges with no penalities as long as the down player is rezzed ( can be down by the winner ). And of course it will wear out equip some. There are some Prime Root PvP zones but have never seen any serious PvP there.  There is also a PvP tag which can be turned on for those that want PvP in all zones all the time. There are a few master players that do that, I'm not among them so no idea how that is; never seen them going at it.

    PvP is mainly Outpost Battles which are for guild controll of the Outpost which generates Cats ( doubling exp when used ), Mats ( for uber crafting ) , and some small stat boosting goodies. The battles are mainly up to 2 hour factional battles but gameplay mechanics are really guild vs guild with guilds getting assitance from allied guilds. Battles can be as small as a solo player attempting an attack on a low level outpost with his launcher. However the big battles can be huge, 100v100. There were detailed explanations of OP battle mechanics on the Ryzom website before. Players can do some good at these battle swith skills as low as say 50 in heal, 150 in elemental, and 200 in melee. Of course the real fun begins with master skills, and not really sure when the range weapon skills become useful but they are very effeective. However range weapon skill leveling is not that easy and usually done as a 3rd or 4th hunting master.

    As for grind, leveling can take quite a while but can go fast with good groups. The last 30 levels from 220-250 do take quite a while. A lot depends on your approach to a game. Are you interested in having fun and enjoying it all the way up the skill ladder? -- if so it'll be months if not a year or more till your first master. Do you just want to get to uber fast? -- then get into an uber guild, play a lot , and prob get your 1st master 2-handed weapon skill in 3-6 weeks.

    Foraging ( the gathering of mats for crafting ) is a large part of Ryzom. It requires the player to cast a prospecting action to just make nodes available for "extraction". While extracting mats the node can explode(nuke) or gas(dot). The player can see this happening with bars that show the status of the node during the extraction. The player can also careplan ( CP ) the node to restore the health of these health bars. There is much more to foraging than just this and is the best part of Ryzom for a lot players ( me included ). Its an art with lots of options. It is however a huge grind to become a master digger much less a master digger in all 5 terrains, However really players usually just want a master PR dig skill cause the Supreme dug mats are only in PR zones. 

    Leveling in crafting skills is straight forward with no danger. Crafting good usuable equipment however is somewhat complex and takes a while to learn. Uber equipment for the most part requires supreme mats from both digging and bosses. In addition equipment can be boosted up to 20%(random stats, 5% chance of a boost ) when crafted with tools made from OP mats ( remember them OP battles ). I've never used an OP tool but believe that is at least somewhat accurate. Personally I like the equip I can craft with EX mats from named mobs and dug Supreme mats and throw in a Sup boss mat or 2 or 3 or 4 occasionally. Ryzom is even quite playable with equipment made from choice mats -- and good groups are more important than great equipment. But crafting great equipment is fun too. And crafters will go out of their way to craft nice equipment for newbies -- just don't expect them to craft you uber equipment every time -- some mats aren't easy to get.

    Equipment in Ryzom is basically Weapons, Armor, Jewels, and Tools. All player crafted equipment can have a stat boost usually HPs.

    Weapons are basically damage and hits/min for melee stuuf. However there also are stats for dodge, parry, adverasary dodge, and adversary parry. Dodge and Parry are actually pretty much the same thing in Ryzom but the player must chose whether he is in dodge mode or parry mode. Meleers usually parry, Casters usually dodge ( because Light Armor has + dodge for casters; and Heavy Atrmor has + parry for meleers ). Some mobs will dodge, some will parry -- the player can tell by what is displayed in the sys window.

    Armor is mainly Heavy Armor ( meleers ), Medium Armor ( range weapons ), Light Armor ( casters ), and shields ( 1-handed meleers ). The main stat is protection factor which varies from around 10% for LA, 30% for MA, to 50% for HA. Also the Quality of the Armor is important but that is governed by a players stat that is associated with skill levels. Armor also has dodge and parry stats and max amount of melee types of damage mitigated. there are 3 different types of melee damage; Slash, Pierce, and blunt. Also there are melee stanzas for attacking particular body ares.

    Jewels have both protection and resistance stats. Protections are against type of elemental attack ( acid, cold, electricity, etc ). Resistances, I don't really understand well but are Terrain related -- apparently all spells have some terrain association with them. All protections ard resistances are capped at 70% so any amount above that is wasted I think. Also any piece of jewelry can only affect 3 resistances and 3 protections so having all protections and reistances at 70% is impossible. Uber players have special sets of jewels they wear for OP battles -- that's how those meleers stand out there getting battered by multiply nukes ( of course they still get massive healing too ). A specialized set of jewels for what one is hunting can be helpful too but usually isn't necessary as most mobs are all melee but there are some tough mobs that cast too.

    Mobs are mainly in herds, herds can be culled as a herd starts to spawn when it is wiped out. Herds overlap a lot and many migrate. And carnivorous herds will hunt the herbivores near them. So herds can be killed off just by mob action with no player activity. And some herbivores will even kill the carnivores in battle but that is the exception. Normal mobs drop basic and fine mats that can be used for grind crafting or sold to vendors for dappers ( in game currency ). There are some special named mobs like demolisher that drop choice mats. There are named mobs like Raj that drop Excelent mats and roam thru a zone wrecking havoc. There are the boss's that drop Supreme mats and have guards ( like 30 ). Then there are the civ boss's like Lixie -- not sure of the drops but think they are very special crafting plans.

    Mob behavior is very unique to Ryzom and has more of a real feel to it then most games. Non aggro mobs even get curious about what you are up to. It also makes solo trekking a very skillful activity which requires experience and knowledge of different mob behaviors.

    And herd locations are not always the same, when a server is reset some herd locations will change so just cause you see a certain herd here or there; don't expect that it'll always be there. Some of this is seasonal too -- Atys does have a 4 season cycle with a season lasting 4.5 RL days I believe. Oh and the Supreme mats down in the PR zones are seasonal, the player does have actions that allow him to deal with this.

    There are also many tribes located all around Atys, there is fame associated with these tribes and there are quests to become friendly with them, however doing a quest with a tribe will affect your relationship with many tribes, some up , some down. Many of the good Kami/Karavan faction fame quests are from tribes too. Friendly tribe guards will attempt to kill mobs that are engaged with you if drawn into their aggro range usually. Unfriendly tribes may kill you. There are roaming tribe squads but they won['t attack you unless you attack them. Personally the tribes appear to be something that the developers hoped to expand on in the future. I'm hoping that Ryzom becomes successful enough that they get their chance someday. But for now, the effort required to get friendly with an unfriendly tribe hardly seems worth it. 

    Ryzom has a map that a player can put landmarks on with names that show up with mouse overs. The map can be resized to the whole screen if you like.

    A player can have 4 seperate UIs setup with easy hotkey access.

    Ryzom has a radar screen that shows all mobs within the set range as white dots, another color for team members, red dots for PvP enemies, blue dots for PvP friendlies. This radar screen is particularily useful when weaving ones way thru aggro. It can also be set at different ranges 25, 50, 100, 250, and 500 at least i believe. However it can not be resized from what I remember but still very nice.

    Ryzom has a server chat channel but that was suppose to be just for Q&A. There are factional chat channels available when one joins a faction if one chooses to do so. You can talk just to teammates or guildmates too. Also one can open as many 1 to 1 chat windows that one can tolerate on their screen.

    Ryzom has a nice macro system that is user friendly . However it is somewhat complex and takes a bit to understand but worth it. And although a player can do some nice things with macros; it isn't possible to bot with macros.

    So what is Ryzom like for most?

    Typically log in, check ones guild and  friends lists to see who's on. Send a few tells or guildtalk to say hi and  see what's up. Head out, join a team of friends and level up some skills. If no ones on -- maybe do some foraging if that's your thing. Or maybe go exploring an area on your own. Maybe join in a trek if there is one. OP battles you prob will know of ahead of time from guildtalk days ahead of time. Your group might go a boss hunt with players checking to see if boss's have spawned. If your on for a long time, some team members will leave and others join. Teams are up to 9 I believe.

    Battles are typically fast paced, with players doing the skill that they want to level up. Mobs are normally pulled or attacked if pulling isn't necessary. After a battle everyone will use there heal abilities to get everyones stats back up if necessary. If things go bad or adds come in that the skills being used aren't up to handling, players might use higher level skills to save the day. There are auaras and powers with reuse timers that come in handy too. Such as an invulnerability, 10-20 sec very fast run speed, self heal, melee protection aura, etc...

    Players will often TP out at a moments notice to make a rez run to rez up a fallen Homin or team of Homins. Almost all normal hunting areas of Atys can be reached by a player with master powers and auras inside of the 5 minutes. It is quite a feeling of accomplishment when you get there just inside of that time limit.

    Ryzom is a fun unique game. It is quite complete as is with good graphics and animations but has huge potential for expansion .

  • katriellkatriell Member UncommonPosts: 977


    Originally posted by Tuyet
    Ryzom is a skill based sandbox fanatsy RPGMMO.
    Science-fantasy. :)

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    image
    In memory of Laura "Taera" Genender. Passed away on August 13, 2008.

  • TuyetTuyet Member Posts: 135

    Yep, believe its been advertised as science fantasy or scifi fantasy.

    But to me Ryzom has a more primitive prehistoric tribal feeling to it. Not really into the lore but gueess maybe caused by some Homin science gone wrong?

  • GilgameeshGilgameesh Member UncommonPosts: 412
    Originally posted by Tuyet


    Yep, believe its been advertised as science fantasy or scifi fantasy.
    But to me Ryzom has a more primitive prehistoric tribal feeling to it. Not really into the lore but gueess maybe caused by some Homin science gone wrong?



    LOL Tuyet, u had something to tell here :D

     

    image
    Nickname registered on www.mynickname.org

  • ricma985ricma985 Member Posts: 84

    Wow dude thx for that info! I'll try it for sure if it revives somehow. I suppose that if that happens you'll be there so i'll probably spam you for help if you use the same name ;)

  • XoloXXoloX Member Posts: 83

    The nice thing about the Ryzom community: you can spam almost anyone for help and won't be rejected. When Ryzom relaunches you should try to approach it as if you'd never played a MMORPG before - it is different than anything else out there with a steep learning curve.

    Ah well.. as long as you enjoy yourself anything's OK


    ...activating morph from silent reader to active poster...
    ...pending...
    ...pending...
    ...pending...

  • TuyetTuyet Member Posts: 135

    Yah should have made a point of that.

    Ryzom does have a somewhat steep learning curve.

    Not so much cause of Ryzom's depth of gameplay which is quite deep but because  the gameplay has twists to it that make gameplay somewhat  different from other games. Ryzom isn't Wow, EQ1, EQ2, or any other game -- so don't expect things to work the same way -- they prob don't. For instance there are very few if any buffs in Ryzom so your not gonna have to find 5 different buffing classes to get you all setup for the next 4 hours.

    Another thing about Ryzom is that SOME things change a bit as one levels, Its not just the same thing at a higher level with more complexity. The dynamics alter somewhat -- at least it did/has for me much more so than other games.

    And sorry to say that I don't have any chars named Tuyet in Ryzom; Tuyet was a female wood elf druid I played in EQ1. Just a made up name but a fellow worker who was Vietnamese said Tuyet means snow in Vietnamese. Got lucky with that one.

    A few other things about Ryzom.

    All weapons can be enchanted. The enchnated spell is instant cast, no fail when triggered. To enchant a weapon one merely equips the weapon and clicks on a crystal with the enchantment. Enchantments can be changed as often as one likes. The enchanted crystal is made by any player capable of making the spell action and can then be traded. There is much more detail to how it all works but that's the basic concept. For instance a player could have a healing action enchanted on his weapon and trigger the action to heal his healer if the healer got in trouble. Any magic action can be enchanted.

    Storage in the game is mainly player inventory and packers. Each player can have 3 packers with 500 bulk storage each. Players can also have apartments that have additional storage but aren't as easy to use constantly -- more of long term storage. Guilds also have guild houses which have large storage. Much more to storage too but those are the basics.

    A player can have a mount too in addition to the packers. The packers and mount can follow the player anywhere but can not be TPed. When digging it is sometimes helpful to take packers out to store dug mats on em.

    There are seperate marketplaces for each civ in Ryzom but anyone can access all the markets. Players can put equipment up for sale in the marketplaces thru the vendors and their items remain on the market for 7 days i believe.

    There is Civilization fame along with the factional and tribe fames. It is completely seperate -- for instance one can have max positive fame with all civs if one wanted too. It mainly affects a players ability to get an apartment in that civ and the ability to do encyclopedia quests in that land. It also affects prices the vendors pay and charge slightly.

    There are no sub combines in Ryzom . The complexity in crafting is achieved by the all the different stats affected by the mats which have different effects on different stats. An example of a 2-Handed Sword recipe I use:

    Blade: 1 Excellent Kincher Shell + 4 Supreme Big Shells

    Shaft: 4 Excellent Najab bones + 1 Supreme Oath Bark

    Grip: 4 Excellent Plodder Skins + 1 Supreme Dzao Fiber

    Counterweight: 5 Excellent Arma Pelvis

    Its just one combine with a window that has locations to place the different mats you select to use.

    The Excellent mats are drops from named mobs and the Supreme mats are foraged mats. It might not even be a good recipe but it does give one an idea of how crafting works. It gets somewhat complicated to explain the details but plenty of players will help out in game if you get into crafting. If one was just grinding up skill levels one would just combine whatever shells, bark, fiber and wood nodes that one could dig up easily.

  • green13green13 Member UncommonPosts: 1,341

    In terms of gameplay, I've always thought of Ryzom as Morrowind Online. Because:

    a) You can "multi-class", in that a single character can learn all skills, though equipment buffs/debuffs mean that a single character can't be bad-ass with all of them at once, i.e. the "multi-classing" doesn't kill group dynamics. What it does do is eliminate the need for alts.

    b) Players can "edit" their own spells/combat abilities, like in Morrowind.

    It also differs from other mmos in other respects.

    It has the best harvesting/crafting system I've seen in any mmo.

    Harvesting: Resources need to be searched for and exposed, i.e. they're not like WoW where resource nodes stick up out of the landscape everywhere. Some resource nodes are also seasonal. The actual harvesting also isn't just a highlight-click, so it's a little more interesting too.

    Crafting: Each item requires a certain number of materials of a certain type. But each material (and there are many) confers different stat bonuses when used to craft different items. The same applies to materials and the colour of crafted items. So it's not just a matter of gathering "required" items and hitting a craft button, you need to decide what kind of stats (and for armour, colour)  you want the item to have, then find and use the appropriate materials.

    Vendors do sell a limited range of gear, but the only decent gear is player-crafted.

    It is possible to solo, but much, much easier (and more fun) to team up. The game design/mechanics really encourage teaming.

    Ryzom has serious mob AI. Mobs don't just mull around waiting for players to kill them. They behave. They come and go with the changing seasons. Predators attack other animals (as well as players) and have a tendency to roam, so you can never quite be sure where you'll find them. This makes the game world seem much more alive than in any other mmo I've played.

    The game doesn't have "quests" like most mmos, nor instanced dungeons.

    There are elite/boss mobs. They don't drop uber gear like in other mmos, but usually do drop uber materials (for crafting).

    There is pvp and there are factions in the game, and the two sides battle for control of outposts, which produce materials and catalysts (xp enhancers). But unlike eg. WoW, the two factions can (and do) get along with each other in general play. It's a fairly civilised kind of pvp.

    Finally, and it's a small thing but something I like about Ryzom - the races are essentially cosmetic, i.e. they don't come with any kind of stat/ability bonuses. You can pick based on what you like about their look/background/theme and have complete freedom in how you play them.

  • ricma985ricma985 Member Posts: 84

    Now the only thing that's left is the game itself :)

     

  • jakojakojakojako Member Posts: 332

    This game is a ton of fun. No classes or anything, you can basically do whatever you want with just one character.

    But solo'ing is incredibly hard, and even is teaming, which is why it's encouraged to join a good guild (or whatver they call it) so they can give you certain leveling items.

    The items you'll get from other players make everything REALLY easy, and it will allow you to level fast.

  • green13green13 Member UncommonPosts: 1,341

    Just for any who might worry about Ryzom being completely solo-unfriendly...

    Solo'ing really is a challenge when you first start playing, and teaming is always easier, but even once you get at least one skill up into the mid 100s (which doesn't take very long) the multi-classing mechanics make it easier to solo your lower level skills, if you're unable to find a team.

    Someone please correct me if I'm wrong here - this is as I remember it being told to me over a year ago now so I may not have this right:

    1. The max level armour you can wear is determined by your maximum skill level.
    2. Players have an inherent dodge/defence based on their highest fighting skill level.
    3. Players have an inherent magic resistance based on their highest magic skill level.

    So for example, if you are level 150 in sword fighting and level 30 in offensive magic and felt like some easy solo'ing...

    You could pick up some level 160 (player's highest skill level +10) caster armour and go find some level 40'ish mobs that do physical damage. Your higher inherent defence + higher level armour + higher hit points will make solo'ing (in this situation) relatively easy.

    And it's even easier if you go back and level a lower level skill in the same tree (magic or fighting) because your mana/stamina totals and regen will be very good compared to the skills you're using.

    But teaming will always be easier/faster because there are really good healing spells - for health, mana and stamina - but you can't cast any of them on yourself. They can only be cast on other players.

  • GilgameeshGilgameesh Member UncommonPosts: 412
    Originally posted by green13


    Just for any who might worry about Ryzom being completely solo-unfriendly...
    Solo'ing really is a challenge when you first start playing, and teaming is always easier, but even once you get at least one skill up into the mid 100s (which doesn't take very long) the multi-classing mechanics make it easier to solo your lower level skills, if you're unable to find a team.
    Someone please correct me if I'm wrong here - this is as I remember it being told to me over a year ago now so I may not have this right:

    The max level armour you can wear is determined by your maximum skill level.
    Players have an inherent dodge/defence based on their highest fighting skill level.
    Players have an inherent magic resistance based on their highest magic skill level.

    So for example, if you are level 150 in sword fighting and level 30 in offensive magic and felt like some easy solo'ing...
    You could pick up some level 160 (player's highest skill level +10) caster armour and go find some level 40'ish mobs that do physical damage. Your higher inherent defence + higher level armour + higher hit points will make solo'ing (in this situation) relatively easy.
    And it's even easier if you go back and level a lower level skill in the same tree (magic or fighting) because your mana/stamina totals and regen will be very good compared to the skills you're using.
    But teaming will always be easier/faster because there are really good healing spells - for health, mana and stamina - but you can't cast any of them on yourself. They can only be cast on other players.

     

    Yes, I already stated in other posts that Ryzom can be soloed most of the time for the levels, except the last 10 levels. Other people think different. For sure, Ryzom is not an easy game.

    Of course, what you need to do successfully is: knowledge of the fauna and the regions (yes, someone will tell you that there are the plants, but being one that killed no more than 100 plants in 4 years, i assure that there many animals that can be hunted for good exp in solo, ie armas, just knowing the right moment to do).

    And yes, teaming is obviously faster and more fun, but just a duo-team can do everything (except the last 10 levels).

    To be more precise: the last 10 levels teorically can be solo'ed -duo'ed too, but only available to masochists that wanna get 10 xp per kill and spend another year to finish them :)

    The only animals that actually give good exp at last 10 levels aren't soloable nor in duo (sigh, when i'll get the chance of another 'shallas' team??)

    I think, if you are someone that wanna rush thru levels up to cap, you are just missing the whole point of Ryzom.

    Going around solo experimenting your actions, exploring new areas, finding different herds, etc.... gives a lot of satifaction, if you can do it with others the better, but never stick just in the levels, or you'll going to lose most of the fun in Ryzom.

    NB: the 'you' used is just generic, not pointed at you, green13 :)

    Last:

    1. lol i really don't remember now, iirc should be 'max skill' + 25. But i can remember wrong (maybe it applies to weapons?). I'm confusing between skills and stats, lol.

    2. dodge is determined by your highest magic skill

    parry is determined by your melee skill related to the weapon you are wearing.

    dodge/parry can be modified by armor/weapon stats.

    3. yes, and it was also modified based on your race/actual region, but i always supposed this was bugged.

    Finally I agree that leveling a secondary skill, after mastered the first, is really easier to solo

    Speaking only about the main combat skills, because other skills, as afflictions, can't be soloed effectively, and healing is impossible to solo (you can always heal everyone, but you gain exp only if they are teaming with you).

     

     

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    Nickname registered on www.mynickname.org

  • jackobajackoba Member Posts: 124

    Gil, just a note mate

    Last 10 levels are by far easier duo than any other style. Trust me when I say superherbs and kincher are terrible compared to the fastest way of doing it :) all the provide is an allowance for a bigger team to play together. I really really hate plods and would never even bother with them, kincher are alright as long as you can pull 4 a time and kill them quick otherwise its alot of downtime with the pulling.

     

    I admit though, heal is a bit troublesome and generally needs superherbs

     

  • GilgameeshGilgameesh Member UncommonPosts: 412
    Originally posted by jackoba


    Gil, just a note mate
    Last 10 levels are by far easier duo than any other style. Trust me when I say superherbs and kincher are terrible compared to the fastest way of doing it :) all the provide is an allowance for a bigger team to play together. I really really hate plods and would never even bother with them, kincher are alright as long as you can pull 4 a time and kill them quick otherwise its alot of downtime with the pulling.
     
    I admit though, heal is a bit troublesome and generally needs superherbs
     

     

    I think you are right, only if you are doing melee and have me as a healer

    I think kinchs can be done up to 240...with no harm in duo, as soon as u pull max 2 kinchs at once, but after 240, the exp still drops alot. Ok, maybe 245.... But at the end, the only choice are the superherbs, as u call them

    U sure know that a good CG (I mean at least 235+)  can heal non-stop a single tanker (even when the kincher crit), as long as he don't get more than 2 mobs, otherwise need to use heavy healings and some rest.

    I duoed a lot with gurthgor, helping him to get is master melee, doing jugs in GoC then kinchs in void, very fast as he never needed to heal me, but at the end, you need a lot of time to do the last levels just because of the exp.

    I don't think you can duo 4 kinchs at time, at least not in a fast way, unless the tanker is so able to stick with taunt to all 4 of them cause, you know, added mobs easy move to the healer.

    Anyway If you did it, I believe you

    As a note, i hate plods too, but i liked shallas a lot and all the time they go crazy at the team eheh....

    EDIT: well, i admit i didn't understood completely your post jacko, sorry. My bad english!!! Yes, i agree absolutely about the allowance with another team.... ;)

     

    image
    Nickname registered on www.mynickname.org

  • XoloXXoloX Member Posts: 83

    Now that the posts slide into being off-topic (this one pply included), I was inspired by a passage of a post from DonnieBrasco in another thread ("It will be a wipe?") to yet post again, regarding the OP (well - I simply have to write the thought down and it seemed OT there but OK here ).

    Donnie wrote (Link):

    "*snip* ...people who are interested in playing Ryzom for the first time, but are a bit scared with the prospect of being able to play only amongst really high level vets.

    *snip*"

    The word that drove me to write this is amongst.

    My very first thought simply was:

    Contrary to most other MMORPGs out there, Ryzom isn't played amongst the other players... You don't even really play it against other players. In the longer run Ryzom can, IMO, only be played and enjoyed with other players.

    In Ryzom players are what's commonly called "content".

    OKies - finished what I had to do. You may go on, thank you. 


    ...activating morph from silent reader to active poster...
    ...pending...
    ...pending...
    ...pending...

  • scope006scope006 Member Posts: 11

    Another interesting quick fact that I didn't see posted yet (my apologies if it was already mentioned) is that you choose which faction you will join or none at all and remain neutral.  Your faction is not decided at the character creation screen; which is much more real like most things in Ryzom. 

  • green13green13 Member UncommonPosts: 1,341
    Originally posted by XoloX
    In Ryzom players are what's commonly called "content".

    That's so true.

  • KyernaKyerna Member Posts: 119


    I hate those superherbies as well; it's mostly plain boring. Rather give me those kinchers, then you know what you're working for. Jugulas are very fun too; did my last 35 levels of pistol solo on them as they did not require as many bullets. Only times I cursed myself were those times I was all alone in the maze and died from poisoning, having to respawn in KoD due to being faction neutral, running back to the maze and then either getting jumped by Vispa or noticing on return I had only 50 bullets left. -_-

  • MaDSaMMaDSaM Member Posts: 627

    if you want to see some HQ Videos just look at www.mmorpg.com/discussion2.cfm/thread/167819 this thread

    Or at my site *points down to signature* to find even more

     

    CU

    SaM

    image

    Ryzom, we dare to be different.
    Do you dare to adapt?
  • DonnieBrascoDonnieBrasco Member Posts: 1,757
    Originally posted by XoloX


    Now that the posts slide into being off-topic (this one pply included), I was inspired by a passage of a post from DonnieBrasco in another thread ("It will be a wipe?") to yet post again, regarding the OP (well - I simply have to write the thought down and it seemed OT there but OK here ).
    Donnie wrote (Link):

    "*snip* ...people who are interested in playing Ryzom for the first time, but are a bit scared with the prospect of being able to play only amongst really high level vets.

    *snip*"
    The word that drove me to write this is amongst.

    My very first thought simply was:

    Contrary to most other MMORPGs out there, Ryzom isn't played amongst the other players... You don't even really play it against other players. In the longer run Ryzom can, IMO, only be played and enjoyed with other players.

    In Ryzom players are what's commonly called "content".
    OKies - finished what I had to do. You may go on, thank you. 

    Well, I was glad I made that post, since you just reassured what my initial feeling about the Ryzom community was during my 40ish levels I played the game (2 years ago).

     

    I think it had without a single bit of doubt the best community ever. And, my main MMORPG being LOTRO (with also a famously friendly bunch of players), this is not a small courtesy from me :)

    I actually posted that comment (quoted above), because I know how total newbies to Ryzom "could" feel about any new game, coming from MMO's having communities as bad as WOW or AOC. Most of them are familiar with gankers, griefers, e-peens and l33t kiddoz spamming trash 24/7. I can understand how *THEY*, knowing nothing about even a possibility of a friendly communitiy (let alone Ryzom's) can exist at all.

    So, if my comment triggered the reassuring replies like this one (even in a different thread!), I think I can safely say: mission accomplished.

    To conclude: I can only wish for 2 things currently: the soonest complete relaunch of Ryzom, and a lot of free time for myself, as I'd love to visit Atys again - will be playing LOTRO either.... and 2 games is the total max I can share time between... :(

    DB

    Denial makes one look a lot dumber than he/she actually is.

  • MaDSaMMaDSaM Member Posts: 627
    Originally posted by Tuyet


    Ryzom is a skill based sandbox fanatsy RPGMMO. There are 4 races and 2 factions. The skill system starts with 4 basic skills and can have branches at levs 20,50,100,150, and 200.
    Whatever skill you are using requires the player to use actions which are mostly player created. For instance in creating an elemental magic action ( nuke ),  a player has to chose which type ( cold, acid, or rot; and after lev 125 fire, shockwave, poison, and electricity are added ), and what level of damage -- and then conterbalance the cost of the action with HP costs, SAP costs, range costs, and/or time casting costs. One would think that one would just create the most powerful spell but thats not always the best. There are also options for double elemantal attacks, multiply targets, and dots.


     

    You forgot just one thing in that amazingly good post

    Almost all spells can be combined, so you might combine a Dot-Acid with a "root" spell to hold your target in place and laet the acid do its work. Or you could combine fire and ice spells resulting in some funny amalgam of animations and some not so easy to deal with damage for PvP the combination possibilities are quite huge.

     

    CU

    SaM

    image

    Ryzom, we dare to be different.
    Do you dare to adapt?
  • KyernaKyerna Member Posts: 119

    *whispers*
    Not entirely true Sam; you can't combine DoT spells with Afflictions, just single ones. ;)
    We'll just pretend that never happened.
    *whistles off innocently*

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