Patch1 Issues

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jvani
Posts: 11
Joined: Sat Sep 25, 2004 3:53 am

Re: Patch1 Issues

Post by jvani »

Please people, come back and comment on this subject *after* you've spent entire DAYS foraging 2000+ mats and its about 1/5 what you need to make even 10 levels above 100. (not kidding... 400 mats is ONE level)

Its not Not NOT!!! about the skill points. Its that exp above q110 gets exponentially harder and will have been *wasted* if its in the wrong tree for what you wanted to make.

What part of "THIS ISNT FUN!" are some of you (and the devs apparently) not comprehending? Unless they start talking exp-respec as well as skill points, I forsee a bunch more accounts being cancelled. Perhaps then they'll wake up and smell the coffee.


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

Re: Patch1 Issues

Post by ctusk »

jvani wrote:Unless they start talking exp-respec as well as skill points, I forsee a bunch more accounts being cancelled. Perhaps then they'll wake up and smell the coffee.


Mine is cancelled as of today and will not be re-activated unless a satisfying solution can be found for this issue.

I liked the game and would have kept playing it, but this is just not acceptable.


Urog, Forage/Craft Grunt of Comitatus Praetorian
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tayster
Posts: 84
Joined: Tue Sep 28, 2004 10:38 pm

Re: Patch1 Issues

Post by tayster »

People are so impatient... calm down, and breathe for a second, geez, the world isn't ending...
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pandorae
Posts: 218
Joined: Thu Sep 23, 2004 11:27 pm

Re: Patch1 Issues

Post by pandorae »

After being the one to find multiple major flaws in the crafting system and never hearing word one about resolution, I cannot say that I blame him.

We are sorry to see Urog go, and he will be welcomed back at any time. I would strongly encrourage Nevrax to use cases like this as motivation to move more decisively while not forgetting the time and energy that the players devote to this game.

Pandorae of Min-Cho, Founder of Comitatus Praetorian
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zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Patch1 Issues

Post by zzeii »

Sorry to see you go Urog. But, maybe it's the best for you, since you consider making q160 pikes to be considered for the time you spent raising your craft. But then again, quitting before implementation doesn't seem to be the right thing to do either. But that is my opinion.

~Zzei
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
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zumwalt
Posts: 730
Joined: Wed Sep 29, 2004 10:36 pm

Re: Patch1 Issues

Post by zumwalt »

Look at the bigger picture, this replaces a character whipe, the changes they are making, for better or for worse, are in there minds, counter balancing underbalanced system.

That being said, this is as close to a whipe as they are going to get, granted this is something they should, in my mind, not do now that it is in public release, but instead find a way around this and fix the problem without causing this much of a headache.

This does, however, bring doubt in my mind, that this will be the last time they do this, since this is a very dangerous move by any MMORPG company in any form.

Based on history of lack of responses by the developers to bugs and issues within there own communication forums, do not take to heart that they are reading, understanding, or caring about your concerns on leveling.

Bigger picture to them shows that 90% of the current player base will take this with a grain of salt, 10% will leave the game disgusted.

That in mind, this is a movement there willing to take, and a hit against there income, knowing that IF it fixes all the current forseeable issues, the loss of players will inevitably be re-plenished and so will the said income.

Even starting over in the skill tree's, again, means that we have to grind out the exp to GAIN access to them so that we can spend the points accordingly.

Creatures were imbalanced across the lands anyway, and placement was foreboding at best to hamper free movement, now what I read into the patch notes is that the agro range will increase, number of threats increased.

Problem with this, is the player base to counter this increase does not justify the increase in general.

There is no one making a conscious mathematical adjustment to counter player base vs creature base.

Instead there just throwing more creatures, adding power to the creatures, and not fixing the problems of the players power in general.

So if the creature now has higher defenses, higher attack, higher damage, and the player base does not, this means, inevitably that the player base will reduce because they can not play the game do to the power of the creatures will overwhelm the players.

Its just a basic given.

You don't add a castle full of golems next door to a farmers ranch and expect the farmer to defend himself.
korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Patch1 Issues

Post by korin77 »

What it will do is slow down leveling.

Unfortunately those of us who haven't leveled up there will start to whine that its unfair for those of us who didn't take advantage of it. It starts a vicious cycle. That is exactly what happens in alot of the games out there. The problem is they should have balanced all this stuff in beta, not decide to do it now.
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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zumwalt
Posts: 730
Joined: Wed Sep 29, 2004 10:36 pm

Re: Patch1 Issues

Post by zumwalt »

You forgot to reset all your levels in every area of your signature to 0 korin.

Nervax doesn't see those levels, means nothing to them, nor the countless hours you put into them.

There are several level of players out there.

Casual
Dedicated
Hard Core

Based on the new formula, Nervax is assuming 1 thing, all players are Hard Core and will just eat this pie and move on.

I am thuroughly enjoying my time in Pegasus Foundation in this game, doing programming for them, and now, I see that I will have to re-write how materials are recorded, where there harvested, etc.

So you will still see me in game, doing what I do, collecting, researching, and just goofing off, but based on new creature rule set, I might be highly limited on how I can help everyone.
ctusk
Posts: 98
Joined: Fri Sep 24, 2004 5:38 am

Re: Patch1 Issues

Post by ctusk »

zzeii wrote:But then again, quitting before implementation doesn't seem to be the right thing to do either.


Good point Z . What about releasing a game to the public and have them pay $50 + $14.95 per month before *implementation* ?

That ok with you?

For me it's not, and honestly, I am tired of bending over and just "accepting" it. The only way the producers will learn is by loosing their customers.
caleinia
Posts: 29
Joined: Fri Sep 24, 2004 10:09 pm

Re: Patch1 Issues

Post by caleinia »

zumwalt wrote:You forgot to reset all your levels in every area of your signature to 0 korin.


Did you not get the memo that you retain levels but get your skill points back to buy new stanzas with?

I'm going to agree with the person who so cynically said that everyone was gonna cry 'nerf'. No matter what happens in a game, some people are going to be hating the change. I honestly believe the benefits outweigh the bad things.

And no, I'm not one of these 'hardcore' gamers. I'm a very casual gamer.
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