High-End Melee?

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sehracii
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Re: High-End Melee?

Post by sehracii »

troll16 wrote: If you use 1h and cc and a team mate is using 2h you will get to a point where you are no longer able to get xp using the those skills in your 2 man team.
That's not true at all, unless you're hunting something they kill in two hits. It's very difficult to miss XP completely when you're attacking at 35+ hits per minute and have two chances to hit every attack (dual wield)

Not to mention, like I said before, sword will get ahead of dagger and won't fall that far behind your teammate.
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vguerin
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Re: High-End Melee?

Post by vguerin »

troll16 wrote:If you use 1h and cc and a team mate is using 2h you will get to a point where you are no longer able to get xp using the those skills in your 2 man team.
If you only level with the same player all the time (I would love to find the teammate that is ALWAYS online when I am and ready to go when I am) at some point he'd pull far enough ahead of you to reduce your XP. Your statement would only apply if you are fighting something so low neither of you get XP, your XP otherwise would only be reduced to the XP your teammate earns for his level.

You can and should (if you want to be a dual wielder) always use both weapons, but as Sehraci states you have to realize your dagger will fall behind and can be caught up later. I have been a dual wielder from day one and I think I can hang with anyone of any class, even if there are builds that are better. Overall it is a very workable build...
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troll16
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Re: High-End Melee?

Post by troll16 »

sehracii wrote:That's not true at all, unless you're hunting something they kill in two hits. It's very difficult to miss XP completely when you're attacking at 35+ hits per minute and have two chances to hit every attack (dual wield)

Not to mention, like I said before, sword will get ahead of dagger and won't fall that far behind your teammate.


When i'm using 1h and cc there are plenty of times that the 1h and cc get 50/50 xp, so over an extended period there would be a growing gap between someones 1h and anothers 2h skill (that is if these were the only skills being used during combat ofc). My 1h sword levels about 3 times faster than cc btw. Which if you look at it that way means for every 10 levels the gap between the 1h/cc player and the 2h player grows by about 2.5 levels.

Now say 2 ppl started playing at the same time one using 2h and the other 1h and cc, and that is all they used during combat. They would start off at the same level the 2h player would be leveling faster as they are only leveling 1 skill. Therefore the 2h would need higher level mobs than the 1h/cc and eventually the 1h/cc player would be getting more and more parry/evase messages as the amount of hits becomes less. (also based on both players spending the same amount of time playing).

So the point i'm making above is that if you train 1 melee skill you will have a higher level character than someone who is training 2 melee skills at once (over the same time period). Which, is pretty obvious really.
sumoman
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Re: High-End Melee?

Post by sumoman »

but you would end up earning more sp which would mean you'd have more skills, and your 2 handed friend would hav to spend time leveling a different skill tree to earn those
so all in all you wouldnt fall far behind him in the grand scheme of things
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final60
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Re: High-End Melee?

Post by final60 »

Heya , abit tired after a grind sesh, and was in the mood for a Gloat.
Thinking about it, I'm sure it was never intended that a player was supposed to level every single skill, but theres nothing else to do.

I think i'll finish off my subs now. Rys a great game to discover and to continue playing for a long time, but not this long without something, just a little something new..
Last edited by final60 on Sun Aug 20, 2006 11:43 pm, edited 1 time in total.
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gillest
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Re: High-End Melee?

Post by gillest »

final60 wrote:I think i'll finish off my subs now. Rys a great game to discover and to continue playing for a long time, but not this long without something, just a little something new..
Please Mr Devs, Hurry with R2 and Kitin lair and give the man an extra skill tree :)
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grimjim
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Re: High-End Melee?

Post by grimjim »

final60 wrote:Heya , abit tired after a grind sesh, and was in the mood for a Gloat.
Thinking about it, I'm sure it was never intended that a player was supposed to level every single skill, but theres nothing else to do.

I think i'll finish off my subs now. Rys a great game to discover and to continue playing for a long time, but not this long without something, just a little something new..
Confucious Say: The grind lies not in the game, but within yourself. Upgrade yourself, not the code, if you truly wish to be free.
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iphdrunk
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Re: High-End Melee?

Post by iphdrunk »

grimjim wrote:Confucious Say: The grind lies not in the game, but within yourself. Upgrade yourself, not the code, if you truly wish to be free.
Of course :) although precisely what final is planning to do looks like complete freedom to me :p

Seriously tho... it does look like every time a player raises a concern regarding game features and mechanics the same old canned answers pop, and they fail to understand the fact that players expectations are diverse. Denying or rejecting a player concern by implying that his play style should be different or closer to what others consider the "right way" does not achieve anything.

No one would deny that "Grinding" taken in its sole context, is a boring activity (by definition, otherwise it would be called levelling), but an activity that to some, just fits an empty space not filled by other possible activities, When I state "I'm tired of grinding", the answer "don't grind then" does not capture the fact that grinding may be done as a substitute for other activities that are missing and it fails to see that the existing alternatives may already have been considered. I am not stating that there are none, but just that those that are proposed systematically may not be of interest or not appealing.

For the sake of fantasy based RPG we just strictly need an irc channel. The rest is to provide more immersive, gameplay and durable experience. And that rest spans a lot of concepts. When/if the RP community asks for more immersive additions, new events, props and so on, the same invalid answer would be stating that they already have a background and elements to develop their own stories, without intervention from developers and CSRs.

Expecting new game features is imho valid, as complaining about the lack is. Recently, some complains made Nevrax drop us a "Kitin Lair" message, a crowd-control, damage-control measure, and we haven't heard since then.
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grimjim
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Re: High-End Melee?

Post by grimjim »

iphdrunk wrote:For the sake of fantasy based RPG we just strictly need an irc channel. The rest is to provide more immersive, gameplay and durable experience. And that rest spans a lot of concepts. When/if the RP community asks for more immersive additions, new events, props and so on, the same invalid answer would be stating that they already have a background and elements to develop their own stories, without intervention from developers and CSRs.
This is true, but measures can be taken to improve the capability to create immersion and so forth by providing tools that are actually persistent and consistent content rather than one-time additions that get used up once and never touched again.

Even huge developers with massive amounts of money and coders can't keep up with quest/instance based demand for content, even by turning it into massive raids with low drops - just look at WoW. A beer-stein model would add more long term value to Ryzom than a raid instance - for example.

The great enabler at the moment is the community, R2 will be another though a lot of the people who do complain in this way don't seem to comprehend the value of a player-accessible content creation tool.

I've been using this analogy a lot lately, but Ryzom is more like Lego rather than an Airfix model.

The Airfix model you put together step by step, following the instructions and you end up with (for example) a model B52 model.

The Lego you CAN put together in the limited and obvious ways described on the box, or you can come up with your own models using the same pieces without instruction. Those who can figure out how to make a spaceship out of a racecar set are going to get more fun and longevity out of the toy.
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iphdrunk
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Re: High-End Melee?

Post by iphdrunk »

grimjim wrote:actually persistent and consistent content rather than one-time additions (...)Even huge developers with massive amounts of money and coders can't keep up with quest/instance based
(sorry for the offtopic, I should have split to another thread)

While I agree globally with you, I must admit I still fail to see how the ring will be different, without demanding a huge effort from devs/players. In what a player created scenario is different from an instanced scenario (call it quest if you want) and unless the player is online and acting real time, in what makes a ring scenario different and in what sense will ring scenarios not be "play once" as well? In what sense the Ring solves the demand for updates? isn't "a Save the princess" ring scenario basically the same as an instanced quest? the only answer I see is that players creativity will be impressive, but imho the problem remains in both cases, unless it basically reduces to the fact that by using players as content creators, the updates will be more often and streamlined. And the ring is not again the answer to everything. In other threads other player have discussed the limitations of the ring, specially if decoupled from the main game, and its non-usefulness in other features as new lands, new craft plans, new bosses, new skill areas, so I won't re-explain them here.

The Airfix model you put together step by step, following the instructions and you end up with (for example) a model B52 model
The Lego you CAN put together in the limited and obvious ways described on the box, or you can come up with your own models using the same pieces without instruction. Those who can figure out how to make a spaceship out of a racecar set are going to get more fun and longevity out of the toy.
Your analogy does not contemplate the dual-role of the ring, creator and simple player. No matter how powerful and big your Lego is, it is of no use if I am simply not interested in Legoing, but indirectly and relying in others creations and limited to what their Lego can provide. A well made Airfix model does provide entertainment and specially at the beginning, Lego creations from creators will simply be Airfix models to simple players. Imagine I play, just play, chat, kill etc. and I have no interest in playing with map editors, triggers and events, then I rely on the creations of players and devs to create airfix models for me. And the ring is a set of tools for that, not much different from other in-house tools, just made available to players by means of a robust, although limited interface. And this is without mentioning that if Lego pieces are only squares, in a limited amount and geared towards a quite specific set of possible lego creations, without the possiblitites of well thought Airfix models, the possibilities are not-so-endless

Don't get me wrong, I like the Ring idea, I am confident community creativity will be impressive and so on, but the ring is not everything, "wait till ring comes out" is the usual answer, "devs will also use the ring" comes to mind. But then, what will ring scenarios be but instanced quests? the game is also in need of expansions related to key features. You can see this both ways: the stagnation of Ryzom in gameplay features is a consequence of an effort made to allow players be content creators, or this stagnation is consequence of the lack of in-house tools to create instanced quests and the openness is an opportunity for Nevrax to extend its use.
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