[DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

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mmatto
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Re: uhmm guns ?

Post by mmatto »

110676 wrote:i dont know if theese changes will change my prediction of "the mage vs mage patch" cause really guys when we all get to kill eachother who will be carrying a gun or even a sword to battle (as is) i had a brief chat with an old friend in game. he made lvl 193 rifle skill (hes odd that way) he claims his top dam pr hit is 344 hp. i didnt have the time to check with him but i belive thats with all powers used..... 344 for all that preparation ?? ....but he can run while shooting LOL. so when he and i meet up in 5 on 5 battle his mates will (lacking his aid) drop and well all gather round him and laugh at the chap with the funny stick.
Actually, I believe that these changes help quite a lot riflemans out there. You have to remember that rifle can shoot much faster than spells and thus interrupting mage/healer spells or forcing them to use concentrate. Big nuke damage is heavily affected by new resistances and protections to magic, absorbing upto 70% of damage.

On the other hand, reduced hp healing means that opponent can be killed with something else than biggest nuke burst damage even if opponent team has a healer. Improved stam healing means that your healer can heal your stam fast and you can actually use your fire rate stanzas.

In 1v1 PvP rifleman should rule if fight starts at range. Melee can't get close to rifle user as they are both as fast and rifleman can shoot while moving. Nuker spell will be interrupted when rifle user moves out of spell maximum range. New spell absoprtions will allow rifle user to have few mistakes in interrupting incoming spells. Also, note that mage uses his hp to cast bigger nukes and that makes him more vulnerable to rifle (or melee) damage.

In group PvP rifleman can finish off low hp opponents and take off casters. Launchers are not too viable because of mat cots and weight of ammo but reduced healing might allow using launchers as expensive way of winning group battle.

I believe that usability of ranged is finally getting there, close at least.

Fun factor (preparation time, lack of special moves, full bag) and group pve (sustained dps) usability needs improvements.
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micrix
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Re: uhmm guns ?

Post by micrix »

mmatto wrote:Launchers are not too viable because of mat cots and weight of ammo but reduced healing might allow using launchers as expensive way of winning group battle.
What if you are defender of an outpost and you have two loaded meks in the stable ?
That would make them possibly interessting in defence.
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sprite
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Re: uhmm guns ?

Post by sprite »

micrix wrote:What if you are defender of an outpost and you have two loaded meks in the stable ?
That would make them possibly interessting in defence.
That's assuming you have stables there :p
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alyssah
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Re: uhmm guns ?

Post by alyssah »

micrix wrote:What if you are defender of an outpost and you have two loaded meks in the stable ?
That would make them possibly interessting in defence.
I've been hoping that nobody would post about the defence capabilities of launchers.

This is going to be the only real use of launchers (I have 2 with range of over 55m) and could provide quite a surprise if a guild were hovering just over 50m away. One launcher at Q130 can cause 900+ damage to main target & reducing damage to all within range. Three launchers aimed to the left, right and centre could inflict quite a bit of damage to a group before they moved out of range.

They would also prevent healers coming within range to rez any melee fighters that had attacked the outpost unsuccessfully. Autolanchers, with a range of well over 40m, could also be effective against onrushing melee before switching to your rusty sword. However, it can take years before you level sufficient for these to be of use.
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zerotacg
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by zerotacg »

after the heal changes your able do heal about 500HP with lvl 151
600 and a bit sap and arround 700 Stam without amplifier. isn't that kind of unfair? why are ya able to heal a melees stamina better then the rest?
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zerotacg
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by zerotacg »

. [New] If you and your target are both flagged as Faction PvP, the target window shows the level of your target (based on his highest skill),

>_> that's gonna increase the killin of harvesters because they are easy targets and their are many at lvl 250

another thing it's easy to kill one so with an entchantment you could easily sneak in range and kil atleast 2 or 3 and if the one's gettin killed he'll be easyly healed and starts again and won't even get DP or something but the harvester got to wait for focus regenerating
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xenofur
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by xenofur »

i have to agree about the display, the one feature that was really enchanting about ryzom was that the ways to determine the powers of another homin were the same as in real live:
1. asking them
2. looking at their titles
3. watching what they do
the important thing is that all three of these were very unreliable and guidelines at best, thus every homin was an unkown variable, making decisions about wether to approach a bit more thought through. with a display for the levle it's: *click* *run away*/*attack*

in short, you're dumbing the game down.
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zerotacg
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by zerotacg »

the text is not really sayin if you would get as much point killin a lvl 250 harvester as for a lvl 250 melee or mage (or what ever the lvl is), but it kind fo gives me the feeling that the points will be equal, so to say you get the same points for defeating a homin which can't really defend itself or at least has a GREAT disadvantage as for on that could actualy kill you with a chance of 50% or so.
well would like to know if you thought about that
sure I'm one of the anti-PvP guys and I'm a harvester, seein me already dead in the sawdust XD
well it shouldn't be the point of PvP killen the weak but get a chellange and doing a real "fight" were the opponent is at least as strong as you
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larwood
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Aen The Desert Blade

Post by larwood »

I am posting this in hopes that Xavier will read it, or someone who can talk to the dev's.

Last night, a full team with most having a 250 combat skill decided to try the new and "reballanced" Aen.

To make a long and tedious story short, she is much more than a challange... she is basically impossible without a team of 200+ lvl 250 players.

Here is my reasoning.

When you get within 20 meters of Aen (taunt range) her supporters spawn. There are about 10 groups of 6 (60) that remain in place, and use magic and ranged attacks. Another 4 to 5 groups of 6 (25-30) supporters that will follow the taunter until' he/she tastes the sweet desert sand.

Now, each one of these supporters is the stregnth of a Named Boss (1 black star on red). Which means, any one of them would take the attention of at least 2 players or equal or greater strength (at a minimum). So, at a minimum it will take 180 players to kill all of Aen's supporters. The fact that getting 180 players to log onto Aripostle at the same time is staggereing... so count that idea out. And even if you got 100 or so players, which might have a chance... how will you distribute the loot?

So killing her minyons is out of the question, which leaves us with the option to taunt her away from them, and bring her to a place, where a team can beat her to death (like it used to be).

It used to be, you could taunt aen, hit invuln... and start pulling her. When invuln goes away, you die. At this point, Aen and her supporters leave combat and start marching back to the camp... but you send in another taunter, using speed increase to catch up to her, then that person taunts, hits invuln... and completes the 2nd stage pull. With this second taunt Aen comes, but her guards continue back to camp... so you could take advantage of her and get her armor.

I understand that this was too easy, and exploitable in the past... i'll get to that.

Now, the problem with trying the 2-stage taunt... is that Aen will not go more than 50 meters from her camp. She leaves combat at 50 meters, whether the taunter is dead or not. Her supporters have a 100 meter aggro range, so fighting her 50 meters from camp is a hopeless cause.

We tried having a taunter at the 50 meter mark, to taunt Aen when she leaves combat... but she will not be taunted till she returns to camp again.. all the while her supporters are blasting the tarnation out of you.

We tried using multipe initial taunters, some to pull her guards, while the other pulls Aen... but the 50 meter issue is what makes it impossible.


So here is my suggestion about Aen.

Because her armor is so desired and valueable, it needs to be a challenge to get it. But not impossible.

It needs to be able to get for a single team, this is to avoid the problems that would arise with trying to choose who will get the armor when many players participate.

She needs to either be able to pull away from guards.. or

Have fewer guards, to make it possible to kill them with a single team... or

Be a lot stronger, more damage in her attacks, and fight alone.

The team that initiates combat will get the armor (to avoid kill-stealing).

Her spawn is not in the same place.. its all over the lvl 200 regions of Fyros.

You have a timer once combat is initated... and after that timer is up she 'poofs'.


These are some ideas... but something needs to be changed. Her armor is too valuable to be unattainable. Why have her if nobody can usefully kill her?

Or will the same thing happen to her that happened with Pei and Sergio? Just take away altogether.

Thanks, please take this into consideration. I think its an important issue.
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