Remember or write this down, it will save you a FORTUNE in the long run. On your patterns you have a list of WHAT you need, and beside it, How MANY you need. Open the trade window with the raw materials merchant, right click on the materials that they have for sale, you will see that all materials can be TWO different things. Ok now you need to figure out which materials are lining, which are fiber and which are explosive (yep I figured some of you would be making bullets), which are shafts and which are magic foci (focuses). You can gain enough levels and pick up weapon crafting BUY the tool and MAKE your OWN dagger (better than what comes in the fighter action packages) and fight the SAME night as creation WITHOUT even ONE fighter pack.įighter packages give you basic skills you can earn in an HOUR or two and a CRAPPY dagger, you can MAKE better with store bought or even wondermat. If you are going to be a HARDCORE crafter…put more than one, maybe ALL three into craft.ĭO NOT WORRY about not being able to fight. You get MORE wondermat, and more patterns if you put more than one Craft package. Ok first off you are Born with armor tool, and boots pattern at creation if you go Craft action pack at ALL. If you are going to go fighter ONLY (or even if you go Mage later, you can buy the spell with 50 points later on), I would go Harvest, Craft, Craft if you are going to gather your OWN mats, or Craft Craft Craft if you are ONLY crafting (but find the overseers and DO their MISSIONS for cash, and sit at the raw mats merchants to grind levels). This is NICE if you are totally newb, and have NO idea what a glue resin is or where to put it in the patterns. Ok first off, if you want to craft, it PAYS to get the skill AT creation, you get “wondermat” a blob of becomes ANYTHING, goes ANYWHERE materials. Once you get the gist of the stats, color and tools, and have learned to fiddle with stanzas, it is mostly higher versions of what you already have done. ![]() I never got to level 100, heck not even over 35, but the learning curve isn’t THAT high in this game. ![]() ![]() The world of Ryzom keeps expanding, but it remains being about the same big plot: 'Who are the Kami and the Karavan?' And 'Who do you want to support?' You will have different kinds of missions and means, and little by little players will see that they are having a real impact on the story evolution and the shaping of the world.Ok this is NOT the end all be all guide, just my observations in beta and release. It has a bit more in common with Dark Age of Camelot in the way the game pits realm against realm, but in Ryzom the story will play out differently on each server depending on the decisions the players make, the missions they take on and the alliances they make with the two powerful factions in the game: the technologically superior Karavan and the magic-using Kami. The world is always evolving it's not predictable like the world in EverQuest. Ryzom is really about a story and a world in motion, it's not a static world that you just visit and consume and then nothing more happens. At present, creative director David Cohen Corval reckons there are 70,000 players contributing to its current run of beta test, and with the game now due out in September, we quizzed the man (who also doubles as CEO of developer Nevrax, no less) about what makes the difference.Īlthough it has a few similarities, Ryzom has a very different character to those two games. The Saga of Ryzom, however, seems to be having little trouble. After all, it doesn't just need to work - it has to be different enough to stand out from the likes of EverQuest, Dark Age of Camelot, Star Wars Galaxies, Asheron's Call and countless others, all of which are vying for continuous payments from the same core market. Honestly, we'd probably expect anybody taking charge of one to wind up a jibbering wreck, cocooned in a foetal position beneath mountains of over-eager forum thread printouts and barely capable of muttering word likes "NPC" without shaking uncontrollably. ![]() Apart from all the usual concerns about quality and stability, there's also the question of server hosting, managing payments and user accounts, and of course the bigger problem of keeping thousands of gamers simultaneously occupied without allowing the fantastical veneer to crack and flying shards of unreality to pierce the experience. Launching a new massively multiplayer game is a task fraught with difficulty.
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