Occupation Logic

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blaah
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Re: Occupation Logic

Post by blaah »

jwenting wrote:It's fun, but having to dig for a day every time to get dp off after a forray into the KL just to hand in the products for exp towards some goal that will only lead to more dp to the point it becomes impossible to create any products doesn't seem very productive to me.
stay in lair for a week and prep few stacks of components. you can happily work with higher echelon and still make lower echelon items if you want.

... and stop worrying about dp. you get wrinkles :-)
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jared96
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Re: Occupation Logic

Post by jared96 »

borg9 wrote:2xql150 select spots in the pillars and 1xql150 plain spot on a "appear/disapear cycle"


There are multiple spots in the pillars but all but select can be found elsewhere. It took me about 2 hours to fill my allotment of 100 select QL150 last nite ....then I thought, maybe if I said that all the kipucka were nameds, someone would come down and kill them all....it woiked....
I have been told that the 180s have been found by "a friend of a friend", which I thought may have been you ...
Oops, lost track of the numbers ....sorry about that ....shud say 150 (edited)
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jared96
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Re: Occupation Logic

Post by jared96 »

jwenting wrote:For that very reason I'm wary to progress post echelon 3 (or maybe even 2)...
It requires a group effort where there's just about guaranteed multiple dps to get the echelon 4+ mats (and at least a healer alt in the cattle room to rez you when you're once again killed by kizoar digging q90 mats for echelon 3).


While it can be daunting at first (till ya know "the rules") I climbed thru Ech 3 and 4 almost always solo w/o more than 1 or 2 DP's total for both Scroll and Larva. The kizzies are easy to avoid if ya keep one eye on the compass and set up your toon's direction when digging so ya know what ya looking at.
It's fun, but having to dig for a day every time to get dp off after a forray into the KL just to hand in the products for exp towards some goal that will only lead to more dp to the point it becomes impossible to create any products doesn't seem very productive to me.
When I first started (E 1 and 2), I managed to get max DP twice, both erased via MakDuk and a little boss hunting. Keep at it .... it will soon become 2nd nature. Feel free to grab me in game for some survival tips.
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jared96
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Re: Occupation Logic

Post by jared96 »

Next impediment to efficient larva farming at QL 150 is the "pop limitations" on the larva which appear only to spawn during certain times.

Plain - Seems to only appear between 22:00 and 03:00 (at least in winter) at 2nd pillar from north on west side.

Select - I have only fond in amongst pillars, 2nd depression from north.....aka 'kipucka central". Also appears to be on timer but up / down switches are frequent.

Prime - Up often enough that I haven't bothered to watch times....two spots ant north end of east room.

Average - At north end of room, has pop schedule close to that of Plain (again, at least in winter)
Last edited by jared96 on Sun Aug 08, 2010 6:45 pm, edited 1 time in total.
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jared96
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Re: Occupation Logic

Post by jared96 »

Only thing I'd add after doing the higher levels is that devs seemed to make things a bit easier for us .... could be coincidence but I am noticing that more double / triple numbers in the higher recipes.

Well just wanted to confirm the E6 Scrollmaker thing. The math follows through .... using improved materials, you can get your craft success up 14% to 99%. Be fast though ... you've only got 1 minute to "get er done" and there's a 5 minute cool down. E6 improved Larva adds 4900 Will.
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seawe
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Re: Occupation Logic

Post by seawe »

jared96 wrote: -Go to the well and get some water
-Go to the right barrel and get some water
-Go to the poo pile and get some fertilizer
-Go to the left barrel and get some fertilizer
-Rinse and repeat 146 more times ..... this is the part that needs work....so badly so that I am not quite sure whether it was intentional or unintentional that you can just abandon the missions repeatedly until you get one that's less wear and tear on ya shoe leather.
One idea for the florist is to turn it into a bit of a mini game where you need to keep the plants alive for as long as you can. they'd just need to tweek the timers a bit and make it timed per player/per grade. I don't really mind the repetition as long as the running time in between actions is kept to a minimum, I hate having to run 15mins between two end points all the time.

It would be nice if there was actual logic involved in the Occupation formulas, maybe there is but it doesn't seem so. My guess is they just pulled from a hat :rolleyes:
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jared96
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Re: Occupation Logic

Post by jared96 »

Yes, Florist could use a little excitement. It's the one trade where I find myself batting eyelashes and fighting off yawns to stay awake. Meanwhile trying to figure out what trades to do next.

Would have moved on a while ago but I greatly over collected mats / certs for E5 and 6 and wanted to finish them off first. As one gathers experience on the recipes, recognizing patterns and working out faster ways of "doing the math", wound up finishing each step in just a matter of days after getting the 1st > 30% leaving weeks worth of mats / certs for "practices".

The preponderance of doubles and triple numbers in the higher levels was a bit disappointing, expected more of a challenge. It also greatly contributed to the over supply or materials.

Well that much less XP to earn I guess .... when they open Advanced Occs will have that much less to get to 330 and move onto E7.
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