Patch1 Issues

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buzyb77
Posts: 318
Joined: Fri Oct 01, 2004 3:47 am

Re: Patch1 Issues

Post by buzyb77 »

on the up side =)

you can craft other things and unlike some MMORPGs once u get a high lvl in a craft u cant lvl anothr dso look on the good side of crafting

I plan on rasing all 20 the max if i contiue to play so it is all good
raynes
Posts: 2008
Joined: Thu Sep 23, 2004 10:00 am

Re: Patch1 Issues

Post by raynes »

shrike wrote:Or, in other words: every currently lvl 101 magic amp/gloves caster is effeciently loosing 4+ million dappers - because that's how much you approximatly have to spend for lvl 50 npc-mats and a various collection of player-sold mats to get the new close combat crafting skill up to 101.


You got skill points in crafting. As you leveled the 101 levels you got to more specific skill areas. So the first 50 levels might be for generic crafting, second 50 levels for swords, 50-100 2 handed swords. When the skills get reset you aren't still going to have the levels in each of those areas provided they exist. If you got to level 100 in crafting, then all of the skills that should be available at level 100 will still be available. So even if a skill tree wasn't there before, it's it's at level 100 and you are level 100, it will be open to you to spend points on.
zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Patch1 Issues

Post by zzeii »

raynes wrote:You got skill points in crafting. As you leveled the 101 levels you got to more specific skill areas. So the first 50 levels might be for generic crafting, second 50 levels for swords, 50-100 2 handed swords. When the skills get reset you aren't still going to have the levels in each of those areas provided they exist. If you got to level 100 in crafting, then all of the skills that should be available at level 100 will still be available. So even if a skill tree wasn't there before, it's it's at level 100 and you are level 100, it will be open to you to spend points on.


prior to patch the craft tree for melee weaps looked like this

1-20 craft - 21-50 melee craft - 51-100 2h melee craft - 101-150 2h pierce
------------------------------------------------------- 101-150 2h smash
------------------------------------------------------- 101-150 2h slash
------------------------------- 51-100 1h melee craft - 101-150 1h pierce
------------------------------------------------------- 101-150 1h smash
------------------------------------------------------- 101-150 1h slash

after patch it will look like this I imagine.

1-20 craft - 21-50 melee craft - 51-100 2h melee craft - 101-150 2h pierce
------------------------------------------------------- 101-150 2h smash
------------------------------------------------------- 101-150 2h slash
------------------------------- 51-100 1h melee craft - 101-150 1h pierce
------------------------------------------------------- 101-150 1h smash
------------------------------------------------------- 101-150 1h slash
-------------------------------51-100 cl. com. craft - 101-150 magic amp
------------------------------------------------------- 101-150 dagger
------------------------------------------------------- 101-150 staff

Now, with the fact that magic amps used to fall under the 51-100 2h melee craft branch, all those people who raised that skill to make amps, will now be forced to raise close combat craft up from 51. This is where the major point of complaint is. As of yet, they have not offered a level exchange from 2h melee craft to the new close combat branch for those who worked so very hard to raise that skill up for the purpose of solely making magical amps.

I hope people can see now how this affects the crafters of magical amps, and how the skill point reset wont fix the problem of these people now having to work up a skill they would have done if it were available upon release.

Any questions?
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: Patch1 Issues

Post by shrike »

raynes wrote:...If you got to level 100 in crafting, then all of the skills that should be available at level 100 will still be available. So even if a skill tree wasn't there before, it's it's at level 100 and you are level 100, it will be open to you to spend points on.


The whole point you seem to be missing is that it's NOT splitting at lvl 101. It is splitting at lvl 51. And will stay there and not at lvl 100.
RUN

[size=-1]Silverion, while being last person alive in the party[/size]
buzyb77
Posts: 318
Joined: Fri Oct 01, 2004 3:47 am

Re: Patch1 Issues

Post by buzyb77 »

zzeii wrote:1-20 craft - 21-50 melee craft - 51-100 2h melee craft - 101-150 2h pierce
------------------------------------------------------- 101-150 2h smash
------------------------------------------------------- 101-150 2h slash
------------------------------- 51-100 1h melee craft - 101-150 1h pierce
------------------------------------------------------- 101-150 1h smash
------------------------------------------------------- 101-150 1h slash



1-20 craft - 21-50 melee craft - 51-100 2h melee craft - 101-150 2h pierce
------------------------------------------------------- 101-150 2h smash
------------------------------------------------------- 101-150 2h slash
------------------------------- 51-100 1h melee craft - 101-150 1h pierce
------------------------------------------------------- 101-150 1h smash
------------------------------------------------------- 101-150 1h slash
-------------------------------51-100 cl. com. craft - 101-150 magic amp
------------------------------------------------------- 101-150 dagger
------------------------------------------------------- 101-150 staff






yeaaa i got to see a skilll treee Can i see more?


before Wed
tobaran
Posts: 50
Joined: Thu Sep 23, 2004 8:03 pm

Re: Patch1 Issues

Post by tobaran »

At first I didn't understand what all the confusion was about; you're getting a reset back to when you first arrived on newb island, but retain the equivalent pool of SP points, and all of your posessions...it wasn't until viewing post 47 by Shaded that I understood one of the crux complaints:

at level 51 a third and new crafting path is opening up - Close Combat Crafting. Now, for those who had crafting beyond this point will have to decide if they want to put some or all of remaining SP points into this line at the sacrafice of the other two crafting lines...

Then again, with the rework of the SP costing, attaining one's old level of crafting may not be attainable, or may even be exceeded...

After all, Patch1 description are only pointing out the highlights - I'm assuming there are a lot more little tweaks not mentioned that are in Patch1, then again I'm an optimist...
buzyb77
Posts: 318
Joined: Fri Oct 01, 2004 3:47 am

Re: Patch1 Issues

Post by buzyb77 »

i was Told one is able to get 250 in all trees 250 being the max........

so far 86 jungle forage 60 meelee 2 hand 55 1 hand and amutble craft lines at -50 i see no problem

But if i was A high lvl Crafter i would be miffed but i would use my skill to make Good weapons in that line while working on the line i really wanted now.

i would use the money from the good weapons in the Skill tree i did not want to help finance the one I did so.

Besides the Code for Changing your lvl might hurt other players a acroos the board skill reset might be 3 lines of code where as the cange of your exp on your specific crafting could be 20 and in that 20 cause a Homid explosin every time you fail on a craft.

so when the skills are reset choose a weapon that will help make you some Dapper and Enjoy the Grind also get a bunc of mats while u wait

i wish u a calm mind!!
zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Patch1 Issues

Post by zzeii »

buzyb77 wrote:i was Told one is able to get 250 in all trees 250 being the max........

so far 86 jungle forage 60 meelee 2 hand 55 1 hand and amutble craft lines at -50 i see no problem

But if i was A high lvl Crafter i would be miffed but i would use my skill to make Good weapons in that line while working on the line i really wanted now.

i would use the money from the good weapons in the Skill tree i did not want to help finance the one I did so.

Besides the Code for Changing your lvl might hurt other players a acroos the board skill reset might be 3 lines of code where as the cange of your exp on your specific crafting could be 20 and in that 20 cause a Homid explosin every time you fail on a craft.

so when the skills are reset choose a weapon that will help make you some Dapper and Enjoy the Grind also get a bunc of mats while u wait

i wish u a calm mind!!


Fanboi troll case#XXX

Unfortunately, it isn't that easy of a task to grind up a skill to 150 as you may presume. Currently the rise to 80 isn't that bad with store bought mats, afterwards it is significantly more work. The level exchange would not affect a majority of the players, so there should be no issue with that. It would only take the changing of code, by hand mind you, on those people who this problem would affect. And it would only affect their characters, not the rest of the population. As simple as a decrease in value of 1 address of a characters info, and a matching increase in another address.

The other option would be to have both magic staff and magic glove amps available for crafting, thus inducing variety in the mages, and not forcing the people who put alot of hard work into one skill branch, to take up another branch and have to re-do that work all over again. Most, if not all, of these high level crafters are in a guild, with guild support, who already have a high level weapons crafter on the same branch. Now creating a redundancy in craft skills, and a split in where to allocate crafted mats slowing their craft progress in that area. Not optimal for a guild to do.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
buzyb77
Posts: 318
Joined: Fri Oct 01, 2004 3:47 am

Re: Patch1 Issues

Post by buzyb77 »

i like the idea of having both that way there is a choice!!

also it make sence
kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: Patch1 Issues

Post by kisedd »

Other than the magic amps that seems discussed into the ground, what bothers me most is the idea of giving mobs even more hp and having them do even more damage. It also seems that there will be far more Bring a Friend (BAf) argo after the patch. This seems aimed at giving zergs soem kind of challenge, but to me, it just may ruin any kind of solo play at all. I like to group, but I also like to just have some fun and solo too.
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