Patch1 Issues

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

Re: Patch1 Issues

Post by jvani »

tayster wrote:People are so impatient... calm down, and breathe for a second, geez, the world isn't ending...


Back in the days of EQ1 gamers put up with a lot of crap because there wasnt much else on the market. Ryzom doesnt have that luxury with EQ2, WoW and SWG's space expansion being released this month. The world of Ryzom may indeed end if enough people cancel because they cant get their game play straightened out to where it is fair to all players.

Nobody likes nerfs... they *shouldnt* be making such radical changes to game play after release. If you make something easier you piss off people who did it the hard way. If you make something harder after some people have it easy then you piss off people that havent done it yet. A company like SOE can survive pissing off large portions of their player base but I suspect Nevrax doesnt have that luxury either. Ryzom may go the way of Earth and Beyond.


-Jv
zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Patch1 Issues

Post by zzeii »

ctusk wrote: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.


To be honest, if the open beta was a 1 week trial before you had to pay to play, I would still pay it. I consider it an investment in a work in progress (which EVERY MMOG will be, no ands ifs or buts about that). I am still enjoying myself playing what some consider the next phase of 'open beta', enough to continue paying for it.
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korin77
Posts: 478
Joined: Thu Sep 23, 2004 1:32 am

Re: Patch1 Issues

Post by korin77 »

He was refering to the fact that the changes to the amps is like resetting his skills back to 0. Would it have been ok to just fix getting xp with the amp and then separate the skills at level 150 so that it is separate from 2h blunt?
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.
ctusk
Posts: 98
Joined: Fri Sep 24, 2004 5:38 am

Re: Patch1 Issues

Post by ctusk »

zzeii wrote:To be honest, if the open beta was a 1 week trial before you had to pay to play, I would still pay it. I consider it an investment in a work in progress (which EVERY MMOG will be, no ands ifs or buts about that). I am still enjoying myself playing what some consider the next phase of 'open beta', enough to continue paying for it.


I agree with that, I would too. I also do accept nerfs that are made to improve game balance. However this issue is different, it is an issue that has nothing to do with game balance, it is a simple bug that would have had a simple solution - either correct it in a way that people's time spent so far is not neglected, or offer them a GM assisted skill adjustment if they are in the top 2% of the player base that has been affected by the change.

I have seen neither offered or proposed - and I don't think it is too much to ask for.

As a matter of fact - this tops almost every nerf I have seen in a MMORPG out there, and I think besides city of heroes there is none that I haven't played.
kamagi
Posts: 154
Joined: Tue Sep 28, 2004 12:22 pm

Re: Patch1 Issues

Post by kamagi »

I agree ctusk.
It would be the same if they totally nerfed the value of foraged stuff so that quartered mats were way better - can you imagine the number of furious foragers out there that would demand changes or total respec for there forage tree to be spent in another tree altogether.
zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Patch1 Issues

Post by zzeii »

ctusk wrote:I agree with that, I would too. I also do accept nerfs that are made to improve game balance. However this issue is different, it is an issue that has nothing to do with game balance, it is a simple bug that would have had a simple solution - either correct it in a way that people's time spent so far is not neglected, or offer them a GM assisted skill adjustment if they are in the top 2% of the player base that has been affected by the change.

I have seen neither offered or proposed - and I don't think it is too much to ask for.


I would definately be in favor of, for those that specifically leveled the 2h branch for amp making, a chance of switching it to the future CC branch. And a similair option if dagger crafting is moved there as well for those who raised 1h. Would be a fair option that would only affect those who are interested in it (and willing to have their respective tree dropped to 51).
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Oh yea, and Princess~
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zumwalt
Posts: 730
Joined: Wed Sep 29, 2004 10:36 pm

Re: Patch1 Issues

Post by zumwalt »

Well Cal, what I reffer to in my 0 is this

<b>
A new start
With all of the changes in the world and the developments in the stanza sets a visit to the trainers and townsfolk will be required before stepping back out into the increasingly hostile world.
</b>

A few details:
Action & Stanza Reset
Following the large number of improvements made to the action and stanza set, this chapter brings with it a complete action, stanza, power, aura and upgrade reset. This means that characters will find that they only have the set of stanzas and actions that correspond to the options that they selected at character creation.<b> All other stanzas and actions will have vanished.</b> The skill points earned will all be reimbursed allowing everyone to re-think the way best way to specialize their characters. A visit to the trainers to spend the reimbursed spell points will be necessary
It is important to know that the 'small magic pack' in character creation now contains the 'Acid 1' spell and not the 'Heal 1' spell. Players who had chosen a single magic pack will have the Acid spell and not the Heal spell that they had previously.
It is also important to know that hit point, sap, stamina and focus upgrades are all reset.<B> This means that at the beginning of this chapter all characters will find themselves with 100 Hit Points, 100 Sap, 100 Stamina and 100 Focus.
It is advisable to return to the safety of a town or village and the proximity of a trainer before the reset.</b>



This is the memo I read, and from what I interpreted, this means that we start over, new tree's, and its questionable what this will really mean when its implamented.

Rethink our choices? Is that truely fair, respend the points?
You are right, they do not out right mention a level whipe, just a point reset.
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kovah
Posts: 179
Joined: Thu Sep 16, 2004 5:08 pm

Re: Patch1 Issues

Post by kovah »

Just curious if anyone in the French or German forums are talking about this at all? i ownlee specka day inglsh...
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caleinia
Posts: 29
Joined: Fri Sep 24, 2004 10:09 pm

Re: Patch1 Issues

Post by caleinia »

Zumwalt, would you rather they didn't give us the points back at all, when they've reworked all the stanzas? Would you rather be completely wiped and start out from level 1?

What would you do better?

Cerest has said numerous times that it is NOT a level reset. Simply, in terms of fairness, they are giving us our skill points back so we don't gripe about how we purchased 'craft tryker armor 2' for 25 SP and newbies can purchase it for 15. Or some such incident.

Please do tell me what you'd change about this. I'm interested in hearing it.
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aelvana
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Re: Patch1 Issues

Post by aelvana »

I consider it an investment in a work in progress (which EVERY MMOG will be, no ands ifs or buts about that). I am still enjoying myself playing what some consider the next phase of 'open beta', enough to continue paying for it.


Anyone who starts any MMORPG should go into it with this attitude, because this is how they will be. MMORPGs are not finished and bug free games by the nature of their own layered programming.

That being said, while I usually come in waving my beat-the-whiners stick, IMO the amps should have been left in the skill tree that allowed their creation to begin with, whatever that skill tree might have been.
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