Finally, some news!
Saturday, November 1st, 2008Just a few days ago, the Ryzom Community Liaison announced that, due to delays in setting up the paperwork for the billing system, Ryzom would likely remain free for another month or so.
There followed quite a few inquisitive questions, as this announcement did nothing to clear up doubts, although it pointed with near-certainty that Ryzom wouldn’t go Free-to-Play (F2P).
Yumeroh just responded to address those doubts with these words (highlights are mine):
Many of you have been playing the game for four years now - or even longer if you were part of one or more of the pre-release stages. The fact that you have stuck around this long shows that you care so much about the game, just as we do, and want to see it succeed and be the best it can be. The fact that the game has elicited such devotion from many of you is something that we’re very proud of and very glad to be a part of; to be blunt, we hope to be one more reason that you stay with the game for even longer
Thank you for understanding that we can’t always give you absolutely all of the details; it’s simply not possible in every situation, regardless of the industry you are in. Having said that, we strive to be able to claim that when we say we’re going to do something, it happens. Hopefully you have already seen some evidence of this mantra in what we’ve done so far but we also understand that you need some more “future-oriented” information alongside things that we have been telling you thus far.
To start with, we bought the game because we love Ryzom dearly and strongly believe that it has what it takes to “make it” and become what we all dream it can be. Before we start “dreaming” and putting those dreams into practice, we need to stabilise the game and rectify some of the issues that might put off new players. We need to get profitable first and to do that we need to tidy things up and make the game a lot more user-friendly and accessible to as many people as possible, without diluting what makes Ryzom special. With that in mind we’ve already started on creating new ways of marketing and translating the game among other things.
To answer your direct questions [stated here], we also have fixes written for some of the bugs that annoy you the most and we plan to put those on the live server as soon as we have the infrastructure in place to ensure that our code reaches you all effectively and in its proper state. To be specific that means test servers and processes, as well as the patch system - these are “in the works” at the moment, but *hopefully* should be ready for deployment at somewhere around the same time as the billing system goes live. We’re not yet quite ready to talk about “large-scale evolution” of the game; obviously the game must evolve to survive and we have some ideas floating around regarding that, but changing the game so that it’s not “Ryzom” anymore is most definitely not our goal
As an aside, we also plan to fully support and re-introduce Live Events to the game. The whole way we handle and manage events is being reorganised; the lore pages and chronicles website are currently being reviewed as part of this so that we can bring them back in a centralised and easier to use manner once the reorganisation is complete.
I think this is the best piece of news, and very clearly stated, that we’ve had for months, even years. There is a plan, there will be consistency with lore, there will be events, there will be bug hunts. One day, we’ll have to learn who that Spiderweb is, but in the meanwhile, we’re here!



