Do you really want Heal weakened?
Re: Do you really want Heal weakened?
I recall something about PvP flags. This to me hints at players being able to decide whether or not they wish to paticipate in open PvP. Maybe they scrapped the flag idea and I'm not aware. But last I heard/read it was still being considered.
Re: Do you really want Heal weakened?
Post 57, by Philu, I agree with entirely, whole-heartedly, and without reservation!
I also agree with Judyas, Outposts need have nothing to do with PvP, that is simply the laziest way for them to be utilized. Do you folks have any idea how many crafters would, pardon the image, split their pants with erections if given the opportunity to build the things ?!?! Taxes to the local governments, and maintance costs, costs of construction and land, would be limiting factors, just as in real-life. No danger of sprawl, since Ryzom's biggest problem by far is the derth of players. If you still wanted to play the bandit, and take others possesions by force, an option for team vs. team could be introduced, similar to the player vs. player consensual dueling that now exsists. No need to force your game on another, no need to destroy sombody else's work, just so you can have a few laughs.
OOC:
I also agree with Judyas, Outposts need have nothing to do with PvP, that is simply the laziest way for them to be utilized. Do you folks have any idea how many crafters would, pardon the image, split their pants with erections if given the opportunity to build the things ?!?! Taxes to the local governments, and maintance costs, costs of construction and land, would be limiting factors, just as in real-life. No danger of sprawl, since Ryzom's biggest problem by far is the derth of players. If you still wanted to play the bandit, and take others possesions by force, an option for team vs. team could be introduced, similar to the player vs. player consensual dueling that now exsists. No need to force your game on another, no need to destroy sombody else's work, just so you can have a few laughs.
OOC:
Baxter- Digger, crafter, explorer, and dirty little man.
"Thar ain nuthin nor nobudy wot be so good as dey canna be betterer."
"Thar ain nuthin nor nobudy wot be so good as dey canna be betterer."
More power for Homins!
P~)
Ouroborus Nocturna
Re: Do you really want Heal weakened?
As far as the healing, I wanted to suggest that there is a use for gigantic sap and stam heals:
A double missile with one each sap and stamina heal combined with a high level bomb stanza. Team of 9 (does bomb go up to 8?)
A high level healer can spend 90% of his/her time doing solely HP on the team, particularly the main tank. Then drop one bomb to fill everyone's alternate bars, mage or melee. (or if the cost is prohibitive, split it into 2 singles)
And how can anyone say magic doesn't have limitations? If we could do anything we wanted with it, we'd kill lvl250s groups of mobs in one hit and fill all four bars of all teammembers in one heal. My point with the broken leg vs the jog is, the same magical "power" put into a stamina heal should be more effective than the same magical "power" put into a HP heal from an IC point of view.
"Sorry I can't refresh you fast enough from all that sword swinging, I'm donig the best I can. But don't worry, if you fall into a coma I can bring you back to full health no problem"
I won't discuss the PvP issue. I'm personally not looking forward to more of it. I am however looking forward to the magic rebalancing solely for PvE. It makes sense to me. You'll never here me complain about dieing and DP. A little more risk in the usual hunts shouldn't hurt anyone. And if you can't find a healer, go without. It's not too hard under lvl 200 from my experience. And a healer above lvl 200 should still be perfectly competent for hunts at that level.
My only gripe with the changes is the armor protection, which needs a serious boost.
A double missile with one each sap and stamina heal combined with a high level bomb stanza. Team of 9 (does bomb go up to 8?)
A high level healer can spend 90% of his/her time doing solely HP on the team, particularly the main tank. Then drop one bomb to fill everyone's alternate bars, mage or melee. (or if the cost is prohibitive, split it into 2 singles)
And how can anyone say magic doesn't have limitations? If we could do anything we wanted with it, we'd kill lvl250s groups of mobs in one hit and fill all four bars of all teammembers in one heal. My point with the broken leg vs the jog is, the same magical "power" put into a stamina heal should be more effective than the same magical "power" put into a HP heal from an IC point of view.
"Sorry I can't refresh you fast enough from all that sword swinging, I'm donig the best I can. But don't worry, if you fall into a coma I can bring you back to full health no problem"
I won't discuss the PvP issue. I'm personally not looking forward to more of it. I am however looking forward to the magic rebalancing solely for PvE. It makes sense to me. You'll never here me complain about dieing and DP. A little more risk in the usual hunts shouldn't hurt anyone. And if you can't find a healer, go without. It's not too hard under lvl 200 from my experience. And a healer above lvl 200 should still be perfectly competent for hunts at that level.
My only gripe with the changes is the armor protection, which needs a serious boost.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Do you really want Heal weakened?
Sorry, thought I made it clear in my two previous posts that when I say PvP, I am not just talking about PvP Combat, but PvP in all it's forms. There was infact a thread earlier that mentioned lots of ways for PvP that didn't involve combat, that affected who got to keep their outpost, as well as stuff like affecting the quality of their guards via that crafting thing we tested in January.mrshad wrote:You are missing a large part of the point, Noh.
We have been specifically told that PvP is a way to give the high level players something do to, in order to reduce the cries for more content.
From that, we can deduce that PvP != content, even for Nevarax.
We are being given PvP in place of content.
Most of us would prefere actual content over PvP.
Again, wholly outside of the benifits or drawbacks of a healing change. It might be that sort of realignement is what we need...BUT the impetus for doing it was entirely for PvP. It would not have been changed otherwise.
Outpost need not be "by default, PvP" there are a lot of great directions that Nevarax could take with them. Implement guild missions, require special mats, allow crafters and harvester to actually build the outpost, provide bonuses for having and improving your outpost, defend the outpost against AI aggressors.
I stand firmly by the statemnt that "SoR does not need PvP", and I know that most of the players agree with me.
Thinking on this further, it seems the current roadmap for SoR is an attempt to avoid having to create new content. Encyclopedias are going no where, we have no idea of the scope or quality of the upcoming events, and we have been told that instead of content, we get PvP. Additionally, we are, eventually, being given tools to let US create content...but get this: WE HAVE TO PAY FOR IT. So, in addition to doing the work that the dev team should be doing, and in addition to providing the community with what we are desperatly crying for, we get to pay for the privelage of doing so. Amazing, simply amazing.
Heh. It's actualy nice that someone remembers that whole 'flag' thing, cause I had forgot it. With that PvP flag off, all you would have would be normal Atys, with a fiew spots that are like an above ground version of what some of the roots are now. Seeing as how I, at least, enjoyed the 'rescue the person from the karavan supporters' type stuff, haveing more potential places to hold that type even is a good idea. And then, when the event is off, it's back to 'cant cast that on that target.' or 'that is an invalid target' or what ever that anoying message is (it's anoying when stuff is consistently parked in certain places, like doors, and you can't do anything about it)
Noh
Zorai
Officer of Infinity