DO they have a CLUE?

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triprech
Posts: 23
Joined: Thu Mar 17, 2005 11:32 pm

DO they have a CLUE?

Post by triprech »

I can't believe that I logged in to find 90% of all double spells DELETED from my hands.

Not just greyed out as unusable until I took into account the added 20% penalty they have patched in.

For a person who had at least 30 different double spells for heal and elemental spread throughout the hands, this INSANE decision is now causing me to spend a totally unacceptable amount of time, not just reworking the spells, but trying to recreate the usability I had worked for months to refine.

Whatever other changes have been made, for good or ill - this single thoughtless oversight has soured me completely.

Thanks for listening,
Trip
philu
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Joined: Fri Sep 24, 2004 10:00 am

Re: DO they have a CLUE?

Post by philu »

Yes I have to agree with that.

Looking forward to logging in even LESS than I was before. :(
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kostika
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Re: DO they have a CLUE?

Post by kostika »

Guys this is really a minor thing. Of course you have to remake your double cast spells, they've completely changed them. To leave them as is would have been asking for folly. What if by leaving them in they caused a bug to happen where the 20% didn't apply? I can see it happening.

Maybe its jsut me, but it makes sense for the old double cast spells to be deleted.
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norvic
Posts: 514
Joined: Tue Oct 26, 2004 6:54 pm

Re: DO they have a CLUE?

Post by norvic »

They did say somwhere that peeps would need to rework thier spell bars after the patch but I am not a spell chucker so I cant really comment on the impact for you guys I reckon will take me about 5 mins so I am not too fussed + my bars need a spring clean anyway.
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calel
Posts: 612
Joined: Thu Jan 27, 2005 2:58 pm

Re: DO they have a CLUE?

Post by calel »

triprech wrote: For a person who had at least 30 different double spells for heal and elemental spread throughout the hands, this INSANE decision is now causing me to spend a totally unacceptable amount of time, not just reworking the spells, but trying to recreate the usability I had worked for months to refine.
Actually, the only doublespells that seem to have been deleted from my actionbar are the ones that are incompatible with the new costs. (to low credits used to alleviate the 20% extra cost)

So all the refining you put into them would have been lost anyway, even if they weren' t deleted, as you' d have to adapt to the new system.
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riveit
Posts: 1244
Joined: Sat May 21, 2005 11:12 am

Re: DO they have a CLUE?

Post by riveit »

Ummm. I assume that all of them would have been 'Cast Impossible' unless you had anticipated the patch by adding credits. Adding the functionality of graying them out would have added an entirely new layer of programming for this singular patch situation. Aren't you asking a bit much?
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mimir1
Posts: 53
Joined: Thu Oct 28, 2004 10:00 am

Re: DO they have a CLUE?

Post by mimir1 »

As in all software updates there are ALWAYS going to be some configuration casualties.

This could be an opportunity for us to request some method of getting our statistics and settings in a usable or printable format. (Not Screen grabs)

This way we could get things reconfigured with little or no pain. And as a bonus it would allow us to share our character’s recipe for spells, heals, etc. with others.
sidusar
Posts: 1331
Joined: Tue Dec 21, 2004 4:38 am

Re: DO they have a CLUE?

Post by sidusar »

I don't see how it matters. My old spells wouldn't have been effective under the new system anyway, and would've needed so much changing it's probably easier to start over completely.

Plus it's impossible to have an action in your hands bar that has more cost than credit. It's not that they're greyed out and unusable if you make one, you simply can't make one. So making the old spells greyed out and unusable would've probably required a whole new piece of code, which means both more work and more bugs.

The old enchantments that were made pre-patch actually still work, even though they have more cost than credit. Very likely something similar would've happened with the old spells if they'd been left in place.
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rushin
Posts: 1889
Joined: Tue Sep 28, 2004 11:40 pm

Re: DO they have a CLUE?

Post by rushin »

do YOU have a clue? might be a better question. Of course the double spells wont be there, for reasons that are pretty bleeding obvious to be brutally honest.

[EDIT] and that was much too harsh a response, sorry!
*coughs*
you can't have actions which haven't been balanced, so with 20% added to dbl missile costs some of your spells would have been invalid and thus are no longer present.
rushin ~ asleep
triprech
Posts: 23
Joined: Thu Mar 17, 2005 11:32 pm

Re: DO they have a CLUE?

Post by triprech »

"apology" accepted....

Yes, as a matter of fact I do have a clue as to what makes things work well and how communities and communications work and how to make transitions as smooth as possible, which is why I do a good bit of organizational consulting.

I do not however have a clue as to the exact nature of coding that would be needed to have made a more helpful transition.

But I do know that proper communication is KEY to a transition, and if the spells were going to all be deleted, then that at the very least was a very important piece of information that has a significant impact on a significant number of people and SHOULD have been made clear.

Reading the pre-patch and then the actual patch info would not have prepared you for the way that they chose to institute this particular feature.

I am glad that it helps some who needed a spring (fall) clean, but I keep my hands pretty clean - yes all 10 of them - and this is a royal pain.

Thanks for listening,
Trip
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