Tp cost?

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tylarth
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Tp cost?

Post by tylarth »

Any reason why the teleports for me cost 10k dappers now? the same for all or is it my fame discount from the 12500 i was paying before?
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zanthar
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Re: Tp cost?

Post by zanthar »

As far as I know they dropped the prices of all TPs.
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sprite
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Re: Tp cost?

Post by sprite »

Its all TPs.

Also, why do all your stats instaregen on ding now?

Stealthchanges ftw ¬¬ Things were going so nicely and then they threw in some undocumented changes *sigh*
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blaah
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Re: Tp cost?

Post by blaah »

sprite wrote:Also, why do all your stats instaregen on ding now?
Stealthchanges ftw ¬¬ Things were going so nicely and then they threw in some undocumented changes *sigh*
hehe, that was my first reaction too, but now... i think noobs and solo players welcome that change.

ofcourse if that is "working as intended" and not sidefect of "something" ;-) you never know with our devs lol.
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ajsuk
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Re: Tp cost?

Post by ajsuk »

lol

@.o weird goings on...
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Marjo
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Re: Tp cost?

Post by Marjo »

tylarth wrote:Any reason why the teleports for me cost 10k dappers now? the same for all or is it my fame discount from the 12500 i was paying before?
10000 dappers was in fact the intended price from the beginning. 12250 appeared to be a bug that we corrected when setting the tokens' vendors for the casinos.
sprite wrote:Also, why do all your stats instaregen on ding now?
It's part of the modifications of the new player experience as stated in the Patch Note. It's true that we didn't list all these changes even though they affect globally the game mechanics. Here they are:
- The quantity of energies and regen have been increased; a new character has 200 points instead of 100 and a regen of 10 instead of 4.
- Suckling and inexperienced Yubos are weaker (lower level, less resist, less chance of breaking a spell)
- "Green con" Yubos now stop chasing after 50 meters to make it easier to escape from them.
- No more death penalty until the level 10. When the level 10 is reached, you start getting DP if you die.
- And last, the energies replenish each time you get a new level in a skill. This is to reduce a lot the down time at low level. This also makes a visible reward for getting a new level.


While I'm at it... Another change, quite minor, that we didn't announce is the correction of the English first Kitin Hunter title that you could get during the Slaughter Week. It is now "Novice Kitin Hunter" and not "Hunter of Debutant Kitin".
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audrimas
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Re: Tp cost?

Post by audrimas »

10000 dappers was in fact the intended price from the beginning. 12250 appeared to be a bug that we corrected when setting the tokens' vendors for the casinos.
Can i get refund? :)

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ajsuk
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Re: Tp cost?

Post by ajsuk »

lol - that was gunna by my question. :p

They give with one hand and take away with the other and we end up back in the same place hehe.

I can't quite decide if I like the new undocumented changes for noobs or not.
Gaining something each level is kinda cool, I do wonder though. The game was easymode for noobs to start with. :p
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sprite
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Re: Tp cost?

Post by sprite »

Thanks for the reply Marjo :D

In the future, it would be nice to have everything in the patch notes (except exploit fixes or stuff that actually doesn't affect us) though ;)
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Re: Tp cost?

Post by stheno2 »

ajsuk wrote:I can't quite decide if I like the new undocumented changes for noobs or not. Gaining something each level is kinda cool, I do wonder though. The game was easymode for noobs to start with. :p
Well easy mode as it was didn't "sell well" for Nevrax.

Unfortunately it seems the general gamer population that GF needs to try to market for these days prefers a "dumbed down easy mode" or Ryzom likely wont get the numbers of subs in order to sustain its place as a worthwhile game to keep alive.

I bet we will see more of this dumbing down, some of which I welcome. I just wish/hope we see more "content" (NOT NEW LANDS for those that think new content = new explorable area, the world is big enough) and more diverse ways of playing the game.
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