Patch1 Issues

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ctusk
Posts: 98
Joined: Fri Sep 24, 2004 5:38 am

Re: Patch1 Issues

Post by ctusk »

zzeii wrote:You can easily get to 80+ off from store bought mats, and you can hold over 19k mats on your packers. So within a day after patch 1, get your magic glove craft skill easily up to 140+ making q150 amps. And that is just on your own.


No offense ZZei, but this does not hold true. You can get to lvl 85 on shop q50s which cost you roughly 800 dap for 1 mat. If they put lvl q100 in the shops for 1600 dappers you can, given enough money , get to lvl 120-125 on them. Maybe. At that point q100 gives you about 500 xp per combine.

Then from lvl 125 to 150 it will take you 12000 mats *IF* you do the highest combines you can giving you at least 2k crafting xp per combine. Even if you could buy them all, and could use q100 ( which you cannot ) thats 20 million dappers at 1600 dap per mat.

zzeii wrote:Now if you have a guild to back you, then I'd imagine a number of them (especially the mages) would LOVE to help you gather mats so that they could use their higher level spells with an amp. Thereby making the gathering of mats for the grindfest that will happen after patch that much easier to accomplish.


I do have a guild to back me up. Yes they try. No, they certainly don't LOVE to do it, since it's a pain in the rear. An no, it is not easy to accomplish.

zzeii wrote:Now to just prepare yourself for the patch, 4-5 days to gather those mats, sounds like fun to me! Then again, I'm already stockpiling for the occasion ;)


It is everything but fun, unless you have actually done it please do not comment on it a) being easy, b) being fun.

I thought it was fun as well...for the first 100 levels ...
thanakar
Posts: 116
Joined: Thu Sep 23, 2004 9:22 pm

Re: Patch1 Issues

Post by thanakar »

zzeii wrote:Unfortunately it appears that there will be a new 51-100 branch in melee craft, 'close combat' which will cover magic amps (and regular staff/dagger as well I imagine). Which while this does suck for those who are persuing dagger(possibly) and magic amp(definately) you still can stock up on mats to grind the skill up. 9k mats for 30 levels was a rough estimate. You can easily get to 80+ off from store bought mats, and you can hold over 19k mats on your packers. So within a day after patch 1, get your magic glove craft skill easily up to 140+ making q150 amps. And that is just on your own. Now if you have a guild to back you, then I'd imagine a number of them (especially the mages) would LOVE to help you gather mats so that they could use their higher level spells with an amp. Thereby making the gathering of mats for the grindfest that will happen after patch that much easier to accomplish.

Now to just prepare yourself for the patch, 4-5 days to gather those mats, sounds like fun to me! Then again, I'm already stockpiling for the occasion ;)


I would LOVE to pregather the mats needed to make that many magic gloves after the patch in order to return to my previous level, but its something I SHOULDN"T have to do. Also, most of the mats I'm currently pulling are being used to make amps currenlty since there is such a high deterioration rate for amps that casters in the guild are going through 1 or 2 A DAY!.
kamagi
Posts: 154
Joined: Tue Sep 28, 2004 12:22 pm

Re: Patch1 Issues

Post by kamagi »

Lately I have found real life easier and more fun than harvesting and crafting.
Im 142 forage and I often fall asleep its so boring.
Up to now it was sort of fun but its so slow and boring now and so many mats have to go into my craft skills that I have to spend 90% of my time foraging.
korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Patch1 Issues

Post by korin77 »

You won't fall asleep after the patch.. Or rather you will be kissing the ground if you do. With all the changes to the harvesting itself, you would need to constantly keep an eye on the source to stop it from exploding and killing you in the process.

It does look like magic amp people are going to be miffed, at least from level 51 to 100. But as I understood it, after level 100 there was no specific 2h melee path for staffs before, so any levels you gained from 101 on wasn't going to benefit magic amps anyway. The amps were not lumped with 2h blunt melee craft were they?
Korin - Tryker - Retired

125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Patch1 Issues

Post by zzeii »

ctusk wrote:No offense ZZei, but this does not hold true. You can get to lvl 85 on shop q50s which cost you roughly 800 dap for 1 mat. If they put lvl q100 in the shops for 1600 dappers you can, given enough money , get to lvl 120-125 on them. Maybe. At that point q100 gives you about 500 xp per combine....


costs with good fame is about 50k average per level through the 70s using storebought q50 mats. With high fame it's 751d per mat.

ctusk wrote:Then from lvl 125 to 150 it will take you 12000 mats *IF* you do the highest combines you can giving you at least 2k crafting xp per combine. Even if you could buy them all, and could use q100 ( which you cannot ) thats 20 million dappers at 1600 dap per mat....



20 million dapper, not counting resale value of the amps you do make to vendors. Which with high fame, you get 10d/q/mat. So selling a q100 amp back to the vendors will get you 20k return on a 32k spending (using your 1600dap per mat). And using q30 mats for lvl 51-60 costs roughly 12k per level, using q40 from 61-70 is about 25k per level. Admittedly stepping up like this is slower than just making the highest you possibly can, but for store purchased mats, it is a heck of alot more cost efficient. 800k net loss to get from lvl 51-80 in any particular craft field if you sell to a supplier who buys what you are making. *Yes, I haven't found a supplier to buy magic amps, so It will cost a bit more*

ctusk wrote:It is everything but fun, unless you have actually done it please do not comment on it a) being easy, b) being fun.

I thought it was fun as well...for the first 100 levels ...


Admittedly I am not as high as you on this crafting branch. But I can make with over a 50% success rate, any kind of armor, shield, melee weapon, and ranged weapon at q90, and this is after a week of working on crafting from 51-80 in each field. And I've had fun doing it. And i'm collecting 400+ mats per PR harvesting run (taking me about 1-1.5hrs a run). Coming out with close to 100 supreme mats, and well over 100 excellent and choice. And I'm having a blast doing it. So to me, I'm having fun working up all my crafts (except jewelry, that one is just not my thing).
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
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ctusk
Posts: 98
Joined: Fri Sep 24, 2004 5:38 am

Re: Patch1 Issues

Post by ctusk »

korin77 wrote:The amps were not lumped with 2h blunt melee craft were they?


Yes they were - 2h mace crafting increased your chance to succeed at creating amps. However you did not get xp for crafting amps.

The more serious issue you will come across is if you tried to go for electric spears at lvl 150, which give you 2h PIKE crafting xp when you make them but are in reality 1H lances.

Here you will have blown levels 51-151 for nothing if they fix that issue the same way they "fixed" the magic amps.
raynes
Posts: 2008
Joined: Thu Sep 23, 2004 10:00 am

Re: Patch1 Issues

Post by raynes »

And it starts!!! They NERFED!!

It's true, no matter what the devs to in any game, if there is a change it's always going be cried that it's a nerf in one way or another.
ctusk
Posts: 98
Joined: Fri Sep 24, 2004 5:38 am

Re: Patch1 Issues

Post by ctusk »

raynes wrote:And it starts!!! They NERFED!!

It's true, no matter what the devs to in any game, if there is a change it's always going be cried that it's a nerf in one way or another.


Nerfs are annoying. Nerfs happen to adjust imbalances in the game. Tough and annoying but ok.

This is not a nerf. This is nullifying 300+ hours of mindnumbing grind work that some people invested into their character development. There is no game imbalance involved. A satisfying solution would have been to introduce a magic amplifier based on 2-handed weapon skills. A satisfying solution would be to make the "Electric Spear" a 2-handed weapon based on Pike Crafting, since that is what you had to level up in order to obtain it and that is the XP type it gives you.

What has been done is NOT a satisfying solution but rather a slap in the face for people that liked the game and invested a lot of time into playing it THE WAY IT WAS RELEASED.
billg1
Posts: 109
Joined: Wed Sep 22, 2004 9:37 pm

Re: Patch1 Issues

Post by billg1 »

raynes wrote:And it starts!!! They NERFED!!

It's true, no matter what the devs to in any game, if there is a change it's always going be cried that it's a nerf in one way or another.


Correct. It is a nerf, it is a HUGE nerf to some people. A large amount of time was spent by some to accomplish a specifc goal for that to be totally taken away from them now.

Its time they starte listening and fix what is broken.
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korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Patch1 Issues

Post by korin77 »

Arg, sounds like its going to be tough for amp makers...

Note, it would not be 1600 dappers for ql 100s if they were going by their cost progression. The mats were going double every 10 levels, so ql 60 would be 1600 dappers, ql 70 would be 3200, ql 80 would be 6400, ql 90 12800, and ql 100 24600 dappers. Can you afford to grind on those?
Korin - Tryker - Retired

125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
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