ATS - Live Characters Now Available

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khayne
Posts: 89
Joined: Thu Sep 23, 2004 9:21 pm

Re: ATS - Live Characters Now Available

Post by khayne »

Oh, so you noticed that too? I just assumed I screwed up. :o
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

khayne wrote:Oh, so you noticed that too? I just assumed I screwed up. :o


Yeah I'm sitting there grabbing ALL the HP upgrades and I end up with OVER 200 less HP. I'm only level 63 so imagine what higher levels will drop?

- N
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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: ATS - Live Characters Now Available

Post by shrike »

- un-equip all items with stat boni

- relog

- problem solved
RUN

[size=-1]Silverion, while being last person alive in the party[/size]
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

shrike wrote:- un-equip all items with stat boni

- relog

- problem solved


okies will try this.

- N
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art3an
Posts: 122
Joined: Sat Oct 16, 2004 3:35 pm

Re: ATS - Live Characters Now Available

Post by art3an »

Hmm... actually looking forward for things to be a tad thougher. What initially may seem "impossible", often is doable when given a bit thought and strategy.

We, the homins, will eventually beat them! We shall CONQUER! ;)
kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: ATS - Live Characters Now Available

Post by kisedd »

khayne wrote:You've forgotten to mention that they have less hp.


Yes mobs seem to have less hp. So its either I kill it fast or it kills me fast. Instead of fighiting a long time like I used to, I now have to sit down and rest for problbay the same amount of time.

A sprightly yubo would shave off a fair bit of health before I kill it in 3-4 hits or whatever. The difference between a 4 star mob in the starter zone and a 1 star mob in the next zone was just huge. From pretty easy win with loss of health to insta death.

Overall, I just felt combat wasn't fun at all. I would much rather have a smooth progression. I thought things pre level 100 at least were pretty balanced over all. There were things like dangerous and malicious gingos that would tear me apart before the patch.

Fix the issues with blind and whatever spells and tweak a few mobs damage up 10-20% and the game was fun. These new changes aren't enjoyable. I agree at higher levels, things could be changed. I leave that to more experienced people.
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xenofur
Posts: 3411
Joined: Tue Sep 21, 2004 8:36 pm

Re: ATS - Live Characters Now Available

Post by xenofur »

seeing as they weren't posted in your forums apparently i decided to post the extended patch notes that one of the prom, one of the SGMs of our community posted
but i don't know where he got his version from originally, and when i had translated them to german he overwrote the english ones :/
so i went through my irclogs and recovered the points, which are now sans formatting, in hopes they are still useful to you: =)

(16:14:06 . All stanzas, actions and characters’ stats have been reset. However, we have given back all the skill points to your characters. This is due to a major balancing in the actions / stanzas costs.
(16:16:57 . Some raw materials have new icons.
(16:17:19 . Some fixes in character creation overview.
(16:17:45 . Adjustment in the word wrapping and use of lines when you are writing long sentences.
(16:18:29 . Improvement to the targeted name layout system.
(16:18:56 . In your mission interface, the title of the mission should not overflow the window anymore.
(16:19:43 . Balancing on faction requirements for certain tasks.
(16:20:16 . Removed the ‘too far’ message when you start an extraction and your character starts to move towards it.
(16:21:27 . Blinded mobs will behave differently now.
(16:22:12 . Balanced the link actions such as: stun, which was not really stunning the mob, as a result mobs should not dodge anymore when stunned.
(16:23:15 . When using a zone effect or a double effects action spell, a wearing effect happen once on item / armor / focus. However, if you fight with 2 weapons it will have a wearing effect your armor twice (once per weapon)
(16:25:53 . Sap crystal casts didn’t play animation.
(16:27:05 . Mobs were running far too fast when using an alternative path in a fight, that is when they were blocked the first time when going to enemy.
(16:28:00 . Various fixes in player apartment / guild inventory:
(16:28:58 . Display of max bulk from player apartment.
(16:29:22 . Fix on bulk update when swapping partial stacks (only 1 item was taken into account).
(16:30:23 . Fix on display of max bulk from guild inventory.
(16:31:08 . Fix on guild inventory bulk.
(16:31:27 . Inventory window now shut down when quitting guild house or player apartment.
(16:34:37 . Only some Raw Materials can be sold by NPCs now and not all of them.
(16:35:07 . You can now crystalize a spell even if you target yourself.
(16:38:26 . Fixed the bug when 2 players had the same missions and were in the same group, only the group leader was validation his mission steps.
(16:39:17 . When you open a mission window with an NPC, you can no longer use the hand on your handbar.
(16:40:23 . You can now free dead mektoub packers.
(16:40:42 . Fixed the command for mektoub packers to follow his owner.
(16:41:46 . You can now use the ‘tab’ key at the login screen to swap between login and password !
(16:42:32 . Magic amplifiers are now gauntlets, no more batons.
(16:44:32 . Added some filters when trading with merchants for easier trades.
(16:45:19 . Hitting escape will now close most of the in-game windows.
(16:45:48 . Mission contextual cursor has priority on trade windows.
(16:46:30 . Added some text descriptions when trading.
(16:46:53 . The merchant system is now live. It enables you to sell any sellable items, goods as long as they are not worn (they need to be 'new' in order to be sellable by the merchant) . You need to go see a merchant, the merchant will then take your item for a minimum price and you can then define your own selling price. Your selling price is the price displayed for other players. If your item is bought by another player, you will then get your selling price minus dappers given to you by the NPC. An item can remain on sale only 7 days.
(16:53:05 . Wear has been reviewed after taking into consideration fast weapons users. As a result, it is now proportional to the damage factor of the weapon and/or the ammunition. So, if your weapon has a damage factor twice bigger, it will wear twice as much per hit (but its damage rate is two times bigger at equivalent speed).
(16:58:25 . Quitting the game or teleporting are now considered as gameplay actions and thus can be interrupted when moving or being hit. If you leave the game in a non normal way, your character will stay a bit in game and could be hit or killed.
(17:00:11 . Adjustment of guild inventory capacity.
(17:00:51 . Lots of balancing on spells and resists.
(17:01:14 . ‘Multiple spots’ bricks don’t find a random amount of resources anymore between 1 and the figure on the brick, but exactly the figure as stated on the brick.
(17:02:26 . Updates of extraction bricks are no more in 50, but on 10. They do cost less now.
(17:03:37 . A specialized extraction per material gave a quality higher then that of the stanza’s quality. From now on, the extraction specialization per material increases the speed of rise of the quality, reduces the risk from most aggressive brick, while specialization by ecosystem decreases the risk of bricks of quantity and quality the most aggressive. For care plans, the specialization increases depending on the efficiency of the preservation and stability.
(17:11:26 . Improvment to the consider system for a better overview of your oponent strength.
(17:12:22 Here is a non exhaustive liste of changes regarding foraging in Chapter 1: 'Changing times' .
(17:13:41 - Added new stanzas in order to refine your search of sources to a specific raw material quality. eg: "Find Up To Choice Materials" can now be upgraded with "Find Only Choice Materials"
(17:15:31 - You can now reduce the explosion damages. In order to do that, you need to activate, before the source explodes the stanzas "Reduce Explosion Damage".
(17:17:37 - Messages about specialized prospection failures are now more specific: hints about wrong saison, wrong time of the day, wrong meteo (instead of the generic "at the moment")
(17:20:16 - The delay before not exploited sources vanishe is not function of the player's level anymore but function of the number of sources prospected at once ("Multiple spots" stanza)
(17:23:49 - Ecosystem oriented prospection activated with a "normal" prospection (without Deposit Tracking), won't boost the number of available sources anymore but the harvested quantity (Rate stanza is then boosted).
(17:27:39 - Extraction quality stanzas are now upgraded 10 by 10 at the trainer (you will then find 25 aggressives and 25 gentles). The higher the quality, the more important the difference of danger between gentle and aggressive is.
(17:28:18 . Abstufungen der Extraktionsstanzas finden nicht mehr in 50er sondern in 10er Schritten statt, daher sind sie auch billiger.
(17:29:46 - Extraction time is now function of the quality extraction stanza. The prospection stanza "source time" is now a time bonus. When you just have that time left (the time based on the quality is gone) the time bar becomes red.
(17:31:31 - During foraging, quality can now grows faster or slower.
(17:32:25 1°) The better the quality is expected, the slower the quality grows .
(17:32:58 2°) When the quality expected is 10 below the player's level : higher the difference between the expected quality and the player's level, slower the quality grows. Ex: I have a 200 lvl in Desert speciality and it's my first time in the forest (50 is then my lvl in Forest speciality) I can forage for a quality of 200 with a very slowly growing quality or forage for a quality of 50 growing faster. It is more crucial then ever to take care of the source if a high quality is expected. Furthermore, if you decide to use another stanza regarding the quality during foraging, the quality will change after a while. Note : in order to maximise the use of the available time, you would better carely prepare your actions, keep in mind that your focus does not lasts forever ! Ex: instead of trying to have both high quality and quantity, focus more on one of them.
(17:44:36 - Bars shown on top of a source are now all full at start, and show the remaining proportion. For instance the quantity bar half empty shows that the available quantity has been half extracted; you can however still see the exact amount of extracted quantity the same way as before. The remaining time bar gets empty faster if the initial amount of available time is lower.
(17:47:31 - The risks bars (life and stability) do not stop anymore when the player end foraging : they still get slowly lower.
(17:48:37 - The max distance between the source and the harvester has been decreased. It's now more difficult to get far from a toxic cloud.
(17:49:28 - The source mode, which is a hint about the more simulated dangers, is not changed by a new action anymore but by events such as explosion / toxic clouds or if you reach the source max quality. Furthermore, the difficulty is based on the first harvester on the source, so a beginner player being helped by a higher level healer won't see the danger bars lower as quickly as if the harvester was the healer, as it was before.
(17:53:44 - Heal stanzas are more efficient than before.
(17:55:00 - The raw material specialised extraction won't boost the quality over the quality extraction stanza value anymore, but boosts the growth of the quality (but the quality remains maximised by the extraction stanza's one), decreases the risks implied by the more aggressive speed stanzas (the most powerful). On the other hand the ecosystem specializations decrease the risks implied by the most aggressive (powerfull) quantity and quality stanzas. Regarding the healing actions, specialisations respectively increase preservation and stability.
(17:56:38 - Armor penalty is now part of the system regarding focus consumption. The armor is now taken into acount when calculing raw materials sources explosions damages.
(17:57:51 - Foraging XP now takes into account the extracted raw material quality.
(17:59:18 - Sources can't pop up on statical obstacles (trees), in the middle of the water, nor inside or on buildings.
(18:00:26 - Some dependance between stanzas have been fixed.
(18:02:04 - The quantity of damages caused by a supreme material source has been modified.
(18:02:55 - Sources healers' XP has been revamped (it's now a portion of the foraging XP, and rely on the number of explosion and toxic coulds).
Mithaldu
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jeffhill
Posts: 56
Joined: Wed Sep 29, 2004 9:20 am

Re: ATS - Live Characters Now Available

Post by jeffhill »

Who cares how much <mob x> hits for ?

What is important is how much experience <mob x> gives and what ql mats it drops ?

If mobs that previously were so easy don't give exp, but in the new patch will give good exp, then whats the big deal ? Nevrax are just scaling down the hunting scope for a particular level. Think how quickly the game would get boring if a bunch of level 80s could explore their races entire homeland ? ( which they do already now ). What challenge would be left ?
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

jeffhill wrote:Who cares how much <mob x> hits for ?

What is important is how much experience <mob x> gives and what ql mats it drops ?

If mobs that previously were so easy don't give exp, but in the new patch will give good exp, then whats the big deal ? Nevrax are just scaling down the hunting scope for a particular level. Think how quickly the game would get boring if a bunch of level 80s could explore their races entire homeland ? ( which they do already now ). What challenge would be left ?



Actually they give the same xp as before.

- N
sekolah
Posts: 15
Joined: Thu Sep 23, 2004 11:38 pm

Re: ATS - Live Characters Now Available

Post by sekolah »

be afraid. just because you can do something doesnt mean that everyone can do that thing. just because there are people that are close to max level in thier chosen areas means that it is time to remove the ability for all people "lesser" than they to ever reach those levels in 4 times the time. doesnt matter whether the changes are good or bad. the people playing will judge whether the game is fun. some people enjoy insta death. for them this change will bring much joy im sure.

when it requires full teams of 9 people of appropriate level for a zone to even survive moving around and impossible otherwise without extreme caution other than expensive ports between cities and death respawns you will see the excitement fade from most people.
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