Totaly a no loot game :( = boaring for the non crafters

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seedyman
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by seedyman »

jdiegel wrote:I would be cool with collectable items. Things with no real purpose other than the fact that they are incredibly rare.
When incredibly rare objects exist people will want to use them as 133t badges.
Then the camping starts. Unless it's random, then the whining starts.
Then people start selling them on ebay, and they're worthless.
Just like they started.
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Children already know that dragons exist.
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smirch
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by smirch »

ariaki wrote:ok I know crafters will flame me away but...

F[color=yellow][color=orange]lam[/color]e F[color=orange]lam[/color]e F[color=orange]lam[/color]e F[color=orange]lam[/color]e!![/color]

Now onto your post. I'm so sick of dropped loot. I believe it was ayne that mentioned NO_DROP mats; I could go for that, but actual loot just rubs me wrong. Then you'd have people camping certain spawns even more than now...ie Kipee holes. I think dropped loot is a dated feature of the first generation of MMORPGs. It's time to evolve a bit.
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pr0ger
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by pr0ger »

seedyman wrote:When incredibly rare objects exist people will want to use them as 133t badges.
Then the camping starts. Unless it's random, then the whining starts.
Then people start selling them on ebay, and they're worthless.
Just like they started.


- You can't stop people selling incredible stuff on ebay... even now, if I made an idiotic-but-hi-level avatar and I sell it, someone will buy it...
- camping yes... if we know the target .... see what I mean ;) ?

Unique "item" could be also unique stanzas or ability. And yes, could also be useless-but-cute stuff, like a broom ... LOL
lyrah68
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by lyrah68 »

Unlike the OTHER "no loot" game, where even if you looted everything and had it crafted for you OR sold it you made NOTHING (maybe 6 silver off a LONG hunt or named mob in Horizons), You can SOLO...in the newb Fyros region for 30 to 45 minutes and make CASH...and LOTS of it (I made at level 25 more than 35k in less than an hour).

I am sure that later in game they are planning on having raid mats drop that make special, different from the "run of the mill" crafted results and looks.

But I for one and READY for a game where I MAKE the item and do NOT have to cyber all the guild leaders JUST to get AT level gear...Sorry BOYS, not going to do it, never did...never will. If I have to sell my soul for game gear...it is time to leave.
rodrigoq
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by rodrigoq »

I'd like to see things to help get the pure fighters/mages more cash. I mean, when my armor wears out faster than I can make cash, It's very difficult to buy a new set when you have no funds and no armor because the last set wore out.

I don't want to be forced to craft, nor do I want to level harvest, just so I can find my own mats, then have a crafter make me a set of armor, just so I can go and break it again.

Would be nice to have SOMETHING. Maybe non craftable "valuble" parts that npc's use. Hell, let us sell meat. NPC's have gotta eat, why not sell em the meats? Tufts of hair for furniture stuffing.. Or even increase the rate which quartered mats are bought for by the vendors.

Crafter economy is nice.. but it doesn't work well when your costomers can't afford your goods.
caoltie2
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by caoltie2 »

I must say that seeing how new this game is, and the future plans for it that the Dev Team has mentioned, I think that the content of fighting items gained from quests will be soon in the coming, there are just a few tech problems that are still being delt with that are taking the main focus at the moment.

That said I hope that you have left the newbie islands and attempted to make your way in the "Big Bad World" as I have found that you really have to make an attempt to specialize your attacks and your magic defenses in order to survive there and that if you have only put your focus on crafting and or harvesting you are then at a great disadvantage when out beyond the cities.

Do not mean to seem snooty but I have played almost every game that has been out since UO first was on the market and I think that one must have patience for at least a few months before content in game is judged as no matter how much content one finds in a game if one is unable to play due to lag or fubars it does not matter.

I do not know if the original poster of this thread has ever played a game from the start, when it still has that "new car smell" but trust me when I say please give the Devs a few months to work out the kinks before they delve into content. In the long run we will be better off, ...thinks of Horizons, Earth and Beyond, and AC 2.
ariaki
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by ariaki »

Hi all and yes I like some others have played ac ac2 eq coh ao neocron sb daoc swg jtls linage 2 etc and most from beta.

Thats where I am drawing my conclusions from int that I know some player like the thrill of getting loot just like some like to do nothing but craft and hate killing.

I wish the game all the best and hope to see it only evlove and get better but I hope their are thigns in place for both kinds of players.

Example of how the group I was in today is this the highest blaster mage hasent even got a staff no one make them yet. the highest level healer has no armor the price the crafters are charging can not be affordered,
the highest level fioghter at 95 is using qu 25 store bought because no crafter is making qu 90 and one makes qu 70 for 500k which can not be afforded, 2 of the others on the team are in patch made mage armour and are fighters. We have a seriouse problem if crafting is not keeping up with the hunters them the hunters are board with nothing to look foward too but skills that wont work because the qu of the weapons used wont benifet from them at all. All ready people in the 90es are talking about quitting the game ie the post about the tyker guy. even if the drops were low qu it would be better then nothing like we have now.

This poster could not have said it better
The Bad:

-Content: The game, at least the newbie game (i.e. up to around 30 levels of melee or magic combat) is very very stale. You just run around the outside environment and kill low level mobs. There is not exploring, no dungeons or buildings.

-Sound: Dead boring. I've heard more interesting sounds at the library!!!

-Crafting interface is too cumbersome...you can only make 1 piece at a time...why not have a field that allows you to set the number you want to create? Am i wrong...is there a way to do this already?

-Selling interface is too cumbersome...takes to long. There should be a drag and drop window or something that allows you to drag all the items you want to sell and then confirm you want to sell those items. As things stand now, you have to sell each item individually and then reconfirm you want to sell each time.

-Quests: The quests are cookie cutter and only consist of killing 'X' amount of a particular animal or gathering X amount of raw materials. There are no epic quests, there are no variations in quests for any of the different races and no quests which have any storyline to them. Ugh...one of the worst aspects of Ryzom

-Combat: Too much down time between mobs.

-equipment/loot: No usuable dropped loot....if you are only interesting in combat and not crafting, than you are nothing more than a worker drone collecting raw materials for crafters. Other than XP, hunting is not rewarding, especially since there are no quests, boss mobs and exploring for new content that makes adventuring more interesting. I have yet to see special loot/equipment, everything is standard issue from crafters. I believe that there is an enchantment system but I have yet to see people selling enchantments.

-Mobs: very little variety on Newbie island....other than Kittin, the mobs are wild beasts types. I would like to see NPC mobs that drop usuable loot.

-No player vaults/storage and no NPC consignment vendors.

-No preceivable difference between the races.

-Ranged Weapon combat is broken in my opinion. Ammo is ridiculously expensive. Furthermore, ranged combat seems to be no wear near as effective as magic or melee combat on mainland area... Sometimes, ranged combat seems to have been an ad hoc after thought that has not been fully implemented yet.

-very bad manual with the retail box that contains only bare minimum of info.

-In game description needs to be more detailed and give better descriptions of what stanzas, skills, attributes, materials, and items do.

-No sense yet of what the over arching story line is in this game....maybe it has yet to be introduced or encountered.

Overview: The game is fun...don't get me wrong. There is something about this game that, even with its issues, makes it interesting. It may be the "new" factor or it may be that its not the same cookie cutter Tolkien rip off. Also, the world and potential story line has a lot going for it. However, I think that this game could be short lived if some of the major issues, which I discussed above, are not addressed. I some ways, the crafting and loot system reminds me that of Horizons...which was an utter failure and mindnumbingly boring...especially for those that liked adventuring. Frankly, I am not sure when if ever the issues I raised will be addressed. I have heard that quests will be added and that an NPC consignment vendor will be added...not sure when exactly.

For now, this game holds my interest and I believe with improvement, it could be a sleeper hit that provides a much different on-line world than the usual swords and sorcery types of MMORPG's that are coming out (i.e. WoW and EQ2).
lyrah68
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by lyrah68 »

I agree that the adventurers are FAR out stripping those of us the harvest and craft.

Try to imagine having to HUNT and explore and poke around for hours, maybe even days to find ALL the monsters you need to complete a quest/mission. Well that is what it CAN take to make a FULL suit of Q20 Choice armor. And you are having to deal with nodes that destroy BEFORE the full number of mats in the node are harvested, even with the most DILLIGENT care to avoid its demise. And having to deal with a few crafting attempts that are failed or deminished in quality/stats.

I understand that some people are gouging, but what would you charge for mage armor (robe in EQ) that drops off a mob that spawns only every four days(that ONLY drops enough for ONE player of each kind/class), and takes a raiding party of 20 or more to kill that mob with any chance of success? What about the price of warrior armor similar spawns and rates of drop? Surely adventurers would NOT dream of charging crafters ANY less than crafters charge. (when I left EQ the Lodizal shell shield was running in the 15k range, and was almost as common as a rusted sword, and there were spells that ALL casters needed that were running as high as 60k, on Fennin ro. It became PAINFULLY clear that I was NEVER going to get the gear that I needed to be useful without selling out and joining an ubber guild or cybering all the officers to get into a raid for the ONE robe in 20 kills off a RARE spawn mob.)

For instance, One night, just harvesting CHOICE materials I managed to make a set of gloves, a pair of boots and three daggers. I spent over FOUR hours harvesting, using agressive agressive gentle (speed, rating and quality respectively) which I have found from experience to be the best way to avoid destroying a resource node prematurely. Surely you would not expect me to charge less than 2 to 3k per item for ALL that time, especially since I do NOT charge for info on where those nodes spawn, but tend to be wiling to even LEAD other harvesters to the exact spots and wait until they personally find the resource they need and mark their maps.

I have repeatedly come to the realization that this game has BUILT IN slow downs, like the group that did NOT have at level gear...WHY? because they were NOT supposed to be able to get to those levels THIS soon. The game is not out three weeks and people are almost HALF way to level cap? Surely you can't think that that speed is what is intended to be possible?

If you want to help get your gear, find a crafter/harvester and help defend them around nodes that have what they need to make your armor, in return for a LARGE discount. If such a service was offered to me as a forager/crafter, I would GLADLY cut the price, maybe by half.

(FYI I sold the gloves to a newbie for about 1.5k, less than half what others were charging, they were 90% choice mats, with one or two fine mats, and FAR better than the newb fodder you spawn with, The boots went for 2k, and the daggers went to myself and my daughter. I don't gouge, even if I can get away with it. Karma is a HARD teacher, and I learned that lesson well.)

I think that the adventurers need to look at other games and realize how much FASTER they are leveling and then understand WHY. This game expects you to take the time to become a BALLANCED character, harvesting, crafting AND adventuring. SURE if you are lop sided you can get to level 250 before christmas, but you will be naked and have left the crafting economy in your dust about 100 levels ago. It is easier for you to find a guild and work WITH the guild crafters to gain your gear than it is to ask the devs to create another 250 levels, including the mobs (and yes, please DO change their looks and make them more challenging than the last batch, K thx) and just speed up the crafting and foraging classes to match yall. Yes helping the crafters will mean killing the mobs that spawn there and NOT the optimal mobs, and this will slow you down. But what is the rush for the next level, and the next and the next and the next? Do you have gear premade waiting for you? No...so slow down.

Surely everyone remembers getting to level 50 post Kunark Pre removal of hell levels. TWO MONTHS in level 45 was common, and that was with 6 to 8 hour level grinds in the BEST xp grounds. I remember the 40s with NO joy. Now you can get a character to 50 in three to four DAYS, and the challenge is not worth it anymore. The removal did please everyone...for a month or two. But within a WEEK of Luclins release, there were Vashir in Velk's lab SOLOING (they HAD to be over 52 to do this). In a WEEKS time?? That is not right, it demeans the game, and makes the levels meaningless.

My suggestion is to find a crafter that is not gouging and offer to help them foraging and craft your gear. You will make a serious friend and get what you want.
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bobturke
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by bobturke »

ariaki wrote:-Content: The game, at least the newbie game (i.e. up to around 30 levels of melee or magic combat) is very very stale. You just run around the outside environment and kill low level mobs. There is not exploring, no dungeons or buildings.

Agree lack of content is a problem, although not an issue until about level 40 or 50. Probably the biggest problem they have.

ariaki wrote:-Crafting interface is too cumbersome...you can only make 1 piece at a time...why not have a field that allows you to set the number you want to create? Am i wrong...is there a way to do this already?

This isnt that much of a problem. Once you stop getting xp for q25 items (ie after the first week) you rarely want to factory produce items.

ariaki wrote:-Selling interface is too cumbersome...takes to long. There should be a drag and drop window or something that allows you to drag all the items you want to sell and then confirm you want to sell those items. As things stand now, you have to sell each item individually and then reconfirm you want to sell each time.

Agree annoying but not fatal.

ariaki wrote:-Quests: The quests are cookie cutter and only consist of killing 'X' amount of a particular animal or gathering X amount of raw materials. There are no epic quests, there are no variations in quests for any of the different races and no quests which have any storyline to them. Ugh...one of the worst aspects of Ryzom

See content comments above.

ariaki wrote:-Combat: Too much down time between mobs.

Your doing it wrong if you have significant downtime.

ariaki wrote:-equipment/loot: No usuable dropped loot....if you are only interesting in combat and not crafting, than you are nothing more than a worker drone collecting raw materials for crafters. Other than XP, hunting is not rewarding, especially since there are no quests, boss mobs and exploring for new content that makes adventuring more interesting. I have yet to see special loot/equipment, everything is standard issue from crafters. I believe that there is an enchantment system but I have yet to see people selling enchantments.

You kill mobs and get materials to buy new items or make new items. Would you prefer if yubos started flinging rusty daggers at you everytime you kill them? Its always been a weakness in what the computer world calls "RPGs" that creatures either lug around items they'd never have any use for (say yubo with a 2 handed sword) or the creatures lug around items they could use, say the Sword of Ultimate Slaying, but dont actually use it themselves.

This is just different thats all. You'll get used to the idea that items dont grow on trees :)

ariaki wrote:-Mobs: very little variety on Newbie island....other than Kittin, the mobs are wild beasts types. I would like to see NPC mobs that drop usuable loot.

Its called noobland because thats where you learn the basics of the game. As soon as your bored with only having Kitin to kill that is the time to go to the mainland.

ariaki wrote:-No player vaults/storage and no NPC consignment vendors.

Mektoubs and private appartments fill the storage thing quite well.

The later is coming in Patch 1 apparently.

ariaki wrote:-No preceivable difference between the races.

Masses of difference between the races. They look different. The play in different environments. They have different back stories.

There are many players who are glad that there are no racial bonuses, which I think is what your actually refering too, because it doesn't mean that say every Fyros is a fighter, every Zorai is a mage because that's where both the stero-typing and the munchkin advantages are.

ariaki wrote:-Ranged Weapon combat is broken in my opinion. Ammo is ridiculously expensive. Furthermore, ranged combat seems to be no wear near as effective as magic or melee combat on mainland area... Sometimes, ranged combat seems to have been an ad hoc after thought that has not been fully implemented yet.

Agree ranged needs work if it is expected to be a useful profession.

ariaki wrote:-very bad manual with the retail box that contains only bare minimum of info.

Totally agree. Manual even has stuff in it that isnt actually in the game!!

ariaki wrote:-In game description needs to be more detailed and give better descriptions of what stanzas, skills, attributes, materials, and items do.

Agree. Better than it used to be but still in need of work.

ariaki wrote:-No sense yet of what the over arching story line is in this game....maybe it has yet to be introduced or encountered.

Agree see content at the top.

ariaki wrote:Overview: The game is fun...don't get me wrong. There is something about this game that, even with its issues, makes it interesting. It may be the "new" factor or it may be that its not the same cookie cutter Tolkien rip off. Also, the world and potential story line has a lot going for it. However, I think that this game could be short lived if some of the major issues, which I discussed above, are not addressed. I some ways, the crafting and loot system reminds me that of Horizons...which was an utter failure and mindnumbingly boring...especially for those that liked adventuring. Frankly, I am not sure when if ever the issues I raised will be addressed. I have heard that quests will be added and that an NPC consignment vendor will be added...not sure when exactly.

Yeah I know what you mean. Compared to other MMORPGs its doing quite well for a new release.

I think the lack of content will be the big killer over the long term. Leveling is only fun for so long. Regarding the "mindnumbingly boring" comment, I dont think they intend for this game to be a 3D version of say Diablo 2. I dont believe they ever expected people to play the game just to kill mobs and find uber items. I think their hoping to get the RPG part going eventually.
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shrike
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Re: Totaly a no loot game :( = boaring for the non crafters

Post by shrike »

bobturke wrote:...
You kill mobs and get materials to buy new items or make new items.
...


Scrath the "make new items" here. Mobmats are plainly unuseable for items (unless you don't care having an item with like half the peformance of a item made out of harvested mats, that is).

Agreeing with the rest, though.
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