Newcomer view of Ryzom

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sehracii
Posts: 1185
Joined: Sun Feb 20, 2005 11:00 am

Re: Newcomer view of Ryzom

Post by sehracii »

grimjim wrote:If the rate at which the magicians dole out damage is deemed 'acceptable' then Melee should be able to do comporable and more quickly, plus take a bit more damage.


That seems like it would make melee unbalanced then. They should be equal but opposite. i.e. Melee can do X damage but take 2X while magic can do 2X but only take X. Quite possibly some factor other than 2, just saying.

Melee damage could be boosted a little above that because magic does have the range advantage.... and I guess it also gets tricky because that assumes there is some sort of equivalence between mob HP and mob damage... so I guess I don't know what I'm saying... :p

And I have no idea where ranged fits in ... :confused:

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"True power is not destruction, but control"

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trenker
Posts: 366
Joined: Thu Sep 30, 2004 7:22 pm

Re: Newcomer view of Ryzom

Post by trenker »

roninpvp wrote: some sort of leaching ability (i.e. like vamp for mages) would help a mele tremendously. How about a supreme living pike of vamperism :D


Well, I can make you an enchantment for your weapon that casts instantly without fail and gets you around 100 hp back per shot at least (depending on yer level and what u are fighing). It also hurts the mob but doesnt 'cost' you any hp to cast, maybe s little sap. Point blank range only and a few seconds before you can reuse, but hay, lemme Vampirise your weapon!

Or any other healer can do it for ya.

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pr0ger
Posts: 221
Joined: Tue Sep 21, 2004 6:57 pm

Re: Newcomer view of Ryzom

Post by pr0ger »

basicart wrote:should drop the amout of mats ya pull then from say 15 a pull to 5 :D


mmh, i remember the big whining thread at -Patch 1- last year... mobs doing twice damages, forage mats quality increased by 10 instead of 50, and so on... :)

FYI patch 61 "hidden fix" reduced damages from mob as it was at game release time. strange that no one whined about that ;) . And even more strange that hard damages came back with patch 64



*check ongoing discussion, add two cents*
- imho there is no issues with melee balancing about power. many times demonstration by calculation in this forum proved it. elemental+healer team and melee+healer team are the same. this is just a complete different strategy. if you not aware of that, constant 6K xp is possible only with melee ;)
Maybe the only fix needed are the credit stanzas. maybe.
- magical resistance/armor is just not yet implemented.
- range fight : lots of fuss about, and already concluded that it need more differentiation in combat strategy before starting of balancing it with melee/magic (mob dodging bullet or taking no damage at all when hit... completely wrong... "bullet-time" effect ? :/ ) currently it's just like you were wielding a 30-meter long sword.



*Back from the original post of that topic*

you've all right, its buggy, and content is very slowly added... let's all sue them for fake advertising! (but dont whine when nevrax will vanish afterward :p )
As long as you have fun, why caring about that ? it will just gives you headaches for nothing.
People who leave drops a thread here, but there is tons of newcomers nowadays. They just dont post a "i enter the game!" topic. Of course you cant notice them since you dont seek for new guild's member, but when you do it since months, you really see the difference.

I'll again defend nevrax but they are a new company. they would need more programmer to accelerate development (they recruit if you're interested).
They have a big handicap : they are french :P its incredible that they still didnt go bankrupt (what is doing the lovely tax system d*mmit - j/k). You can found pics of nevrax office on the web and oooww what a mess, how can they make such a great game ? :D (hey i want the same FMA wallpaper!)

ps : you also can find nice spoiler screenshot of incoming content on the web. hint : seek for french webpages
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larwood
Posts: 600
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Re: Newcomer view of Ryzom

Post by larwood »

pr0ger wrote:ps : you also can find nice spoiler screenshot of incoming content on the web. hint : seek for french webpages


Crap! I knew I should have taken French back in High School!!

*grumble, grumble, grumble (en frances?)
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b00ster1
Posts: 232
Joined: Tue Sep 21, 2004 2:26 am

Re: Newcomer view of Ryzom

Post by b00ster1 »

roninpvp wrote:Sorry booster I have to disagree
1.) mobs do to much damage (i.e. double heals are needed and they even had to increase the amount of hp healed after patch one remember)
2.) some mobs have way to much hp and already take forever to kill (i.e. kinchers in roots)
Instead I really feel that Mele needs to be improved (i.e. boosted sorry couldnt resist ).
1.) Damage needs to be increased a little but the major problem
..........................
For sure, just removing double missile for elem, or "disable" missile "hp + hp" dont solve problem.
There needed "semi-anti-patch 1", but like i said before is too late now due many many reasons (incl old and new players).

In my opinion:
Disable "DBL Missile" for Elemental /or rework credits. ( Balance dmg "Melee<->Magic")
Disable "HP + HP" DBL Missile
Increase Mob HP twice (Longer fight, slower lvl'ing, etc)
Decrease Mob DMG twice (Enough single missile for heal, armor play bigger role ( "jumping teambar": full->20%->Dead->50%->Dead->...)
Etc..

But:
1. Nevrax never will try something like this, after patch 1.
2. Too late. New players/"Old" player in situation like "prepatch 1/postpatch 1 players"
3. etc...
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Less power for mages!

Open your eyes, listen to your heart:

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vinnyq
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Joined: Fri Nov 05, 2004 12:05 am

Re: Newcomer view of Ryzom

Post by vinnyq »

Quote:
Originally Posted by pr0ger
ps : you also can find nice spoiler screenshot of incoming content on the web. hint : seek for french webpages



Crap! I knew I should have taken French back in High School!!

*grumble, grumble, grumble (en frances?)


I guess a little bit of spanish doesn't help either huh? :(

A little hint here, pr0g?
Fyrx, Fyros
amitst
Posts: 811
Joined: Thu Sep 23, 2004 4:03 pm

Re: Newcomer view of Ryzom

Post by amitst »

Er, lol prior to patch one you could not level magic amps past 100, haha
patch 1 doubled in most cases, and more than doubled mob damage on most creatures.

I remember fighting a vigorous goari for 8 minutes when I was young, now it takes 15 seconds.

Most mobs had a significant reduction in hp after patch 1, notably all the regional differnces between same mob classes were removed.

Magic was enhanced after patch 1 and resistances were added, previously mobs had a hard time ever resisting anything, but it still felt extremely balanced barring the offensive affliction spells.

Double missile is essential for healing, because it woudl be boring as hell without it. Double missile is essential for creative applications of magic, and lets not forget that when you are casting mobs always hit you ridiculously hard.

Melee is balanced, with parry and heavy armor you can last like 10 times longer against mobs.

The jumping team bar is what nevrax wanted, they wanted fights to be quick and rely on teamwork to keep everyone alive, because the kitin threat is monstrous. They want it balanced such that even if you get to level 250 you are not super powerful and still require groups to explore most areas.

All you are suggesting is that patch 1 & double missile be removed.
We the players already signed that 600+ signature petition(i think it might have been more) to get that across but nevrax didnt and doesnt care.

We never had any feedback about nevrax caring about that either so it isn't fair to say they wouldn't change the mechanics again.
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basicart
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Re: Newcomer view of Ryzom

Post by basicart »

*getting patch 1 flashbacks* hehe i dout that will ever happen again tho....
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b00ster1
Posts: 232
Joined: Tue Sep 21, 2004 2:26 am

Re: Newcomer view of Ryzom

Post by b00ster1 »

All you are suggesting is that patch 1 & double missile be removed.
Increase HP, Decrease mob damage - this is "patch 1" ? Patch 1 decreased hp, and doubled/tripled mobs damage.
Double missile is essential for healing, because it woudl be boring as hell without it. Double missile is essential for creative applications of magic, and lets not forget that when you are casting mobs always hit you ridiculously hard
I mean "HP+HP" missline, not HP + Stam/Sap. Hit hard? Quote: "...decrease mobs dmg twice..."
Now fight in team Ele + Heal is press 2/3 times shortcut for elem, and each 1/2 mob(s) press once shortcut for healer. Where place to affliction? Tank? Ah.. Melee is useful against "boss" mobs, to "tank", but not to "kill". Why we need then 2H melee? 1h+shiled+parry mods....
Melee is balanced, with parry and heavy armor you can last like 10 times longer against mobs.
Armor protect ~50% not 90%...Parry? Sometimes i dodge 8 from 10 Great Voraxs hits in light armour. Cant dodge, when cast? Except "some PR creatures", "boss mobs" and kinchers - mobs usually dead before can reach me.
Melee is balanced
Melee is uncomparable.Already swaped from Sword skills to Eleml (70lvls below melee. And now when they are same lvl - they are FAR uncomparable)
Melee in unbalanced between pike and sword/mace/etc.... If compare melee with magic.....
To kill Great Jugula solo, for me, as for Melee, using only supreme "stuffs" - selfheal needed and 'aura', but using melee aura, selfheal, and Elemental skill, i can kill 2-3 G.Jugs if they 'poped' on me (very fast death for solo melee with max parry bonuses/usually dead jugs for solo elemental, when aura effect ends).
The jumping team bar is what nevrax wanted
Nevraxs misstake.
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Less power for mages!

Open your eyes, listen to your heart:

Technoevil or magic spirit of nature - here is only one choice.
alyssah
Posts: 393
Joined: Tue Sep 21, 2004 2:26 am

Re: Newcomer view of Ryzom

Post by alyssah »

sehracii wrote:A meleers attack should "interrupt" mobs special attacks like what happens when player mages get hit while casting. Whereas a mages elemental attacks would not interrupt the specials, adding more purpose and usefulness to melee in a team as well as making solo fights for warriors more possible.

Edit: This also increases the value of 1H and especially CC skills against mobs as they will achieve even more interrupts than 2H.


I agree.
I also think double spells should have a little less power or HA should not carry such a high penalty.
Range is new to me (lvl 49) but the weight/bulk of ammo is prohibitive for the grenade launchers. I can only carry 12 grenades max as the bulk is 180. I used 10 killing a gouri. Then its back to base for more ammo. To make 12 grenades (2 clips), takes 48 mats. Thats 24 bulk. Now that would be more like it.
Give range a chance.
Alyssah
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