Crafting/Harvesting Crisis

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baxtor
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Re: Crafting/Harvesting Crisis

Post by baxtor »

ctusk wrote:there is nothing else in the game at this point besides leveling and killing mobs..


Sounds like every other MMORPG out there!
Last edited by baxtor on Sun Oct 24, 2004 5:44 pm, edited 1 time in total.
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jesder
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Re: Crafting/Harvesting Crisis

Post by jesder »

gralen wrote: Personally, I came to this game for entertainment and not another full time job.


hehe .. didnt I say that exact same thing to you before :)


This thread just shows what most/many of us have been saying a long time. Harvesters need a boost in QTY.

Now my idea was to add a mulitplier based on the class of mat. This would give a reason to harvest mats lower than choice. In reality what I was thinking of initially is most likely too low. Perhaps this would also be a very nice way to change Mat Spec for harvesting.

I think the following would work well

With Mat Spec you would get a qty bonus of 3xQTY per swing for basic, 2.5xQTY for fine, 2xQTY for choice, 1.5xQTY for Exc and 1.2xQTY for Supr. This would help the harvesters supply the crafters and add a reason to spend the SP on Mat spec.
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ctusk
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Re: Crafting/Harvesting Crisis

Post by ctusk »

baxtor wrote:Sounds like every other MMORPG out there!


Yeah true that, however in other MMORPGS there usually is a reward for killing them - i.e. meaningful loot or the challenge to get to some dungeon boss mob etc. In ryzom there is nothing, which turns killing mobs into a rather dull grind for experience.
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svayvti
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Re: Crafting/Harvesting Crisis

Post by svayvti »

Problem is people are trying to turn Ryzom into the other games with wants for loot (which is in turn a desire to also destroy the forager and crafting professions).

Too much level envy going on, that people can't even see the issues with the game economy because they're too obsessed that someone passed them in the level race.

Foragers are not properly supplying Crafters.

Which in turns also prevents Crafters from properly supplying Fighters/Mages.

Unfortunately most of the public isn't going to realize this till they themselves get to higher levels and probably find that content or no, they'll hit a wall they can't advance. This is a community game where we are interdependent.

I hope Nevrax can soon wake up to what a shambles the economy, especially the material supply side is in. I'm already seeing people quit in horrendous numbers and I wonder how long till everyone wakes up to what some of us have been saying since at least Focus beta.
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Svayvti
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shrike
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Re: Crafting/Harvesting Crisis

Post by shrike »

Just a sidenote, just because people think something is overpowered they are not neccessarily from another profession who have "level envy". I, myself a highlvl forager and several other foragers in my guild are the opinion that foraging was rising too fast past lvl 50.

The change of the mat specs was needed, otherwise we would had quite a lot of lvl 250 foragers in 2 weeks.

Now, that we have a maior difference between fighting/magic lvl speed and crafting lvl speed is definatly true. But this problem lies on both sides. Crafting takes quite a lot of mats at later lvls and fight/magic can be risen very fast due to the current blind situation (it surprised me that they didn't nerfed blind before mat spec).

Anyway, I would wait till patch 1. The player vendors should provide a good amount of mats for crafters (assuming the herbivore mat drops are changed from the current almost nonexistant lvl), and a nerfed blind should reduce the lving speed of fighter & mages.
An increasement of the mat foraged is not needed, at least not for the higher quals. The idea of mat spec increasing the amount of mats foraged for the lower qual mats is a good one, though.
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svayvti
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Re: Crafting/Harvesting Crisis

Post by svayvti »

I agree that foraging was going too fast, but what is it to you if there are a bunch of 250 foragers in one skill branch?

Why are you all so worried? Stop worrying so much about other people's levels.

Also, after level 200 you no longer get any bonus from mat spec anyways. When harvesting qual 250 materials, you can't get a 50% bonus. The exp does slow down, and it takes a long time to get to 250. Furthermore, most of these foragers are very locked down into one skill path (Trykers getting out of lake lands? not in significant numbers).

Sure slow down forager progression, but first make sure they can do what they're supposed to do.

Oh, and fight/magic can still be leveled rather fast even without blind, etc. One doesn't have to fight Awesome Kinchers to get 3k a kill at level 80.
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ctusk
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Re: Crafting/Harvesting Crisis

Post by ctusk »

shrike wrote:An increasement of the mat foraged is not needed, at least not for the higher quals. The idea of mat spec increasing the amount of mats foraged for the lower qual mats is a good one, though.


Not a bad idea - it's the grind that is killing the profession, if lower quality (basic) mats could be dug up in higher amounts that would be a decent change.

Actually I think the amount of mats and difficulty to obtain them is about right for weapon crafting. It is the armor crafting where things got screwed, since it requires 6x the amount of materials to cover the same level range. Rather than changing the foraging an alternative would be to get rid of the split into different "armor part branches".
jvani
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Re: Crafting/Harvesting Crisis

Post by jvani »

svayvti wrote:Problem is people are trying to turn Ryzom into the other games with wants for loot (which is in turn a desire to also destroy the forager and crafting professions).


Actually... speaking from a high level forager AND crafter point of view.. I can tell you even I would like to see it changed. I feel like Sisyphus rolling the boulder up the hill, making a fighter his armor, only to have it decay and to roll the boulder up the hill and make him more of the same armor again the next day. *yawn* What am I grinding for? Armor that maybe is permanent or lasts a bit longer? Nope! Has some REALLY special ability? Nope! Pretty colors? oh yay! Im sorry, doing the same thing over and over again.... is NOT content!

I have a *high* tolerance for repetitive tasks IF there is a carrot in front of my nose... that next cool skill... that next new neat toy to make. Sorry, +5 more hitpoints on the same crap Ive already been making just doesnt cut it! If they would consolidate the armor trees so I could reasonably do light/med/heavy armors for my race that would entertain me somewhat. If I could pick up all races light armors without the huge skillpoint sink, that might entertain me longer.

But frankly, as it is now, Ryzom crafting appears to be a longass grind with way too few carrots.

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jdiegel
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Re: Crafting/Harvesting Crisis

Post by jdiegel »

svayvti wrote:
Foragers are not properly supplying Crafters.

Which in turns also prevents Crafters from properly supplying Fighters/Mages.


Here in lies the other problem. Foragers are not supposed to be the only suppliers to crafters, yet here we have a guy from a crafting guild implying otherwise.
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ctusk
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Re: Crafting/Harvesting Crisis

Post by ctusk »

jdiegel wrote:Here in lies the other problem. Foragers are not supposed to be the only suppliers to crafters, yet here we have a guy from a crafting guild implying otherwise.


There is another problem - foraging is the most boring thing under the sun, even speaking of "Foragers" as if it is a profession one could have fun with is a joke ;) Every single forager I have met enjoyed it for the first 50 levels, stuck with it through the next 100 and is bored to death after 150 ...

It is pretty much an add-on profession that everyone needs to pick up in order to produce enough mats for the various crafters. And then - who wants to spend hours doing something tremendously boring so that someone else can level up ... hmmm.
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