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Ring - The Scoring System

by Marjo Creation Date : Thursday,19 October , 2006

1. The Scoring Principle


When playing an adventure in the Ring, active players gain Ring Reward Points over time.
These points will be used both for rewarding you and for ranking scenarios, authors and Adventure Masters (AM).


2. Ring Reward Points


a) How do you earn Ring Reward Points (RRP)?


  • There are six classes of points corresponding to the six level ranges for Ring scenarios (0+ or "Novice", 21+ or "Apprentice", 51+ or "Confirmed", 101+ or "Advanced", 151+ or "Expert' and 201+ or "Master"). The class of Ring Reward Points earned in a scenario depends on the level of the scenario.
  • The RRP are based on the combat skills you use. If they are lower level than the level range of a scenario, they won’t constitute activity for the points system.
  • Let's use an example to illustrate how it works. You are level 80 in 2H melee, 101 in heal and 183 in elemental. You enter an adventure of Advanced class (101-150):
    - Each time you use your melee skill in this adventure, you won't earn RRP, as your skill is lower than the class of the adventure. However this won't prevent you from playing and enjoying the adventure itself.
    - Each time you use your heal skill or your elemental skill, you will earn RRP of Advanced class because both of these skills are above the 'Advanced' level limit of 101.
    - You will be able to trade RRP of Advanced class for q150 rewards.
  • Forage and craft skills are ignored for now as there is no forage or craft components in the Ring yet.

Note: RRP can be earned only while playing an adventure as a player (not an AM). That means you don't earn points when creating a scenario.


b) How do you trade your RRP for rewards?


  • You obtain rewards by talking to reward givers NPCs in Ring scenarios.
  • The quantity of rewards received depend on the amount of points you scored. RRP that are not traded in during a session will not be lost. They will be carried over and can be used up at the NPCs in future sessions.
  • The rewards are given randomly, you cannot choose them. They depend on the level of your RRP. The main rewards are elevation crystals that you can't give to anybody (no drop item) and that can be cumulated with Outposts crystals.
  • The whole system is biased to favour group play and scenarios with a reasonable play time (not too short - and after a few hours you can't earn RRP anymore).


c) What are reward giver NPCs?


  • They are normal NPCs with a special component attached to them called "reward giver".
  • They are present in an adventure only if the author decided to add a reward giver in his story. For example, he can set it so that if you succeeded the mission then you can have rewards from a reward giver NPC.



3. Ranking system


The ranking system keeps scores for:
    • Each scenario;
    • Each author;
    • Each Adventure Master.

These rankings will be available on the Ring terminals and on the Ring website, where you will see the best ranked scenarios/author/AM in sorted tables. You will be able to know your own rankings directly in your Identity window, in the "Ring" tab.

When a Ring session ends, a session score is derived from the sum of all the points the players earned during the adventure. This session score is added to each of the following:
    • The "scenario score" for the scenario which has been used during the session.
    • The "author score" for the author of the scenario which has been used during the session.
    • The "AM score" for the session Adventure Master.


hmm ok, but...

Posted by rushin at Friday,20 October , 2006 at 20:17 UTC

this works well for hack and slash, the but being it's meaningless for story telling, mission based where its not kill 1000000 yubo, sneaking, etc, etc.

tries desperately to actually suggest something helpful

ummm... tricky init! I havent thought about it enough to know if just time spent = points, up to a time cap would work? it would at least cover all scenario types then without getting hideously complicated..

Could you explain the ranking system a little for scenario/author/am, the way i read that the top rated of all these will be ones where ppl have killed the most things within the level range?

ta

The RRP system seems counterintuitive to me

Posted by khyle at Saturday,21 October , 2006 at 15:34 UTC

Let's use an example to illustrate how it works. You are level 80 in 2H melee, 101 in heal and 183 in elemental. You enter an adventure of Advanced class (101-150):
- Each time you use your melee skill in this adventure, you won't earn RRP, as your skill is lower than the class of the adventure. However this won't prevent you from playing and enjoying the adventure itself.
- Each time you use your heal skill or your elemental skill, you will earn RRP of Advanced class because both of these skills are above the Advanced level limit of 101.
- You will be able to trade RRP of Advanced class for q150 rewards.


What I don't understand is why should one be rewarded for using a level 183 skill, instead of their level 80 skill - on the same opponents? I feel that if there has to be a limit, it should be a cap, not a floor...

Maybe there's a completely different idea behind this RRP system that I am unable to see; yet for me, it feels like a kind of XP, and I don't see why it should be handled the exact opposite from how the XP system works.

hummm... how again does one edit the comments here?

Posted by khyle at Saturday,21 October , 2006 at 15:37 UTC

The highlighted "advanced" was unintentional and should not imply anything :/

Discussion on Ryzom forum

Posted by khyle at Saturday,21 October , 2006 at 19:35 UTC

devs should check that thread

Posted by pronkyou at Friday,27 October , 2006 at 10:16 UTC

I believe with the thought flow and activity going into that thread for possible player counterproposals it should be brought to developer attention before they make a large mistake and destabilize a game that thus far looks to be an incredible game. The kind of rewards gleaned from the current ring design allows for far too many exploitable factors, as discussed within the thread.

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