sonion, when i compare this system with ragnarok online, i have to say i prefer it
in RO you are forced to forget about teaming with people who are more than 10 lvls away from you, since it is simply impossible to make a team under those conditions, while ryzom promotes actually using your brain and trying to think out of the box
also even varied teams can successfully hunt for loot and exp, only instead of going at the highest mob they can find they can go out and raze a herd of goaris, cloppers, capryni, rendor, arma, bodoc or whatever strikes your fancy and get the same exp, more loot and more fun for less decay
Tactics, Exp, Decay and God and the World, read and learn!
Re: Tactics, Exp, Decay and God and the World, read and learn!
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Re: Tactics, Exp, Decay and God and the World, read and learn!
fixed that for youkamagi wrote:So you want to join our group do you?
Just look at you!
What the hell are you wearing dude?
Get some decent clothes and then you can fight with us!
What's that? You are only at the back healing and die instantly because even if you were wearing "really good" light armor, you would be hit for a huge chunk of your HP, if not all of it when a mob hits you for virtually guaranteed max damage? What's that got to do with it man? You have to look decent.
Re: Tactics, Exp, Decay and God and the World, read and learn!
I agree. Why are MY decay rates based on YOUR lower level equipment? XP I can understand that it should be group based on the highest skill used but decay rates? Calculating decay rates on a group basis is, to be blunt, a stupid idea. All that does is guarantee that high level players will shun low level players because they make the gear fall apart. Yes, it's their fault that their low level gear makes my high level gear waste away in seconds so boot their skinny butts. Is that really what the Ryzom community wants?sonion wrote:Understand the concept but its obviously broken game mechanics.
Why should the equipment level of a party member be able to determine how quickly someone elses gear decays?
Yer right too, once everyone fully understands this it will limit who and what level groups with whom.
I knew about the exp issues tho.
Still, great to see this information being spread, even if it just brings one more broken aspect to light.
Re: Tactics, Exp, Decay and God and the World, read and learn!
kamagi wrote:So you want to join our group do you?
Just look at you!
What the hell are you wearing dude?
Get some decent clothes and then you can fight with us!
What's that? You are only at the back healing? What's that got to do with it man? You have to look decent.
I heal naked now.
Re: Tactics, Exp, Decay and God and the World, read and learn!
What would be so wrong with having decay actually correspond to use of the item. It makes absolutely no sense why armor should decay if you haven't been hit; why a weapon should decay if it stayed in its sheath for the whole fight. Of course with a system like this, each class would have different items that wear out and it may not cost each type of character the same to maintain equipment (e.g. Main tank has all armor and weapon decay while healer/nuker only has mage staff decay) but I would still prefer a system like this because its logical.
The amount of decay should be based on the QL of the item vs. the QL of the mob but only for the direct interactions between the equipment and the mob. I'm not sure how it should work for healing magic. Maybe QL of the mage staff vs. QL of the person being healed so it wears out faster when healing high level party members.
Just my 2 cents.
The amount of decay should be based on the QL of the item vs. the QL of the mob but only for the direct interactions between the equipment and the mob. I'm not sure how it should work for healing magic. Maybe QL of the mage staff vs. QL of the person being healed so it wears out faster when healing high level party members.
Just my 2 cents.
Re: Tactics, Exp, Decay and God and the World, read and learn!
Most of us mages do everything armorless unless the armor is providing a stat boost (HP or Sap).varelse wrote:I heal naked now.
Re: Tactics, Exp, Decay and God and the World, read and learn!
Generally agree to this.edoughty wrote:What would be so wrong with having decay actually correspond to use of the item. It makes absolutely no sense why armor should decay if you haven't been hit; why a weapon should decay if it stayed in its sheath for the whole fight. Of course with a system like this, each class would have different items that wear out and it may not cost each type of character the same to maintain equipment (e.g. Main tank has all armor and weapon decay while healer/nuker only has mage staff decay) but I would still prefer a system like this because its logical.
The amount of decay should be based on the QL of the item vs. the QL of the mob but only for the direct interactions between the equipment and the mob. I'm not sure how it should work for healing magic. Maybe QL of the mage staff vs. QL of the person being healed so it wears out faster when healing high level party members.
Just my 2 cents.
Exept healing magic, it should be dependant on the mob as well. One should imagine the slash of a kincher is somewhat more serious than the bite of a yubo, therefore requireing more effort to repair.
RUN
[size=-1]Silverion, while being last person alive in the party[/size]
[size=-1]Silverion, while being last person alive in the party[/size]
Re: Tactics, Exp, Decay and God and the World, read and learn!
Umm how long did it take to realize that fighting many low level is better XP than fighting one high level? When I started playing, most of the people on the newbie island knew this after a few hours of play! The decay rate being based on the lowest q worn/used by anyone in the group I did not know but I am more of a harvester anyway.
Re: Tactics, Exp, Decay and God and the World, read and learn!
Thats the way at lvl 1- ~30, but later this is not the case. Currently I'm lvl 65 elemental magic and can kill a mob which gives me 3k exp in twice the time I need for one which gives me 1k exp. Do the math.jesder wrote:Umm how long did it take to realize that fighting many low level is better XP than fighting one high level? When I started playing, most of the people on the newbie island knew this after a few hours of play! The decay rate being based on the lowest q worn/used by anyone in the group I did not know but I am more of a harvester anyway.
RUN
[size=-1]Silverion, while being last person alive in the party[/size]
[size=-1]Silverion, while being last person alive in the party[/size]
Re: Tactics, Exp, Decay and God and the World, read and learn!
Well, i've noticed they decay as well, and I agree the current system sucks.
Really chapped my hide to have my q100 heavy armor literaly falling off left and right fighting scary cloppers while using some of my lower skills to help newer players get off to a good start. My fix for this problem is to just save a set or 2 of armor that our guild crafters have made while grinding out there skill. Sure its nothing special, but it lets me group with lower level guild members without having to worry about trashing my equipment.
Really chapped my hide to have my q100 heavy armor literaly falling off left and right fighting scary cloppers while using some of my lower skills to help newer players get off to a good start. My fix for this problem is to just save a set or 2 of armor that our guild crafters have made while grinding out there skill. Sure its nothing special, but it lets me group with lower level guild members without having to worry about trashing my equipment.