Your Feedback

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pop50
Posts: 2
Joined: Sat Oct 09, 2004 1:37 pm

Re: Your Feedback

Post by pop50 »

lawrence wrote:This thread is meant to provide a platform for all of your feedback on SoR, both positive and negative.

Is there something you would like to let us know? Do you have suggestions for Nevrax on how to improve the game? Do you have feedback on customer service?

Let us know and we'll make sure it gets passed on! :)

I AM NOT PLEASED SINCE LAST PATCH CANNOT GO OUTSIDE THE GATES WITHOUT BEING KILLED BY ALL AND SUNDRY EVEN THOUGH I AM 94 MELEE I STILL KEEP BEING KILLED BY LOWLY RAGUS. SORRY BUT IF DOSE NOT IMPROVE MY BUSINESS WILL GO ELSEWHERE
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bgrifter
Posts: 75
Joined: Wed Sep 29, 2004 9:13 pm

Re: Your Feedback

Post by bgrifter »

lawrence wrote:This thread is meant to provide a platform for all of your feedback on SoR, both positive and negative.

Is there something you would like to let us know? Do you have suggestions for Nevrax on how to improve the game? Do you have feedback on customer service?

Let us know and we'll make sure it gets passed on! :)


Hope you don't mind a few North Americans are starting to creep into your forums Lawrence. :)

I'll start with the combat changes. I can't speak for other classes, but as a low to mid level healer (level 72 currently) i'm absolutely loving it. Combat is fast, a little frantic, has a definite feeling of danger to it, but seems very doable. The changes to the spell costs in the magic tree were an excellent decision, and with the boosts in raw healing/nuking power, I finally feel i'm making an equal contribution to melees in combat.

I do have some concerns about the changes to bomb, they've been posted elsewhere in the forums, but it doesn't seem too unbalancing to have a heal hit for close to full on two targets near the mob. May need to be re-examined. One interesting idea might be to limit it to nukes, Stamina and Sap heals excluding HP if this is considered the unbalancing part of the effect. I'd be plenty happy with the ability to mix in a STA bomb heal for two or three tanks then return to direct heals on the main tank.

I haven't really tried out anything in the affliction trees yet, so I can't speak to their effectiveness, but I think everybody knew a nerf to blind was coming and can't imagine that anyone would take it too hard. It was too good in it's current form, no complaints whatsoever about it being limited. Haven't heard too much outcry over the affliction spells so i'd imagine they must be doing ok.

Harvesting is proving to be a much tougher adjustment post patch than magic was. Perhaps there are tricks i'm missing still, but it does appear a second patch will be necessary to tweak it further. Cerest posted in the NA forum that something is coming, so many of these thoughts may be already implemented.

One thing that so far seems to be overlooked (I know I missed it at first glance) is that the quantity of mats per pull appears to be much better. Where i'd typically pull two mats at a time before, i'm getting four or five on average right now. The trouble right now seems to be with getting materials of reasonable quality. I'd like to see mats well below your skill level become a little easier to harvest. At level 162 it shouldn't be so difficult to harvest some q100 mats which grant about 9xp. It's a tricky balancing act trying to keep from flooding the market with supreme mats so I understand this will take some tweaking. Seems the best route to take is to split harvesting into digging for XP (high quality, lower quantity) and digging to supply a crafter. (digging materials below your skill with greater consistancy) I don't mind getting virtually no XP for what should be a trivial harvest at that level, but please make the harvest itself equally trivial. ;)

The XP decrease seems a little bit excessive, I know harvesting was progressing WAY too fast and there was bound to be some overcorrection, now that it's set a bit on the low end the devs have bought a little time to readjust it. Currently at 162 Jungle Forage on a five mat pull solo of q170 mats, I got about 600xp. For a pull like that something in the 1500xp range wouldn't be unreasonable considering it's about the pinnacle of what one would get solo right now. (an admittedly damn lucky pull) With a partner applying a care plan things were notably better, 900xp for a smaller pull of maybe three mats? (don't recall exact numbers right now, can do further research)

The ugly side effect of all this is death penalty. I'd say of all the things that need to be examined the most after this patch (beyond obvious bugs like encumbered packer mules being inaccessable, or no XP on magic amps) it's the ability to clear DP. As a harvester pre-patch I felt the death penalty was pretty close to perfect, it was tough racking up a bunch of it, but I could clear out a maxed out DP in a couple hours. Certainly enough time to put the fear of death into you, but not so much time that I would have second thoughts about careful exploration or trying something new. It's possible with some tweaking to the handling of XP this may be resolved, or perhaps the DP system as a whole needs to be re-examined.

The vendor system seems to be very cool, I had reservations about it before it went live from all i'd heard posted by people on ATS, but i'm finding it quite enjoyable running to vendors searching out bargains on various mats. :D One minor tweak i'd suggest is the ability to filter out vendor sold mats/items. Beyond that I quite liked the interface, not knowing what to expect ahead of time it was a nice surprise.

Anyways, that's my two cents on the matter. :) It's easy to overlook the good changes and focus on the bad, but i'm sure over the course of the next week or two the negatives will be tweaked and bug fixes will be found.
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raven58
Posts: 109
Joined: Sun Oct 17, 2004 6:04 pm

Re: Your Feedback

Post by raven58 »

Look guys dev have messed up big time with this patch....the only onez going to gain from this is the ones from this is guys who have been on a long time and got wicked skill pts to comp for change'z..I trainned a guy up for 2 weeks solid hour after hour to get him ready for main. skill & all states high and what happens the skills i worked hard for are worth s**t i got so mant death pts it's unreal...just like the game play now .
We play games and thats all it is A game! To enjoy the game play and it seems even more funny when dev think it's ok to kick us in the guts with a cr*p patch and want us to pay for the plesure! lol nice one .

Some will like this patch...those who have good skills pts to get them out of the mess of this patch...and the others...Well..if dev don't pull pull their socks up it's curtins for this game and not only will their socks be down but the old pants as well with a gingo/dog,wolf what ever you call them bite-in it fitting end to the game :)
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pr0ger
Posts: 221
Joined: Tue Sep 21, 2004 6:57 pm

Re: Your Feedback

Post by pr0ger »

post-Patch 1 remark :
When you kill a mob, it disappear 5 seconds after... not enough time to the quartered mats to appear sometimes too.
Circular attack allow me to kill 2 or 3 mobs in a row, I can only loot 1 then others disappear.
In teams, only tankers can loot, healers don't have time to get their mats.
I suppose you (Nevrax Devs) will create some shared loot system, so you'll remedy to that issue.
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vin99
Posts: 256
Joined: Tue Oct 12, 2004 4:41 pm

Re: Your Feedback

Post by vin99 »

pr0ger wrote:post-Patch 1 remark :
When you kill a mob, it disappear 5 seconds after... not enough time to the quartered mats to appear sometimes too.
Circular attack allow me to kill 2 or 3 mobs in a row, I can only loot 1 then others disappear.
In teams, only tankers can loot, healers don't have time to get their mats.
I suppose you (Nevrax Devs) will create some shared loot system, so you'll remedy to that issue.


i have the same problem. my suggestion is to make it disapear when the loot has been taken out of the mob. (sinse i thought it was like that but i found out it was not :) )
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sbateman
Posts: 24
Joined: Tue Oct 12, 2004 7:51 pm

Re: Your Feedback

Post by sbateman »

Before Patch 1: A nice relaxing game and even a little entertaining. A great game to pass the time while i waited for EQ2.

After Patch 1: An expensive beer mat in the form of a CD, a spare DVD case for a blank CD and booklet of toilet paper. 3 hours wages in a job i despise wasted on this s***.
neuro6
Posts: 3
Joined: Wed Oct 06, 2004 4:25 pm

Re: Your Feedback

Post by neuro6 »

Ok i DO like the new vendor system alot it gives everyone a better chance at better EQ and matts,The new combat mode however seems unballanced guns are practicaly useless mages have a sever disadvantage too coz they die before you can kill most xp yealding mobs, i see that the game is more geard to the group players but even the most social persion wants to hunt alone from time to time.
The new harvisting sux big time i feel asthough i was advancing too fast now i cant get the mats i need for crafting it sems to have gone from one extream to the other, the explosions and toxic clouds make it close to impossable to get good mats, if that isnt enough the harvisting actions fail so offten even if i do get a mat from it they are of such poor qulity that i cant use them :( some tweeking is needed here i feel, this has the potential to be an exelent game if some ballance can be found :)
splatnim
Posts: 3
Joined: Sat Oct 09, 2004 12:11 pm

Re: Your Feedback

Post by splatnim »

balance is what is needed, some people had it easy and some had it hard, magic was a grind i found and now at least it seems like skills other than blind are worth getting.
troll16
Posts: 171
Joined: Fri Oct 08, 2004 9:56 pm

Re: Your Feedback

Post by troll16 »

Re: Wheres the fun now?


Unfortunately I have to agree patch 1 has ruined the game play, now even the new patch has made foraging a joke. Instant focus heal what's that all about? What is the point of having focus heal 1, 2 etc when you have instant focus heal. Also eventually there will probably be so much material around that there just won't be much demand for it.

Some people are saying that it's good because you don't want people leveling to quickly at a high level (level 250 I believe). What would have been better is let people advance to level 250 as before the patch then introduce higher levels (taking levels to say lvl 500) and these next 250 level tie these into your 8 year plan so that these next 250 levels are at a much slower rate. The problem that I see happening by slowing the lower levels down, is people will get bored because their character will be so limited in what it can do. And very few people are going to wait 2 years before their character can do anything useful. In 2 years time this game will probably start to look dated and the only way you will keep players is if the game play is good.
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keriann
Posts: 299
Joined: Sun Oct 24, 2004 2:05 pm

Re: Your Feedback

Post by keriann »

a suggestion? here it is:
FIX THE MONSTERS TO THE WAY THEY WAS BEFORE

why? here are a couple of good points:

1) hitpoints are LIMITED and alone you can heal yourself only once each alot of time, with the self heal focus... this means YOU CANNOT solo things. and this is wrong to force someone to group, not always your friends are online to group and not always you WANT to group, since not always you need to fight monster because you are hunting them. sometimes you just need to WALK to an extraction zone and you cannot expect an escort of people to FOLLOW you just because you want to harvest something.

2) now combat is too fast and too frenetic, this is wrong expecially for the most lagged people, who have problems in targeting or healing or raising people fast enough. Before having the monsters alot of hitpoints fights lasted longer, letting the spellcasters to cast spells, and heal more equally. you MUST keep in count that players DOES have latency times. this is not a first person shooter game you turned it into that. for the name of heavens TRY to guess what will happen when an invasion of kitins comes.... total defeat for EVERYONE since no one will be able to react in time. you want this game epic? let people face 3-4 monsters at the same time.. this is not possible now not even with yubos.

3) lower monsters resistances to magic, wizards are useless now, yes before there was the 'blind' exploit more or less (never understood how it did work), still it is not a good excuse to make a class totally useless. rework blind to lower the hit rate of monsters instead of just having them stop attacking. that's more for the stun. if you want to make things more difficult... make more varied monsters... psychopia should be immune to blind as like other plants.. heck they do not have eyes! but could be more sensitive on other kind of attacks like stun.

4) now the aura stanzas are useless... since if something makes you 270 damage in one blow... what point it has if you got 500 hitpoints, regenerate a few hitpoints faster?

in conclusion, you had a wonderfully working system before. some says a bit easy (not for me I was getting killed by scowling raguses even before, just I HAD a fighting chanche... now not even with one.) WHY YOU FIXED SOMETHING THAT WAS NOT BROKEN?
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