Patch 1 - Cliff's Notes Version

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elfmatic
Posts: 98
Joined: Mon Sep 27, 2004 11:04 pm

Patch 1 - Cliff's Notes Version

Post by elfmatic »

Chapter 1: Changing times

Unsettling Events
Suposedly there's more NPC chatter about the storyline that no one really gets. The net effect is probably that mobs are grouping together more, etc.

The coming of Terroy O’Gara
RP way of saying that GM's are getting Mektaub mounts for post-beta testing and that the trade system is being upgraded somewhat.


New merchant trading system
NPC Vendor's can now broker Player made items across a whole continent.

A few details:
Merchants only sell items of their own specialty, armor only from armor salesmen, etc.
The merchant trading system for Player made goods is basically a pawn brokerage that only accepts brand new goods. You pawn your **** for a measily sum, if they manage to sell it within 7 days for the amount you want then you get that minus what they payed you for pawning it. You can pawn up to 100 items at a time. When browsing you may see 100 items at a time. If your stuff doesn't sell within 7 days and you don't explicitly remove it from the vendor then it's gone. Period.


Increasing danger from wildlife
Group aggro is more likely. Mobs have more hitpoints. The higher-end kitin might have smaller units with them like the current PR patrols do.

A few details:
Con system is now region based. Like colors mean they're from the same region and they're ranked 1-5 as displayed by stars. 1 being easiest for region and 5 the hardest. This is independant of player ability and solely a screwed up way of showing mob level.
Taunt has been tweaked to follow the con system somehow. Experience will be the only tell as to wheither it's actually still a useful skill.

Magic gloves replace baton
The gloves are still equipped into hand slots like the staff was.

A few details:
Most spells now cost less skill points.
"This change gives greater scope for spell specialization and for caster generalization." -> Totally contradictory statement. Basically all healers will be the same, all elementalists, etc. No more specialization past level 50.
The new magic amplifiers require Craft=>Melee=>CloseCombat=>MagicAmplifier crafting skills.
The magic amplifier can be used as a melee weapon inflicting blunt damage on the Fight=>Melee=>CloseCombat=>AdvancedCloseCombat=>HandToHand skill branch.


Sources galore!
New sources I guess. Didn't really say anything. I hope the Tryker's benefitted some.

A few details:
Forage extractions now increase in increments of 10 vs. 10-25-50-100-150.
New stanzas and actions are now available for detecting sources of a given class only (such as 'basic', 'fine' or 'choice'). The previous set of stanzas that locate sources of lower or similar class to the one given also still exist.
Multi-source prospecting does what it says it will more often now.
Material specialization basically just diminishes risks of harmful extracting.
Source preservation should actually do something now.
Locatin-type specializations will help with harmful extracting.
"Prospecting Plan" and "Deposit Tracking" stanzas have been rewritten for clarity.


A new start
All skill points will be refunded. All characters will retain current levels in each skill tree.

A few details:
Action & Stanza Reset
More verbose version of the above.
'small magic pack' in character creation now contains the 'Acid 1' spell vs. the 'Heal 1' spell. This is retroactive.
HP, Stamina, Sap, and Focus have been reset as well.

Task Reset
All active tasks will be considered to be abandoned.

NOTE: I did not make this post for debate, I made it to simplify the official one and cut through the crap. If you would like to debate any of these points, please start a new post referencing this one. Bumps are welcome as I don't have the power to make this a sticky.

~Elf
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yy48n19
Posts: 262
Joined: Thu Sep 30, 2004 5:06 pm

Re: Patch 1 - Cliff's Notes Version

Post by yy48n19 »

elfmatic wrote:Chapter 1: Changing times


A few details:
Merchants only sell items of their own specialty, armor only from armor salesmen, etc.
The merchant trading system for Player made goods is basically a pawn brokerage that only accepts brand new goods. You pawn your **** for a measily sum, if they manage to sell it within 7 days for the amount you want then you get that minus what they payed you for pawning it. You can pawn up to 100 items at a time. When browsing you may see 100 items at a time. If your stuff doesn't sell within 7 days and you don't explicitly remove it from the vendor then it's gone. Period.

A few details:
Con system is now region based. Like colors mean they're from the same region and they're ranked 1-5 as displayed by stars. 1 being easiest for region and 5 the hardest. This is independant of player ability and solely a screwed up way of showing mob level.
Taunt has been tweaked to follow the con system somehow. Experience will be the only tell as to wheither it's actually still a useful skill.

A few details:
Most spells now cost less skill points.
"This change gives greater scope for spell specialization and for caster generalization." -> Totally contradictory statement. Basically all healers will be the same, all elementalists, etc. No more specialization past level 50.

NOTE: I did not make this post for debate, I made it to simplify the official one and cut through the crap. If you would like to debate any of these points, please start a new post referencing this one. Bumps are welcome as I don't have the power to make this a sticky.

~Elf

Sorry to do exactly what you asked for us not to do, but I am not making a new post to comment that there are things about this post that are more editorial than "Cliff's." It's clear that there are things about Patch One and the way that the notes were presented that you disagree with; that's your perogative, but to call it "Cliff's Notes" seems wrong, since you aren't being objective about it--a lot of this is your opinion.

I enjoyed the Patch One notes were presented in a role play friendly format. You call it "crap;" I call it creative.

Anyhow, consider this a bump, if that's what your looking for. :p
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[yy48n19]
Mellodi has left the bark.


raynes
Posts: 2008
Joined: Thu Sep 23, 2004 10:00 am

Re: Patch 1 - Cliff's Notes Version

Post by raynes »

What a horrible thing they did. It's a game that is suppose to feature a story and they took the time to tie all the changes into the story. How dare they actually try to make sure things make sense. Your attitude sucks.
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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: Patch 1 - Cliff's Notes Version

Post by shrike »

Less flaming, more thinking. He has some points.
elfmatic wrote:...
A few details:
Most spells now cost less skill points.
"This change gives greater scope for spell specialization and for caster generalization." -> Totally contradictory statement. Basically all healers will be the same, all elementalists, etc. No more specialization past level 50.
...
He is quite right with this one, for example. Every mage will have every spell. Have you seen one mage you have seen all. That is not specialization.
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jeffhill
Posts: 56
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Re: Patch 1 - Cliff's Notes Version

Post by jeffhill »

shrike wrote:Less flaming, more thinking. He has some points.



He is quite right with this one, for example. Every mage will have every spell. Have you seen one mage you have seen all. That is not specialization.
I disagree.

I for one can specialize in say 20% of the total spell line, if decreasing the spell SP slightly means that I can specialize in 30% of the spells... hardly a case of every mage having all spells. At least now I can have more options, but still be different... exactly as the brief says "more caster generalization and spell specialization".
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billg1
Posts: 109
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Re: Patch 1 - Cliff's Notes Version

Post by billg1 »

raynes wrote:What a horrible thing they did. It's a game that is suppose to feature a story and they took the time to tie all the changes into the story. How dare they actually try to make sure things make sense. Your attitude sucks.
Actually he was being sarcastic, your the one flaming, as usual anyone that has any thing other than the holyier then thou statments about this game.

The truth is the patch nots are silly. Patch notes should be straight up facts, not some silly ass stories about the the changes.
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pcheez
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Re: Patch 1 - Cliff's Notes Version

Post by pcheez »

jeffhill wrote:I disagree.

I for one can specialize in say 20% of the total spell line, if decreasing the spell SP slightly means that I can specialize in 30% of the spells... hardly a case of every mage having all spells. At least now I can have more options, but still be different... exactly as the brief says "more caster generalization and spell specialization".
Ur doing something wrong then ;)
I currently have 520 magic sp points with all my magics upgraded. I can afford all the spells i dont have atm. And SP cost reduction will just leave me with loads of extra sp.
There is no specialized mage...
Am i supposed to write something witty here ?
elfmatic
Posts: 98
Joined: Mon Sep 27, 2004 11:04 pm

Re: Patch 1 - Cliff's Notes Version

Post by elfmatic »

If they want to RP-style what are clearly technical changes to software that's fine, just put it in the RP forum and give the other 95% of the gamers some real information.

jeffhill, I'm not going to argue skill point usage with you because that wasn't my statement. My statement was that you cannot have generalization and specialization as the end result of a singular action. It's contradictory.

yy48n19, thanks for the bump sis!

~Elf
raynes
Posts: 2008
Joined: Thu Sep 23, 2004 10:00 am

Re: Patch 1 - Cliff's Notes Version

Post by raynes »

billg1 wrote: The truth is the patch nots are silly. Patch notes should be straight up facts, not some silly ass stories about the the changes.
No the truth is that patch notes are exactly inline with what the game is about. There are going to be changes in the game. Since the purpose of Ryzom is to tell the Saga of Ryzom over 8 years, then it's VERY important that all content, all NPC's, all events, everything tie into the story/game lore. Or at least have a reasonable explaination as to why things have suddenly changed. Take the GM mounts for example. It would totally go against the core purpose of this game to suddenly have GM's mounting animals when they couldn't before without a reason why. So they came up with a story to explain why no one could ride them before.

I know you don't agree with it, but ask anyone who played Earth and Beyond just how important tieing everything into the story is. Because once you stop doing that, then things start appearing for no reason and end up taking away from the real purpose of the game.

Aside from that I would suggest you get used to patch notes and the game being full of "silly ass stories". Because from this point on that is what the game is going to be about.
kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: Patch 1 - Cliff's Notes Version

Post by kisedd »

Asheron's Call used "teasers" to explain some of the changes in terms of the story. I think they also published regular patch notes. As long as you can tell what is going on around you in the world, I don't think it matters how they are presented.

People play these games too literally.
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