mikwana wrote:That's part of the problem. Dont' max out all the properties. If you have long source time from the prospect, then your rate doesn't need to be huge. Likewise, if your target mats are 150 for your crafters you are supplying, you don't need to get those max quality.
But, as I said, that's just what I'm picking up from observations, and I hope it holds true. Looking forward to trying it myself, and/or hearing about results any who test it out.
Do you really think that I got to 140 harvest without knowing these things? These things have been tried already. Last time I repeat it.
At this point, the leaders of the largest guilds in the game (possibly excepting Heaven's Flame and EoA) have expressed extreme concern at the current state of events.
Nevrax ... you HAVE to realize this is not us simply voicing our private concerns. We all speak for large percentages of large guilds. These posts represent a couple of hundred people's problems with the game's progress. I know that your company will not release subscriber statistics, but we all know that this contingent is a very significant percentage of your best and most (formerly) supportive NA playerbase.
Address our concerns. Show us, in no questionable terms and with the utmost speed, that you understand the gravity of your situation.
Thank you.
Pandorae of Min-Cho, Founder of Comitatus Praetorian By the strength of one are many made strong. Windermeer Server
heh heh, sure leveled fast Shrike... you were just explaining to me the other day how you were a level 114 forager. Your levels seem to change conveniently with the thread. B.S. meter swinging full.
Don't claim you don't care, when you're uber post count in every single thread. If someone is going to stop whining, how about we start with you stop whining about what levels other people have achieved? or about foraging being "too easy". Why are you wanting to make it so much harder for others?
-------
Svayvti
Former Pilgrim of Atys
Follower of the Kami
imo the most obvious fix is make it easier to get numbers of mats but harder to level still...
The best way to fix harvesting is to KEEP IT THE WAY IT IS!...except for make the quality in groups of 10 to slow down the leveling and make it so you pull in sets of 0.3-0.4 at rate ONE! Make the rate increase the pulling rate by 0.1 per rate level...so hence at rate 3 you should be at 0.5-0.6 per pull. Once again this should affect exp about the same as it is now. Once again it would be speed vs rate without making it impossible to harvest solo.
Once again KEEP ALMOST ALL OF THE HARVESTING MECHANICS THE SAME besides the aforementioned changes. IMO these would be the most beneficial changes.
pandorae wrote:OK. Let's look at what is being said here.
At this point, the leaders of the largest guilds in the game (possibly excepting Heaven's Flame and EoA) have expressed extreme concern at the current state of events.
Nevrax ... you HAVE to realize this is not us simply voicing our private concerns. We all speak for large percentages of large guilds. These posts represent a couple of hundred people's problems with the game's progress. I know that your company will not release subscriber statistics, but we all know that this contingent is a very significant percentage of your best and most (formerly) supportive NA playerbase.
Address our concerns. Show us, in no questionable terms and with the utmost speed, that you understand the gravity of your situation.
Thank you.
Hear hear. And it is just not the NA population that has a significant problem with the proposed changes. Our European brethren feel the same way.
pandorae wrote:OK. Let's look at what is being said here.
At this point, the leaders of the largest guilds in the game (possibly excepting Heaven's Flame and EoA) have expressed extreme concern at the current state of events.
Nevrax ... you HAVE to realize this is not us simply voicing our private concerns. We all speak for large percentages of large guilds. These posts represent a couple of hundred people's problems with the game's progress. I know that your company will not release subscriber statistics, but we all know that this contingent is a very significant percentage of your best and most (formerly) supportive NA playerbase.
Address our concerns. Show us, in no questionable terms and with the utmost speed, that you understand the gravity of your situation.
Thank you.
Well said. I hope they read it. By this Sunday the servers population may be very different. Many will give until then to fully test the changes and see just how they work.
Harvesting should not be difficult at all, Mat quantity and qaulity should be much easy to achieve, not lower or harder. Fight and Magic should be difficult.
Varthlokkur The Impaler, High Officer of Comitatus Praetorian By the strength of one are many made strong. Windermeer Server
First, sorry for anyone annoyed by this. This will my last response to svayvti's petty attacks in this thread.
svayvti wrote:heh heh, sure leveled fast Shrike... you were just explaining to me the other day how you were a level 114 forager. Your levels seem to change conveniently with the thread. B.S. meter swinging full.
To get my dex/will stats you need to be at least lvl 170 in foraging or crafting.
And, again, reading comprehenshion, a skill you sadly lack. I always only said that I didn't used mat extraction specialisation till lvl 115. Not that I am currently lvl 115.
Don't claim you don't care, when you're uber post count in every single thread....
And this is coming from someone with ~250 posts.... no comment.
RUN
[size=-1]Silverion, while being last person alive in the party[/size]
Commentary on foraging and the merchant "solution" --
How many people forage and dont craft? Ok now how many of those people are not in a guild with someone that needs the mats? And of the people left after those two cuts, how many people are still going to forage to sell mats into the new merchant system now that foraging, *at best description* will become an even more tedious group effort where the careplanner gets the shaft on exp? (and at worst is causing people who used to like foraging to cancel their account)
Due to the above I think *relatively* few foraged mats q100+ will be sold into this new vendor system, *in comparison to what is needed by crafters* to keep the fighters in decent weapons and armor with the insane decay rate we have.
So some say we should look to the fighters for mats... In general the mats they bring in are trash. They are grind mats only and they have guildies that need those q100+ mats so not many of those will be sold to vendors either, and fighters do basically *nothing* to help the need for quality mats. Oh and dont forget those fighting teams just got hit with the nerf bat as well with blind changes and mobs being tougher. Sounds like they'll be bringing in less mats than ever before too.
Of the q100+ mats that do get sold to vendors, I think we'll see "the rich get richer." Crafters that are already above q150 have millions. That small subset of players will be buying up the mats that actually do hit the merchant system. None but the ridiculously priced, will be available to a new crafter starting now unless they hover at the vendors all day. If you arent high level already, or if you have a life, dont even think about being a crafter that doesnt forage his own mats. It will be slow and painful and you'll never catch up to those who came before you and had it easy.
Possible solutions --
*I could accept having to harvest in teams of 2. *IF* the careplanner doesnt get screwed on exp.
*I could accept having to harvest in teams of 2 or more *IF* after dividing the mats we got as many each per hour (or more as a tradefoff/benefit for having to deal with !#$% grouping now) as we used to solo.
*I could accept (and already have to some degree with previous nerfs) the lower availability of excellent and supreme mats *IF* the quantity of basic and fine mats per forage pull was increased.
*I could rely on quartered critter-mats more *IF* the *quantity and quality* the fighters are bringing in is increased.
*I would LOVE it if all this meant less carpal-tunnel-crafting-clicking *IF* they increase the crafting exp per combine as a balance for lower mat availability. (1/5th the mats is fine if crafting exp is multiplied by 5 -- that would even up the forager vs crafter skill levels more than anything I can think of)
*I could accept lesser availability of high quality mats (excellent/supreme for making real armor) *IF* armor and weapons didnt decay so bloody fast.
So far Ive seen NONE of these possible tradeoffs mentioned... NONE!
What we wind up with is foraging that was kinda tedious, kinda boring but sometimes relaxing before becoming something many people feel they aren't going to like. Plus bitter resentment forming because some people had it easier and those that havent done it yet are screwed. Even the power players arent much above 150 crafting skill and wondering how the hell they will continue without being totally bored, struggling to get enough mats, under the new system.
Lastly, look at the game overall. I wanted to like Ryzom.. I really did. I love the world with its changing seasons and funny creatures. The customer support team is amazing. Customizable action stanzas was an interesting idea. BUT... the world is small and most of us have seen it all now. Missions are repetitive, crafting is repetitive, fighting is repetitive whack-a-mob. Once anyone figures out the best stanza to accomplish a task the "tactics" aspect of that is over. Making things harder to slow us down is NO SUBSTITUTE FOR CONTENT. Storytelling doesnt count as content. Making creatures we kill and see every day attack a city doesnt count as content either.
Devs hear this: I want something besides never-ending treadmills to keep me entertained, not just busy! Increase that treadmill now and I wont even wait to see if you add any new real content.
-Jv
aka Nvara, Light Armor crafter of Melinoe
PS. I *am* waiting to see what happens with this patch. However if it is implemented on Wednesday as stupidly as it sounds, my account will be cancelled by Friday.
shrike wrote:And there certainly isn't a real cause for the "the end is near" postings. It will become very difficult to supply oneself as crafter with trainingmats, yes. But with the NPC vendors there will be a HUGE new source of mats for crafters. And as shown the focus use is getting exaggerated.
Well let's see. The server populations are ridiculously low. I run around the whole world and see maybe 50-60 people. That is about the size of an Everquest raid. 30% of the people currently playing are just playing to bridge the time until WoW or EQ2 release. Another 20% are quitting when patch1 hits because it blows, ignores the players concerns and makes forgaing an even more dull and boring experience as it already is. You should take the rose colored fan-boy glasses off and open your eyes..these changes ruin the game.
And this HUGE source of mats , where is that coming from? Who the hell do you think is stupid enough to actually go forage and then sell their mats to the vendor after this patch? And where would the crafter get the cash for buying them at prices that are likely ridiculous high.
But let's try. My new post patch1 price for weapons is 10k per QL. Happy hunting.