Faction Nerfs...

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qurzo
Posts: 29
Joined: Fri Aug 25, 2006 5:53 pm

Re: Faction Nerfs...

Post by qurzo »

Think all higher lvl areas are to easy, so bit more danger is only fun.

Only problem is that it makes life for a neutral harder then it does for a alligned player, not much but it does.

To be honest I don't understand why some factioned players here starting to moan when somebody asks for tp's for neutrals in PR. Only argument i saw sofar that tp's don't make a big difference, if so why not giving them to neutrals also?
gendriks
Posts: 46
Joined: Thu Nov 16, 2006 7:42 pm

Re: Faction Nerfs...

Post by gendriks »

putterix wrote:I forgot one thing about the KPs, they were bugged somehow.

I could run them down to water, leave one homin in the water,
that way it was possible to keep 4-5 patrols busy for hours while digging the sups ;)
And now we know why they were removed.
What'cha gonna do when we come for you?

All RP and No PVP makes Jack a dull boy.
gendriks
Posts: 46
Joined: Thu Nov 16, 2006 7:42 pm

Re: Faction Nerfs...

Post by gendriks »

grimjim wrote:It will have a disproportionate impact due in no small part to the TP nerf. You have to consider the ramifications of introduction outside your own personal experience.

I guess that's too much to ask for eh?
Suck it up. You chose not to take a side, so you chose not to have both the burdens AND the benefits.
What'cha gonna do when we come for you?

All RP and No PVP makes Jack a dull boy.
sluggo0
Posts: 132
Joined: Sun Nov 13, 2005 6:27 am

Re: Faction Nerfs...

Post by sluggo0 »

Let's just have a vote on it.

We're all the players, we pay for the game, as someone said, not the guilds or factions, if the majority agree with haivng neutral tps fine, then let's have it.

Either way, if the devs do that, we get to hear no more complaining about how hard it is being neutral (due in any way to teleport restrictions). Can we agree on that? If the majority votes against it, then it's settled as the majority of the people who play the game want it that way too.

There's a great quote, that I shall most likely misquote, it may even be from the bible:
'grant me the wisdom to accept what I cannot change, and change what I cannot accept'.

Let the devs present us with an opportunity to change, or else let's just accept that it's a game, the game has rules and not liking them allows you to vote with your wallet and stop playing, it doesn't allow some of us to keep spamming the forums with the same complaints over and over again, that helps no one and just gets us angry at each other. And makes potential new players think that the community isn't mature and can't have a sensible discussion with each other. *

Fair enough?

* - there were many well considered, considerate arguments suggesting that reactivating kitin patrols would harm the neutral player, this isn't aimed at everyone who had said such by the way, just the manner in which some(one) may have said it ;)
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blaah
Posts: 1333
Joined: Tue Dec 14, 2004 7:43 am

Re: Faction Nerfs...

Post by blaah »

gendriks wrote:Suck it up. You chose not to take a side, so you chose not to have both the burdens AND the benefits.
it'a a myth. belonging to faction only brings benefits.

what penalties are there for factioned players ?
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grimjim
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Re: Faction Nerfs...

Post by grimjim »

d29565 wrote: Erin has death penalty.
Erin has no materials.
Poor Erin.
Erin doesn't have to run as far.
Erin isn't exposed to patrols as much or as often.
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Jyudas
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We're neutral, you're just too cheap to hire us.
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grimjim
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Re: Faction Nerfs...

Post by grimjim »

tigrus wrote:But you know what, when I take a choice, I stand by it.
I have the backbone to do that.
Jyudas, understand the fact that neutrals and factioned alike, gets their hardship increased equally with the return of KP.
You are not alone, dont whine or cry a nerf because its been suggested, dont whine and cry a nerf until you are unfairly treaten.
Which you are not here.
I have explained this to you several times, here, in game.

The choice many of us made to be neutral was made before these things were 'nerfed'. We had teleport access to the towns and the PR. Tryton was playing much more of an active role, the rebuilding of the lands and rediscovering homin heritage had a much greater role. The choice we made fit the lore, fit the game experience, fit the events and fit the RP and the overall sense of the game.

The choice was not made in the current context of bragging PvPers, Karavan Alliances, low-intensity warfare, outposts, an absent Tryton etc.

Now, once more...

Due to the reduced access of neutrals to the Prime Roots and their lack of teleports they will have to spend more time running through the PR in order to even get to a dig spot. If you add Kitin Patrols back into the game at this point this means that Neutrals will be disproportionately affected because they are exposed for more time. This makes it both more difficult and deadly for them to get to a spot AND to dig. While the lives of both neutral and factioned are made more difficult/challenging the lives of the neutral players will be made more difficult by a considerable factor than those of the factioned.

Imagine a graph with two axes.

On the vertical axis is 'Percentage chance of running into a patrol'.
On the horizontal axis is 'time in seconds'.
As you travel to the right on the horizontal axis the mark on the vertical axis rises on a slope until it reaches (close to) 100%.

Bob and Jill both start at the '0' point on each axis.

Jill has to run for 2 minutes from her teleport before she can get to her digging spot. Her chance of running into a patrol on the way there is found by tracing up from the 2 minute (120 second) marker. Just arbitrarily let's say that chance is 50%. She gets another 2 minutes before - climbing at the same rate - the chance reaches 100% and she has to deal with a patrol.

Bob has to run for 4 minutes from the entrance before he can get to his digging spot. His chance of running into a patrol is traced up from the 4 minute position (240 seconds or the same as Jill's second time marker). So, for the sake of this example that would be 100%, before he's even reached a spot.

Got it?

As to this...

"You are not alone, dont whine or cry a nerf because its been suggested, dont whine and cry a nerf until you are unfairly treaten."

That is RIDICULOUS! Wait UNTIL a change has been made and enacted BEFORE you speak up about it? Absolutely not, especially given some of the nonsense spoken about restriction and context.

If someone threatens to punch you in the face, that's the time to do something about it, not AFTER they've split your lip and broken your nose.
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Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
raven41
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Re: Faction Nerfs...

Post by raven41 »

grimjim wrote:That is RIDICULOUS! Wait UNTIL a change has been made and enacted BEFORE you speak up about it? Absolutely not, especially given some of the nonsense spoken about restriction and context.

If someone threatens to punch you in the face, that's the time to do something about it, not AFTER they've split your lip and broken your nose.

Thats a pretty good point ;) ... Tho it still doesn't effect me either way :p I guess I'll let the peeps who do more then trek/wander thru PR talk about this lol
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ashling
Posts: 462
Joined: Tue Jul 11, 2006 6:05 pm

Re: Faction Nerfs...

Post by ashling »

gendriks wrote:Suck it up. You chose not to take a side, so you chose not to have both the burdens AND the benefits.
A minor point but would you prefer they join a side for no other reason then the teleports and still think of themselves as neutrals while getting that benefit and not 'helping' the faction they joined for those teleports?
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dakhound
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Re: Faction Nerfs...

Post by dakhound »

grimjim wrote:Erin doesn't have to run as far.
Erin isn't exposed to patrols as much or as often.
this is what I am saying jyudas

to dig to grind the factioned players have access to spots near the tp, this is an advantage, however non factioned players also have spots 50-100m from the portals in all high lvl pr's so its not massivly screwed to us.

next, the case I was referring to is digging "specific" nodes, a kami player still has to run silly far to dig the nodes near the kara tp and likewise.

Each player is equally exposed to patrols no matter how you try to show it.

the only difference is you have to start in another place than us. introducing patrols would not change things enough to justify giving neutrals back their PR teleports. I'm trying to explain this to you from the point of view of someone who has spent more time in PR than I have overground.

as I also said before kitin patrols generally killed the unalert diggers who had made it to their spot rather than those who were alert and travelling. I can assure you vorax are a much bigger threat to the traveller than a group of mobs you can see from a mile off.

nerf vorax :D

the only place I feel for you guys is the trip to near demons lap which quite frankly if your heading there anyways you gonna get a rough ride no matter your alignment.

bring back kitin patrols, reintroduce challenge to the roots that is really lacking atm.

please read rather than skim over and assuming I'm trying to bait you
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