Slight improvement Zzei? I wouldn't mind getting 9-10 mats in one harvest action instead of 3-4. Don't forget that their higher levels translates to higher focus and focus regen also so they will pull those same 9-10 mats as quickly as I can with 3-4 and do it just as efficiently. I can't even pull ql 100 mats right now except from ql 100 sources. All the other 100+ sources give me ql 99. Will the patch fix this?
If I build my stanza to pull just ql 100 mats at level 200+ forage, I can use even less focus and can keep going constantly. So its not just a slight improvement. Its a GREAT improvement. You talk about DP. You can easily work DP off in another harvest tree that you didn't level up in. Its not any more DP than I currently get from trying to run to tryker harvest points just so I can harvest something.
A realistic perspective to keep in mind
Re: A realistic perspective to keep in mind
Korin - Tryker - Retired
125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
Re: A realistic perspective to keep in mind
*sighs* pulling 9-10 mats out of 1 source with a 1m30s source time or 3-4 out of a 45s source time, sure you have to spend a bit longer (although not that much longer if you use accellerated prospecting), but 6-8 vs 9-10 is not that horrendous of a change.korin77 wrote:Slight improvement Zzei? I wouldn't mind getting 9-10 mats in one harvest action instead of 3-4. Don't forget that their higher levels translates to higher focus and focus regen also so they will pull those same 9-10 mats as quickly as I can with 3-4 and do it just as efficiently. I can't even pull ql 100 mats right now except from ql 100 sources. All the other 100+ sources give me ql 99. Will the patch fix this?
If I build my stanza to pull just ql 100 mats at level 200+ forage, I can use even less focus and can keep going constantly. So its not just a slight improvement. Its a GREAT improvement. You talk about DP. You can easily work DP off in another harvest tree that you didn't level up in. Its not any more DP than I currently get from trying to run to tryker harvest points just so I can harvest something.
And at your level I could pull 3-4 nonstop. And get xp. Now, how much xp are you going to get pulling 9-10x q100 at lvl 200? jack and squat. Yay! Instead of getting nice usable mats at a slightly lower pace, and still getting xp. You get a bit more for the time spent, but no xp gain whatsoever. Heck, at 60 I could pull 3-4x q99/45s source time non-stop thanks to maxing regen and focus heal (which the new focus heal will heal 100 focus per level, not the current 50). Now at 125, I pull 5-6xq99/60s non stop. those 60 levels don't let me use the -64 credit without putting a serious hurt on my focus. And that only puts me at 7x q99 on a 1m source time, and I can AT MOST do this twice burning almost every last drop of focus and my focus heal. I have a number of friends who are high level foragers, and when it comes to pulling out usable mats for what I can use, the difference is not so astounding. And I pointed out pulling 400+ mats per level in forage at lvl 100+ and it requiring 400+ mats per level in craft at 100+ for a reason. You want to level forage fast, then don't complain about craft falling behind. You want to level craft faster, then stop trying to level your forage up so dang fast, because you will have alot less fun foraging the mats appropriate for your craft level with a higher level forage than if you worked to go at a moderate pace on both.
And I personally think, with patch 1, they are trying to make you choose between either pulling high quality but low quantity(to level faster), or lower quality for higher quality(to level crafters faster).
And talking about working a 3mil dp off on lvl 51 skill? Dear lord, thats almost 200 extractions to clear! (skill level used/10 * xp normally earned = dp earned: 51/10 = 5.1 * 3kxp(max possible) = 15.3kdp). That's 20 extractions at max xp per death!
As for not pulling the max Q you are supposed to, I do hope they fix this.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
Oh yea, and Princess~
Re: A realistic perspective to keep in mind
I leveled to 150 in forage without mat specs. I knew about them, but I was always needing quantity, not quality, because I am a crafter.
Hell.. I was harvesting q100 mats regularly until 110-115 in harvest.. THAT is slow xp.
Somehow though, I managed to get to 150 in forage and 100+ in crafting. I must have exploited....
No wait.. I know what I did.. I just played the game. Maybe if you hadn't spent so much time complaining about Tryker mats that didnt exist, but in fact did exist, you would be higher in harvesting?
Hell.. I was harvesting q100 mats regularly until 110-115 in harvest.. THAT is slow xp.
Somehow though, I managed to get to 150 in forage and 100+ in crafting. I must have exploited....
No wait.. I know what I did.. I just played the game. Maybe if you hadn't spent so much time complaining about Tryker mats that didnt exist, but in fact did exist, you would be higher in harvesting?
Re: A realistic perspective to keep in mind
There is a funny thing about that btw. The best advantage of a high forage level was that mobs wouldn't hit you very often since you would dodge all attacks anyhow. That's gone with patch 1 as well. So right now, you are actually punished for having leveled forage and/or craft up to a high level. And there is no way to fix it.zzeii wrote:Leveling up fast in ryzom may have some advantages, but from what I've seen, they don't outweigh the disadvantages to unbalancing your levels.
Re: A realistic perspective to keep in mind
I'm not so sure about the entire validity of not dodging after patch 1. The pic of DT getting smacked around constantly by a brodoc also showed he had a spell lock going, which requires concentration much like casting a spell, aka no dodging and getting hit for full. Just like when you get jumped while harvesting, you don't dodge that much, but ending the extraction fast will improve your dodging ability since you are no longer actively extracting.ctusk wrote:There is a funny thing about that btw. The best advantage of a high forage level was that mobs wouldn't hit you very often since you would dodge all attacks anyhow. That's gone with patch 1 as well. So right now, you are actually punished for having leveled forage and/or craft up to a high level. And there is no way to fix it.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
Oh yea, and Princess~
Re: A realistic perspective to keep in mind
Not everything is in the manual. If you read the stanza description at the time (haven't checked it since, but probably still there) it read "increases quality and reduces aggressiveness of blah" Never cared what aggresiveness it reduced because it never did so enough to make a difference. When they nerfed them I ripped it out of my extractions and actually have less trouble.korin77 wrote:Yes Mat spec. Was there any indication in the manual that stated you were able to get higher quality from sources when your level of extraction only allowed a certain ql?
It wasn't an exploit and we've had people blabbing all over the forums about how "prime roots are high level forage content", despite the fact that the skill tree starts at 51. Same thing with other forage trees, etc, blah. I've leveled 4 forage trees, it makes a huge difference to have the extra SP.
The nerfing is massive overkill. However I don't think anyone will be convinced, even if it kills the game it will be like the people of other games who are the last to believe Earth and Beyond, Rubies of Eventide, Horizons, Neocron, etc are not sinking ships.
I really like Ryzom, but I think they're putting themselves in a position of alienating players they won't be able to get back. The difference between now and games which survived bad launches and patches 3 years ago is that players were more forgiving then. They aren't now, people burned on a new MMO will not give it the second chance they're willing to give the old ones they started with (Ultima, EQ, AO, DaoC, etc).
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Svayvti
Former Pilgrim of Atys
Follower of the Kami
Svayvti
Former Pilgrim of Atys
Follower of the Kami
Re: A realistic perspective to keep in mind
Just standing there doing nothing you will still dodge at a mere FRACTION of the rate that you used to against significantly lower level mobs. Dodge is no longer a function of level + armor.zzeii wrote:I'm not so sure about the entire validity of not dodging after patch 1. The pic of DT getting smacked around constantly by a brodoc also showed he had a spell lock going, which requires concentration much like casting a spell, aka no dodging and getting hit for full. Just like when you get jumped while harvesting, you don't dodge that much, but ending the extraction fast will improve your dodging ability since you are no longer actively extracting.
Re: A realistic perspective to keep in mind
I plan on doing some lowbie testing tomorrow. I'll post the specifics and my findings as I grind the night/morning/day away on the forums. Should be done before the east coast peeps get home from worktleilaxu wrote:Just standing there doing nothing you will still dodge at a mere FRACTION of the rate that you used to against significantly lower level mobs. Dodge is no longer a function of level + armor.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
Oh yea, and Princess~
Re: A realistic perspective to keep in mind
To speak the truth, that actually always struck me as odd. At the most it should be a function of melee level + armor. How digging up grub from the ground made one dodge attacks better ... another little thing that shouldn't have survived beta.tleilaxu wrote:Just standing there doing nothing you will still dodge at a mere FRACTION of the rate that you used to against significantly lower level mobs. Dodge is no longer a function of level + armor.
Re: A realistic perspective to keep in mind
It makes sense for fighting classes especially because a level 50 fighter would have no chance in hell of hitting a 150 mob properly. I don't see how that should be vice versa. Why should a level 50 gingo be able to hit a level 150 fighter at all? That really doesnt' make any sense.ctusk wrote:To speak the truth, that actually always struck me as odd. At the most it should be a function of melee level + armor. How digging up grub from the ground made one dodge attacks better ... another little thing that shouldn't have survived beta.
For magic users as well, dodge should be linked to armor + level. Either that or increase magic resist would be the equivalent so magic users would be especially resistant against low level magic casting mobs like a figher would be resistant to low level melee attacker.
As for other classes, good harvesters are also good at stealth in order to get to the best foraging grounds. Perhaps that was why harvesters got good dodge. Not sure about why crafters should be able to dodge.... Lemme try to make up something