So by now more people may be running servers with the NeL engine, some with Ryzom, some with other game(s). There also is a fully open source game being written based on Ryzom's source code: Tempest in the Aether. Meanwhile, the Ryzom Core development website moved to and Matt Raykowski posted a great write-up of where Ryzom stores all its data which is extremely helpful in running your own server. This is relevant to this question because it hints to the complexity and cost of running a server publicly. The reason given was the financial costs of running a second server to host those Ring instances. Shortly after the merge an official announcement followed, shutting down the Ryzom Ring - support for player created content. After some initial issues of the merge have been sorted through, active roleplay picks up again. The one remaining server has a much higher population than any single one had in 2012. In September 2012 the game saw a server merge. Update Mar 2013 (some of which might be slightly off-topic): Maybe a chinese server would be a good add-on, tapping into the potential fan-developers there. The Language barrier is a good reason for the three servers we have right now. These servers are not released to the public for various reasons (dividing up the community, maintenance work required, support work required, open and unconstructive criticism etc.)Įven the source code is open I believe it is essential to the Ryzom game to keep the player base united on as few servers as possible. Thaxl on Leanon) posted that they have developed their own extensions to the world and are privately running their own server. If you follow the Ryzom forums then you might have noticed the odd post in the past weeks where characters (e.g. While this has more benefits imho than drawbacks, the one obvious drawback is that "fan servers" would divide up that small number even more. After all, if you're a power-gamer, what's the point of grinding away at all those levels if you can't lord it over other with your "¿ber-armor of coolness?" Fortunately, Blizzard seems to be ignoring these people in favor of the much larger group of gamers who enjoy the experience as much as the destination.As much as I love Ryzom, the problem - and the benefit - it had over the past few years is that there are not as many players on the world as in the "big" online games. Power-gamers are already making noises about the "high-end" game - in a beta, where the level cap is 35. It should be noted that this is having an impact on role-players and power-gamers. Kill-stealing? Disallowed! ¿ber-unique items? Nonexistent. The money, quest, and crafting system is deliberately set up to keep players moving around the world, keep them circulating. While it's smaller than most MMOs, everything you see, every plant, tree, ridge, and mountain range feels deliberately placed. World of Warcraft avoids this pitfall by simply saying, "No." The world of Azeroth does an amazing job of channeling you to where you want to go. Give people the ability to kill other players at will, or steal, or cause other players grief, and it's guaranteed that there will be some subset of players out there who will have their fun by ruining the fun of others. Unfortunately, if you give people the ability to do anything, they will. MMOs advertise the ability of players to do literally anything within the game-world. One of the ironies of game design is that great game design is more about limits than about freedom. Rule #2: It's a Theme Park, Not a Playground Is there a reason why everything takes so damned long in most other MMOs? Was it to slow down the players? Keep them from leveling up too fast and burning out the game's limited content? There are many possible explanations, but the point is that sitting around for five or ten minutes waiting to heal is simply not fun. It's removing some of the things that were pointless and annoying. It's taking things that were fun from an earlier generation of MMOs and putting them in. The difference is the sheer level of polish that Blizzard is bringing to the title. Veteran MMO players can be seen hiding smiles when they listen to new people in the World of Warcraft beta talk about things that were old hat back in the glory days of EverQuest. In keeping with this tradition, World of Warcraft is not an innovative MMO. In fact, every title it's delivered has usually been in a genre pioneered by somebody else. chose not to go to some of the MMOs that were considered, such as Ryzom. Blizzard has never published an innovative game. They would report their findings to the forums, complete with screenshots and.
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