Topic: The future in SoR and impressions of the game

I think the time is approaching where we have to decide whether we want to continue playing SoR and consequently, if we want to, begin to look towards travelling to our capitals and getting in the RP in camp needed to meet up later again.

SoR might not be a game for all of us, but personally I believe it is the best game we can play at the moment, and that is enough for me, as long as you are there beside me. Therefore I'll go on and gladly pay the monthly fee, if most of you will do so too.

I have already established bonds with around 4 or 5 people that would make my char want to seek them out again later, and do something with them. However, I and we haven't really broached the 'create a guild with a mutual goal' thing yet. We might not need to do that before we leave camp, but we do need to agree on meeting up somewhere again, all of us. For my char personally, he really wants to see the people he's met stick together and meet up again. I guess the same could go for most of the other chars as well. So now might be the time to work this element into our RP, before some start leaving alone for their capitals. We can also arrange for who travels with who then, as it is logical that we travel in groups to the capital.

And, as for my general impressions of the game so far:

- There is a lot of grinding
- You need to focus a lot on actions where you do not have time to write/RP that much
- The skill system is rather good and thoughtfully made (but it means grinding)
- Graphics and atmosphere are quite good (try removing all your clothes - you're left with sexy underwear. Great, huh?)
- The emotes suck
- There are many small, nice details about the game you take your time noticing, but which make the overall impression better
- Great RP can easily be achieved with a little effort

I've had good and not so good moments with the game. When out hunting and completing quests alone, spending hours levelling up, it feels empty and pointless after a while. When together on quests with RP'ers, it feels much better, as we take our (sweet) time RP'ing situations. Same thing at the campfire, though we've spent way too much time at that one location (which is natural right now).

Yesterday I had my best day in SoR, and the day before that was good too. So I'm starting to get into it, establish connections to other chars and to get to a point where I can RP at least 50% of the time I spend ingame (which limits my powerlevelling, unfortunately wink).

All in all, I am pretty sure SoR can work for (most of) us, if we want it to. What say you?

Last edited by Darkhawk (2006-10-07 13:29:58)

Re: The future in SoR and impressions of the game

Well... everyone who have followed the IRC channel just a little bit knows what I think of the game... wink

I honestly cant see myself paying for it... I agree that the skill system (and the way you make your own spells and actions) is really great and well made....but it simply requires to much grind. And well... after playing seed I am having a hard time seeing myself grinding a ton in an MMORPG. I am in this for the RP, and problem is that the game doesnt care much for this aspect. Sure its posible and it might be the best game out there for it, but it simply isnt good enough for me! Futhermore I dont agree with the fact that the atmosphere is good... Maybe I dont care much for this whole sci-fantasy setting they got going but I am simply having a hard time relation to the world and setting.

Re: The future in SoR and impressions of the game

I really believe this game is like all other games out there. I do find the skill system rather interesting, but after the change in SWGalaxies and after Seed I have only palyed one MMO and that is CoH. Voted the largest Rp community, the game is still devoid of RP content. The game is all about levelling and grinding but It has a great combat feel to it. Its the only game that has given me great enjoyable time besides Seed, after SWG changed.

in SoR the grinding is just too defined. Its just the classic leveling, and why offer you the non-combat professions if you always need combat to do anything?

That said, and knowing i havent been around too much latelly ( i still have trouble finding time to play), I'd like to say im still thinking about it. I dont know if you guys know about a lot of MMORPG's that are around there, because there's more stuff out there that are probably better than SoR. Mayvbe we should open up a thread to discuss what games we find.

I really dont know right now...

Re: The future in SoR and impressions of the game

I pretty much feel the same as Darkhawk. While SoR is a game of the same ilk as nearly every other MMOG out there, it's undoubtedly one of the better ones, and I can without trouble see myself playing it extensively if we continue to have the level of RP we do now.

As for other games, I've yet to see someone mention one that's better. Some people vouch for ATITD, but my impression of it, I must say, is rather negative. It feels flat and dry (no pun intended). RP needs a kind of atmospheric lushness to work, at least for myself. Seed had a lot of that. SoR has a fair amount. ATITD hardly seems to have any.

I don't know about you people, but I've been through the game list on mmorpg.com several times and I never seem to come up with anything interesting that I haven't already tried. On basis of that, my vote is to stick with SoR. No, it's not perfect, but it's better than the alternatives, as far as I can see.

Last edited by Ahnion (2006-10-07 15:22:14)

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Re: The future in SoR and impressions of the game

Just like you Tin I have been trough that list many times recently as well....but without finding any good games.
I guess i am hopening that NWN2 will kick ass....but I also doubt that :\

Re: The future in SoR and impressions of the game

SoR is like any other game there, it has it's good points and negative points. I agree that SoR is very heavy leveling game, what isn't good for RP. Problem is that so is 90% of other MMORPG's too.

Those people who thinks SoR isn't the game for us. I would ask them to say the name of the game what could have possibilities for us?

ATITD?
NWN2?

Haven't see any other suggestions yet.

Maybe it's easyer to see this all by defining what the game should have and what not.

Last edited by Victoria (2006-10-07 17:01:11)

Re: The future in SoR and impressions of the game

I think we should make several guilds in SoR, just as we had several rings in Seed.

And if we move anywhere I think it should be to Second Life, because it:
-has no grind
-is free with the exception of owning land
-has more different emotes and items than all other MMO's combined
-offers by far the best options for creating and customizing, even scripted objects
-has a unique atmosphere that every broad-minded individual should experience
-has a tiny client, under 50 MB, so it is easy and quick for everyone to try out

Last edited by Mir (2006-10-07 19:22:27)

SWG: CL90 Smuggler, Crimson Phoenix Ace, CL90 Engineer, Europe-Chimaera
AoC: L70 Guardian

Re: The future in SoR and impressions of the game

I vote for sticking with SoR. Even though I'm totally annoyed by the grind based progessing system (mostly because of the level cap that's arisen between our group), I like the world and the atmostphere quite a bit. Plus I'd hate to throw away the stories we've already cooked up there.

I gave ATITD a (very short) try, and I agree that it seemed plain, boring, too simple and unfinished. And NWN2 would likely be too much for my computer. Second Life might work too, though I'm not quite sure what kind of stories it would support.

Re: The future in SoR and impressions of the game

I didn't notice much grinding in Ryzom so far. Basically, when you're crafting, you're constantly trying to test new combinations of components for your items. And getting dappers by selling the armor you make. As a harvester, you just keep the materials coming, look for new spots and keep track of the old ones, as well as using what you get to get some dappers by selling them directly or by crafting with them. Either way, you're being useful, at least to yourself, not just "killing 999 more monsters to get 1 point of strength to get a +3 bonus to damage when it reaches 57 (Currently 54)".

RP in MMOG's looks like this when trying to base it on in-game activities:
"Let's go <activity>!"
"Yay, <activity>!"
"<motivation>!"

Re: The future in SoR and impressions of the game

Kryigerof wrote:

(mostly because of the level cap that's arisen between our group)

*smiles* Tutorial is limited to level 50 max. The game is limited to level 250.

As I have played this game before, I can tell there is no ways to avoid level problems in combat. If You are level 40 warrior and You gonna team up with level 140 players, You get 0 exp, because You are not gonna hit anyting at all. Basicly sayed level 40 player and level 140 player in same team would not find any enemy what would be fun for both. It's too hard or too easy for one. Only exception is healer. That was the reason why I sayed we can't avoid OOC talk in combat. It's too "important" to know what level skills ever player gonna use in same team. Of cause we could develop some more roleplaying way to handle the situation or other ways to know the levels.

In harvesting the problem isn't so bad, because lower level can dig too, but mostly it's better caretake the higher ones digging. Caretake means just taking care the digging spot while the harvester is digging. Both will get exp fine.

Crafting is soloing..


As for Second life.

Tested it and looked to me like paper doll game. I had some graphics problems, my avatar was full yellow. When I zoomed close enough it did get textures or far enough.
In Second Life You use real money to buy stuff?

Last edited by Victoria (2006-10-08 05:46:36)

Re: The future in SoR and impressions of the game

Yes, in Second Life you buy land with real money. Also, I think it costs money to bring new things you designed into the game.

Given that some of us don't grind to insanity, I don't think we're likely to have a level variety as wide as a hundred and if we do, well, are you really here for grinding monsters? There may be an issue or two when we do missions and such, but if you just relax and let your character be dynamic enough to accept that you're not teh best figher evah, you can just play it out like it is - someone is a lot better than you. It happens. In Seed we had to contend with the fact that the old Seeds could do pretty much anything any newer Seed could do and more. We made it work there.

In crafting I'm guessing we'll see a lot of specialisation, so there won't be as much "competition", and even if there is, there's no problem with having several crafters. Makes allegiances interesting. Are you going to go to your brother or his rival who happens to make better weapons?

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Re: The future in SoR and impressions of the game

No crafting competition for me. Every race can only make their own items, differentiating from other races' items only in appearance. For example, I'm a Tryker, but I don't really like how the Tryker light armor looks, so I'll most likely look for a Matis crafter when I need a set.
As for other professions, we tend to grind them in groups, so the gap shouldn't be really that big. Even if it is, we're tolerant. And we can keep someone around for roleplaying, not the high damage rolls.

RP in MMOG's looks like this when trying to base it on in-game activities:
"Let's go <activity>!"
"Yay, <activity>!"
"<motivation>!"

Re: The future in SoR and impressions of the game

I agree that we should start gearing our RP towards keeping the community together. I've made a couple of connections myself, though it would be a stretch to go to great lenghts to meeting them up again. But I will not leave my brother, so if he wants to meet up, I'll be there too.

Ahnion wrote:

Given that some of us don't grind to insanity, I don't think we're likely to have a level variety as wide as a hundred and if we do, well, are you really here for grinding monsters? There may be an issue or two when we do missions and such, but if you just relax and let your character be dynamic enough to accept that you're not teh best figher evah, you can just play it out like it is - someone is a lot better than you. It happens. In Seed we had to contend with the fact that the old Seeds could do pretty much anything any newer Seed could do and more. We made it work there.

I have no need to be the best fighter evah. I'd be happy to be second to a senior warrior, and don't even need to be the best in my group. The problem comes when those who were your equals, skillwise, a week ago, suddenly have several times the skills you have (I currently have level 25 in melee, and not much else at all). It just doesn't make sense to me, and when it doesn't make sense, it's difficult to roleplay. Of course, those with less time to play, could always play characters that aren't so bright and competent, and I've come up with some ways to explain my inability RP-wise - but that's also very limiting. Obviously we'll have to live with this, and I will, but that's why I'm in favor of the time-based skill systems in general - even if some people still are way better than others, at least it makes sense.

Re: The future in SoR and impressions of the game

Kryigerof wrote:

I have no need to be the best fighter evah. I'd be happy to be second to a senior warrior, and don't even need to be the best in my group. The problem comes when those who were your equals, skillwise, a week ago, suddenly have several times the skills you have (I currently have level 25 in melee, and not much else at all). It just doesn't make sense to me, and when it doesn't make sense, it's difficult to roleplay. Of course, those with less time to play, could always play characters that aren't so bright and competent, and I've come up with some ways to explain my inability RP-wise - but that's also very limiting. Obviously we'll have to live with this, and I will, but that's why I'm in favor of the time-based skill systems in general - even if some people still are way better than others, at least it makes sense.

I agree here too. I've got a bit higher skill levels than you do. I think I'm somewhere in the middle range of the spectrum we have right now. It is a bit tricky and all we can do is ask people not to grind too much. It forces the rest of us to grind as well and it creates gaps. Of course, we can't just not play because someone may fall behind, but we can try to avoid the grind-for-XP type of gaming. I don't think there's someone who's got several times 25 in anything though. The cap in the tutorial area is 50. smile

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Re: The future in SoR and impressions of the game

Ahnion wrote:

I don't think there's someone who's got several times 25 in anything though. The cap in the tutorial area is 50. smile

For each skill. I was talking of combined skill levels, not necessary a single skill.

Agreed that the best might be if none of us grinded at all, and I admit I've been grinding myself, so if someone plays even less than me, the same problem is there. That'd mean, of course, that we couldn't progress in the game as a group near as quickly. Which I wouldn't mind, if our ability to create our own content didn't depend on that...

EDIT: Considering the guild/guilds, one alternative still not mentioned would to join some of the existing RP guilds. That would further enlarge the network of contacts and RP, though we'd not be RPing with each other as much as we would in a guild of our own.

Last edited by Kryigerof (2006-10-08 12:49:19)

Re: The future in SoR and impressions of the game

Ahnion wrote:

I don't think there's someone who's got several times 25 in anything though. The cap in the tutorial area is 50. smile

I usually play a lot, when I play and very active ways. Even in Seed I was allways wanting to do something. So those who know's me from Seed, know that I'm very active when doing something action like. I already have most fighting skills over 30's in SoR.

So I don't think it's possible to keep us all in same skill levels or at least it will be very hard.

Last edited by Victoria (2006-10-08 12:52:18)

Re: The future in SoR and impressions of the game

Kryigerof wrote:

Agreed that the best might be if none of us grinded at all, and I admit I've been grinding myself, so if someone plays even less than me, the same problem is there. That'd mean, of course, that we couldn't progress in the game as a group near as quickly. Which I wouldn't mind, if our ability to create our own content didn't depend on that...

I think I may have expressed myself a bit vaguely. With grind-for-XP I mean just grinding without a basic IC reason. Obviously a forager will to some extent "grind" for materials, but there's a difference between putting in that (in-game) day's work of foraging and grinding the skill for three hours just to get up to that bonus.

This way, yes, we will advance somewhat slowly in the game, and as it seems, that won't be enough for some. There's not much we can do about that. For those people, it might not be enough to settle in an area and just play things out around it, and to some extent, I suppose we'll have to accept that while the limitations of Seed kept us together, different playstyles will separate us in a game like SoR. For those of us who have play styles that are compatible enough, this is about finding a balance that accommodates as many as possible.

For myself, I wouldn't have much issue with being a lot better or a lot worse than someone else. I play my character by ear more than a set concept. Of course, that requires that the other person (whoever that may be) doesn't have a problem with it either.

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Re: The future in SoR and impressions of the game

It's not necessarily even about playstyle, but simply about time. If you spend hours each day playing, you don't need to grind to level up way faster than others.

Re: The future in SoR and impressions of the game

About grinding and being in teams, it might not be that crippling for us. It's true that there is a difference in skill. For some, it is quite a lot. Also, it's true that most of us like feeling we're following the others in skill.

However, there are some factors that can be made to work with this. First off, if you specialize in on field, fight, magic, crafting or harvesting, you will have a much easier time reaching a high skill level, while others who specialize in 2-4 fields will need to spend 2-4 x the time to get there.

Also, since we do RP, there are points where you need others to help you accomplish something (kill bandits, kill Arken, kill Reitzak, etc.). At that time, you need the help of someone who is somewhat skilled, or it won't work. You can't manage alone, and you can't manage only with cannonfodder (well, maybe you could, but that would go against most chars to bring along cannonfodder wink). Also, I do not team with non-rp'ers to get something done. Therefore, at certain times in the missions, you need to 'wait' for others to catch up somewhat, in order for you to progress. That's made some good RP, as we have scouted the area, talked about how to do it, trained those who were not able to, and so on. The satisfaction when you then succeed is much greater.

And as for needing to speak OOC on skill levels in game, I can't see the need personally. It is of course efficient to do so, but not that much fun. Better to not know the skills of your comrade, beyond what your char himself can gauge. When RP'ing, you have to think and see yourself as the char you're playing. Would he or she be able to know someones precise skill level? No. And that's enough for me. It's all about immersion, not about doing things most efficiently. I can also imagine the RP that can arise when someone claims to be a really good warrior and then gets the party beaten up.. For instance wink Well, we have to see opportunities, not limitations in what we do. But anyway, this was a little besides the main point of this posting, which was about the grinding.

We'll have to accept that some chars will be further ahead than others, and use techniques to even this out as much as possible. However, those that are 'better' than others might be especially talented at what they do, or they might just be exceptionally lucky and devote a lot of time on their training (which they do). That's an explanation as to how the skill gap can grow between two who started at the same time, with the same things. I don't feel it is that important, ingame. And of course that's easy for me to say, because I have some rather nice skill levels. But I spend most of my time ingame RP'ing and not grinding, so if you really want to catch up to the most skilled chars, one day of solo-grind would go far, especially if you specialized in one field only.

Last edited by Darkhawk (2006-10-09 06:14:42)

Re: The future in SoR and impressions of the game

Well...

I havent had any time to play whatsoever as some of you might have realized.

I abominate fighting in MMORPG's, so I'll probably avoid as long as I can to have combat skills until the time my character's story makes a turn and decides to have them, if that ever happens. A game that forces me into combat, I abandon.

I abominate grinding and havent done it since Shining Force II (yes, the one from Mega drive). So the last conclusion is: If I stick around I'll surelly be the least developed character of the group wich is fine by me.

I never aspire to be the best in anything and not even the second best. I aspire to represent my character and nothing more, whatever comes out from that develpoment is the final result.

I still have great doubts about Ryzom. Yet I must share with you something a friend has told me a long time ago. Its not about what the game allows you to do. Its about the amount of Rp the community wishes to do. And thats whats important in the end...no matter how combat based the game is. I'd much prefer to play a different game, but lets see how this works out.

Darkhawk's opinions are generally my own so besides what I told here I agree with his post in every sense

PS Since my computer is kinda nuts I cant install any Irc based program and so I cant meet you guys at the channel. Keep me posted

Re: The future in SoR and impressions of the game

Try the web-IRC: http://webchat.xs4all.nl/index.php
If you don't want to grind, try playing a harvester or a crafter. Finding materials and combining them into items is pretty interesting (For me, at least), and it does not require actual "grinding". As I said, you are always making yourself useful, at least getting some dappers from your actions.
I, too, dislike fighting - supporting fighters with heals is Ok though. I suppose I have the lowest fighting/magical skills in the whole gang.

RP in MMOG's looks like this when trying to base it on in-game activities:
"Let's go <activity>!"
"Yay, <activity>!"
"<motivation>!"

Re: The future in SoR and impressions of the game

Basicly this game can played without single fighting or magic skills. Not that I recomended, but it's possible.

Biggest problems is that not all digging spots are safe in higher levels. Skillfull harvester can learn to avoid enemies. At least up to level 200 it's easy, 200+ is not easy. Crafting without harvesting will be hard, because it would be slow playing. You need to sell the stuff first, so that You get enough money to buy new materials, if there is enough matrials to buy. Togather harvesting and crafting is very good playing style and can be fun too.


Every warrior should have little magic, so that they can resurect others. Magic skills can be use healing others or fighting, what ever player choose.

Last edited by Victoria (2006-10-09 06:33:01)

Re: The future in SoR and impressions of the game

95% of what Victoria just said's right.
The job of a harvester is not only about finding and collecting stuff, but also about hiding and running, somehow resembling the old good Thief. And if you're sure the area you're going to is dangerous, grab a boduguard, go in a team.

And a crafter is a lot like a merchant, not only making stuff, but selling it for a lot of dappers, and buying his materials cheap. And of course making some deals just to raise dapper along the way. See a set of armor being sold for half the price it's supposed to? Get that other half!

RP in MMOG's looks like this when trying to base it on in-game activities:
"Let's go <activity>!"
"Yay, <activity>!"
"<motivation>!"

Re: The future in SoR and impressions of the game

All i can say is that when i played the harvester tutorials i was bored... (well, except for the one time where i got a senior guide to roleplay a bit with me!)

Re: The future in SoR and impressions of the game

>>All i can say is that when i played the harvester tutorials i was bored... (well, except for the one time where i got a senior guide to roleplay a bit with me!)

The first 4 tutorials are boring, you're right. But when you get to steal some loot from the bandits, or poison the goo - it gets interesting. And if you want real bore - try the crafter quests.

RP in MMOG's looks like this when trying to base it on in-game activities:
"Let's go <activity>!"
"Yay, <activity>!"
"<motivation>!"