Patch on Thursday, Sep 29th 2005

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iwekg74
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Joined: Tue Feb 01, 2005 2:36 pm

Re: Patch on Thursday, Sep 29th 2005

Post by iwekg74 »

blaah wrote:sorry to hear that.
i
i went ingame for a few min and noted that i can only make 250+180 (i think that was it) double nuke without time creds (not 245 yet). it sure do make things interesting for foragers who were able to handle adds before.

but its no reason to quit imho ;-)

Like what add? Solo u could hande maybe one purple add using melee aura, and self heal. but not adds - if u had 2 mob on you you was lost even with orange torbak :D
Last edited by iwekg74 on Fri Sep 30, 2005 9:34 am, edited 1 time in total.
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genod
Posts: 95
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Re: Patch on Thursday, Sep 29th 2005

Post by genod »

First impressions have been good. I'm loving how she runs around with these new animations. My healing magic, with the minor inconvenience of having to be redo my heavier double magic heals, doesn't seem to be that badly affected. A little more hair-raising keeping the party up, but our two fighters and two healers seemed to be doing alright against swarms of Najabs in Haven of Purity. And there's still some scope for tweaking of my skills to increase effectiveness as I learn how much hp/sap/stam to give under the new rules.

And I love the tooltips :) Plenty of other things to see, but I doubt anything will dampen my mood. Thumbs up!
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forever
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Re: Patch on Thursday, Sep 29th 2005

Post by forever »

I'm so sick of people saying they are going to quit after testing something for less than a day. It takes time to get use to the changes. It's not just that person that needs to adjust to the changes, this is a team-based game and we all need to learn as a team how to adjust to the changes.
I see the changes as needed fixes to the game and I think we can adapt to them together.
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sx4rlet
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Re: Patch on Thursday, Sep 29th 2005

Post by sx4rlet »

hans1976 wrote:Yup, and Sxar and me know each other a bit. I am really really sure Sxar was referring to the joy of learning to team anew. This is no sarcasm, I am an explorer / socializer with a chunk or archiever. Exploring, crafting mixing, finding a mobs weak spot, finding a good team balance based on the skills available to the teammembers... I really love that.
Seeing all these changes is a good thing, cause it means we can start exploring again in some area's. Like the part where we *can* take on bigger zerx with a large low lvl group, cause the zerx will not one-spit-kill our two little tanks. Longer fights mean more use for affliction, ranged, anything but a nuker and a healer dominating the team...

Anyone up for a below lvl100 skills Fairhaven -> Pyr trip?
Yup, Fry knows me good enough in this.
I was indeed referring in the joy of a new way of teaming, and needing more healers to keep a team going. I hope it will be much more exciting again.
And who knows, maybe we even need affliction, which would be great.
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vguerin
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Re: Patch on Thursday, Sep 29th 2005

Post by vguerin »

iwekg74
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Location: Germany, Region Stuttgart
Posts: 4

iwekg74 wrote:And next time you decide to do such changes, listen to a Homins, it will save you lot of work, lot of anger and los of players.
With a grand total of four posts, maybe it is YOUR fault this patch wasn't to your liking... Those that do not speak, do not have a voice...
WWJD - What Would Jena Do ?
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oauitam
Posts: 78
Joined: Sat Dec 18, 2004 10:04 pm

Re: Patch on Thursday, Sep 29th 2005

Post by oauitam »

I've been playing MMORPGs for what 12, 13, maybe 15 years now. This patch has been the smoothest I have ever experienced. I think Nevrax should be extremely proud of their performance.

Smooth, bug free, but not completed on time - completed early! We'll see over the next few days how the contents of the patch start to pan out but for the patch process itself: A+
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micrix
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Re: Patch on Thursday, Sep 29th 2005

Post by micrix »

The new loader screen is nice. The "jokes" while loading and especially while porting are.. erm.. tasteless.

Tooltips first impressed me. But when selling stuff its a bit "unusual". But no big thing, two hours later i didnt recognice them anymore. All in all i would say: very usefull, but not allover evrything. For example the tooltip of the mat in the foraging window is the same test that is standing there anyways.

The crafting window is just perfect. All data on one view without scolling. Really perfekt for playing around with mats.

The animations are, as someone said earlier, ingame even more worse then in the movies. The "stealth" patch of the new situp for Tryker males is worse enough. What was wrong with the situp we had for so long ?

Spells ? Well, i have no 250 spell. It doesnt hit me with a timebonus. No big thing for me, although i do not like the way how it was technical implemented. A simple add of 20% leaves, as far as i figured around, uneven numbers on the counterparts and one must "blow off" unused HP or SAP. A little more effort here would have been nice(er). Also, in PvE those 20% seem to me just wrong. A clopper in Winds of Muse is now a dangerous animal for me again (170 elementalist) when "just wandering" around solo.

Healing. Didnt heal a lot today, but i guess it will work fine for me. For other peoples gameplays i am not sure who will heal in future ;)

Biggest shock where the honor stats in the personal window. A game comes in mind i left for Ryzoms deeply founded virtual reality. If it will go there, it will cost me a tear. I bite my tongue and will not comment more on this.

As long as i can harvest an craft without PvP and as long as i can join a hunt now and then i will look forward how the story will envolve and what episode 2 will bring.

After pach i had suddenly Kami fame :D No, i am not upset about this, cause it saves me the time to work towards it :)
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savvy
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Re: Patch on Thursday, Sep 29th 2005

Post by savvy »

philu wrote:This game doesn't need people with that kind of attitude. It's already under populated. You should be encouraging Trenker to try and work with the changes, not telling him to get lost.

Nice friendly attitude that is - NOT! You should be ashamed of yourself. Trenker is allowed his opinion and you shouldn't be flaming him with that kind of unhelpful, unfriendly comment.
You have to ask yourself, is he the type of player you want in Atys? While yes I do agree that the game is under populated and players should do what they can to help others but I am not going to spend time trying to help someone that doesn't want to be helped. Anyone that knows me in game will attest I go out of my way to help others...that want help...not just someone who wants someone else listen to them complain. He complained about changes, suggested leaving the game because it as all too much for him and then suggested there was nothing new to discover other then undocumented changes. Obviously this game is just too much for him to deal with and he should find a game that he enjoys. I am tried of people complaining and threatening to throw in the towel before they even give it a chance...but hey if you want to coddle them...go for it.
philu wrote:I've noticed quite a few spam/flame posts from him recently. Seems to be his favourite pass time. :p
Can you point me to these posts? Better yet send me a PM as not to hijack this thread more then I already have. I don't have the best memory but I do not recall any flames or spam.

Don't ya just love how a simple comment meant to be somewhat funny can be taken the wrong way? I am sure all I needed to do was add one of these :) to the end of my message and you wouldn't have pulled out your bic lighter. :P


Anyway...now for the constructive portion of this episode...so far I really like the patch. I still think there needs to be some fine tuning with healing. Add a dash more heal power (just a tad) and a pinch less sap/stam and it would seem more balanced.

Another issue I see is the extreme durability of jewelry. 400+ durability on jewels with half choice and half excellent harvestable materials seems a bit much. Unless they increased the armor durability, a good set of jewels with some MOB mats would as long as two sets of armor, provided they degrade at the same rate. I have yet to test excellent MOB mat combos with jewels but considering how much more durability MOB mats have I would assume the jewelry durability will be 600+. I do like that the jewel setting now plays a part in the resistances/protection.

Also it seems odd that all jewelry of the same quality would take the same number of mats to make. Don't get me wrong, I do like 10 mat HQ earrings for leveling but then again I have already grinded 80+% of the way to level 250 with just 2 mat earrings and it seems other jewelers will have it easy now. There was some satisfaction/respect you got from working your arse off to level one of the most grueling grinds in the game.
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iphdrunk
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Re: Patch on Thursday, Sep 29th 2005

Post by iphdrunk »

savvy wrote:I have already grinded 80+% of the way to level 250 with just 2 mat earrings and it seems other jewelers will have it easy now. There was some satisfaction/respect you got from working your arse off to level one of the most grueling grinds in the game.

I understand, but this is inevitable in any MMRPG balance tweak. If it is made easier, the player who already worked on it will point it out, if it is made harder, the new players will point out how easy it was before. Can't please everyone I guess :)
Anissa - Jena's Lost Tribe -

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savvy
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Re: Patch on Thursday, Sep 29th 2005

Post by savvy »

iphdrunk wrote:I understand, but this is inevitable in any MMRPG balance tweak. If it is made easier, the player who already worked on it will point it out, if it is made harder, the new players will point out how easy it was before. Can't please everyone I guess :)
Very true. I don't mind it all that much but did want to point it out for attention. My poor clicking finger made me :) No more crafting and dropping earrings because selling them was more clicks for very little dapper.

The mat count changes have some balance since all jewels from 0-50 take 6 mats and 51-150 take 8 mats. New jewelers will not automatically want to grind diadems first since they take the most mats and they will not get a 10 mat count jewels until level 150.

Does anyone know if you get all HQ jewel plans when you get one branch to level 150?
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