Patch1 Issues

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

Re: Patch1 Issues

Post by zzeii »

kisedd wrote: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.


Alright, they didn't say they were increasing the BAF aggro, nor did they say mobs were getting an hp boost. Only that they will be doing more damage. And from what I hear, they will be increasing the power of the hp heal on the magic line to compensate. Promoting the 'buddy-system' when going and hunting. I mean it is designed to be a multi-player game. Sure you might not be able to get 3kxp a kill anymore solo, only say 1k. Doesn't sound harsh to me. But then again, I'm in no race to get to 250 in 1 skill leaving everything else behind.

Then again, I hit lvl 110 in fight relatively quickly, while partnering with only a healer, fighting things that gave 1k-2k xp at most. Didn't use blind, didn't use weapon enchantments. Just 1 melee-tank paired with 1 healer. We rarely had downtime, and we both leveled very quickly, and made a good chunk of daps while doing so.

Saddens me to see people complain about getting only 2500xp on a kill with a full group when the mobs drop in a matter of seconds. And then go and complain about decay rate when they are fighting force 200-250 critters with q100 armor. I mean see what lasts longer, an iron long sword or a steel long sword against the same kind of target material.

But that's just my view of the situation, WoW is coming out soon for those who want an easy quick leveling/ubberfying rise to the top. This game was not designed with that in mind.
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kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: Patch1 Issues

Post by kisedd »

zzeii wrote:Alright, they didn't say they were increasing the BAF aggro, nor did they say mobs were getting an hp boost. Only that they will be doing more damage. And from what I hear, they will be increasing the power of the hp heal on the magic line to compensate. Promoting the 'buddy-system' when going and hunting. I mean it is designed to be a multi-player game. Sure you might not be able to get 3kxp a kill anymore solo, only say 1k. Doesn't sound harsh to me. But then again, I'm in no race to get to 250 in 1 skill leaving everything else behind.

Then again, I hit lvl 110 in fight relatively quickly, while partnering with only a healer, fighting things that gave 1k-2k xp at most. Didn't use blind, didn't use weapon enchantments. Just 1 melee-tank paired with 1 healer. We rarely had downtime, and we both leveled very quickly, and made a good chunk of daps while doing so.

Saddens me to see people complain about getting only 2500xp on a kill with a full group when the mobs drop in a matter of seconds. And then go and complain about decay rate when they are fighting force 200-250 critters with q100 armor. I mean see what lasts longer, an iron long sword or a steel long sword against the same kind of target material.

But that's just my view of the situation, WoW is coming out soon for those who want an easy quick leveling/ubberfying rise to the top. This game was not designed with that in mind.


Sorry, you are correct about the hp. I reread the notes and it doesn't say that. There are some confusing statements about animials grouping more than before. It's hard for me to seperate what is really happening. Maybe its only the high end mobs doing this.

As for rates of advancement and 3k exp and such. I have no idea. My highest combat skill is 54 in close combat, followed by 52 in 2H. I seldom get 3k exp, because I can't solo that kind of stuff. I stick with things I know I can kill and won't kick by butt. I'm much more likely to get 1k or so a kill. I solo when my friends aren't about. This is about 50% of the time. I do want to be able to solo, even though I enjoy a "buddy system" from time to time.

There is a big difference in my mind to being able to group up and have a buddy and doing all the multiplayer things and being forced to do it. Other games like FFXI have forced grouping. If that were my thing, I'd be playing those games. One of many reasons I wanted to try Ryzom, was that it didn't require me to group to find fun things to do.
thanakar
Posts: 116
Joined: Thu Sep 23, 2004 9:22 pm

Re: Patch1 Issues

Post by thanakar »

elfmatic wrote:thanakar, many of the mages have been waiting and waiting for this patch because there are almost no amps Q120+. The reason is because there has not been an amp specific crafting skill tree past 100. The only way to make them has been to level TWO HAND WEAPON CRAFTING but past level 100 you don't get any experience for making them, and you have a HUGE chance of failure. For instance, you only have a 20% chance to make a Q120. This problem is further exacerbated by the fact that at level 105 you get spells requiring a 120 staff. So the few priests running around are TOTALLY screwed. I can only imagine that they must need 170+ gloves by now...

~Elf


The question was what will happen to the amps that are in the game come patch time. Well we be able to pregrind a bunch of q100 or q110 amps to tide mages over till amp crafters are able to once again meet thier needs or will mages be stuck waiting out the grind to levels 101 and beyond. I know all about the problems currently associated with crafting amps since that is my main function in the guild and have been very frustrated with the fact that i've not gotten any experience in the last two weeks for crafting them. That frustration won't be anything compared with the frustration mages are going to face when everyone's amps making ability gets nerfed to level 51 and htey have to wait for all the amp makers to regrind to 101 adn beyond.
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gralen
Posts: 466
Joined: Thu Sep 23, 2004 1:04 am

Re: Patch1 Issues

Post by gralen »

raynes wrote:Now how exactly will players have to spend all this time building up skills again?


Because magic amps were 2handed melee weapons so people naturally believed that leveling 2handed melee crafting would allow them to make the amps needed for the level 100+ mages running around. Now they discover that their sole reason for leveling melee 2h has been moved to a new branch (close combat) in which no melee crafter (no matter how high they can craft) will be above lvl51 because that's where the new branch starts. Sure they can try crafting a lvl100 amp but will have a 30-40% success rate because their skill in that branch is only 51.

In order to reliably make amps above lvl 50, ALL weapons crafters desiring to make amps will HAVE to level their close combat craft skills from at MOST level 60 (which will have around a 75% success rate). Now do you get it?
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