Adjusting to Patch One: It Ain't All Bad

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yy48n19
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Re: Adjusting to Patch One: It Ain't All Bad

Post by yy48n19 »

Hey, russek; sorry about all that. Here's my responses, and I'll start with your question about the 1500 xp, which I don't have an answer for ;) :

russek wrote:And I'd like to know just what can i kill now that gives me 1500xp, im at 140+ mele and i've killed things around a 100 that had almost killed me and for like 50xp points.

I don't know, russek, as I'm not 140+ melee. I've read some of your other posts and the posts of other high level players since I started this thread. When I wrote the first post, I wasn't aware that things were as unbalanced as you described them at the higher levels. If it is truly like that, and I'm assuming it is since I've heard several people saying the same thing, I'd agree that it should be fixed.

russek wrote:Combat is fast-paced and demands more quick reflexes? what do you need reflexes ??? for pressing next kind of attack?

Well, er, yeah... that's basically what I meant. You got it; reflexes to press the button to choose the best attack.

russek wrote:Thats not good, before you could try more diferent kinds of attacks cause the fight lasted longer, you could be more tactical about it, now its only chose best attack and wack! wack! wack! its over. that's not as fun as it used to be.

Okay. I like the short fights, myself, for the reasons I stated.
"To become fully alive, a person must have goals and aims that transcend himself."
--Herbert Otto

[yy48n19]
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tinpony
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Re: Adjusting to Patch One: It Ain't All Bad

Post by tinpony »

yy48n19 wrote:I think he or she is dead on with this one. One of the things I have noticed post-patch is that you never hear of anyone even mentioning going to other civilizations anymore. Before patch one, that, along with getting into the prime roots, were the major things that the high-level players were doing. I think that that didn't fit into the vision that Nevrax has for the game; the meeting of the different civs and exploration of prime roots are supposed to come much, much later in their timeline. If you think of it in terms of the story, it pans out like this:



Homins were decimated by the kitins. Thousands died, and the few that were left were shepherded by the united efforts of Kami and Karavan to refugee lands. Each civilization spent three generations there. It was a long time--again, three generations--before things had settled down to the point where the Kami and Karavan felt it would be safe to return homins from isolation back to the surface of Atys. And this is where we, the players of SoR, find ourselves now--facing an overtly hostile new world, trying to survive and rebuild from the ground up.If you think about it like that, the fact that people were running around digging materials out of the prime roots and staging massive guild migrations between civilizations seems out of sync. I believe this is why the devs implemented patch one.

I can understand what you're saying... and I see why you are saying it but I tend to look at it from another perspective.

I am a fairly low level character. Low 80s in melee. In fact, my best skill is jungle forage at around 102. I am clearly not 'meant' to be travelling. But think about it from my perspective. There are no clear archetypes in this game of the 'fighter/mage/rogue/cleric and never the twain shall meet' variety. You are given open ended options for character creation.

Under the 'old' system (and I'm not going to call it the better one, I think there were better and much worse points under the old one) simply playing the game the way I was kept my character balanced. All of my skills in melee, forage, and craft were within ten points of each other up to level 80.

Half of the time, I wouldn't level anything for days and my team-mate and I would travel as far range as we could just in search of cool screen shots and interesting harvest. Heck, I have a bag full of cool forest forage, and I haven't even made it to Matis yet (unless you count the desert bit at the top). That, to me, was the reward for my effort... stuff I can't even use and neat pictures.

Along the way, I met some really cool people in Fyros and in Zora.

Along comes patch one.

Now, like you said, here comes the feeling that we were doing something wrong by exploring. This is somehow our fault (and this is not the impression your post gave me, it's the idea I personally am feeling) that we were exploring and we needed to be stopped.

What was once a wide open world has become closed in and claustrophobic. What was once an open-ended story because linear. You *will* stay in Cities of Intuition until you hit magical level... *ding*. You *will* stay in Maiden Grove until you hit magical level *ding*. You *will* join a guild. You *will* wait until you are magical level *ding* to travel in the roots.

Name me any disaster and then ask... did everyone huddle in their houses until they were military generals and university professors before attempting to rebuild? No. To the brave go the spoils. I never found anything we did 'easy'. We maxed DP for than once in a quest for a certain location. We have the Edmund Hilary 'because it's there' attitude. We'd be 'rangers' if there was such an archtype here.

We were in Havens of Purity foraging when I said 'you know, we've never been to Paramount Stock'. So we went. We threaded through herds of aggro, over hills, around najabs, blind ends and goo and we got there. Yay. We took a couple pictures and moved on.

Yesterday we tried to get some of that back...

Cutlers aggro us from 100m away. Seriously. We were in a pack of herbivores and there were a cluster of cutlers around a named cutler. We were sitting 80m from the closest one when two in the middle of the pack broke out running and killed us.

I took a look at a roots teleport spot I got. I really should have taken a screen shot. A solid, no gap line of voraxes. Behind that, a solid no gap line of jugula. Behind that, a solid no gap line of tyranchas. Behind that, a solid no gap line of kinchers. I waited 15 minutes and not one of them moved more than 5m.

We used to go looking for white resin in a town with a teleporter. So did a lot of other people because one day the kiban were replaced by kinchers. Kinchers... in a kami controlled tribal outpost. One actually permanently sat under the kami. To my way of thinking, this is completely counter to the established lore of the game. The karavan and the kami repelled the kitin... except for the one that sits by the black garbage bag and kills all livestock and visitors. Hmmm.

I've tried not to say anything on the board because I don't want to add to the negativity. I enjoy the game. Hey, I can make 20 craft levels a night. Woo. I don't intend to quit at this point. I think the GMs have a tough job, but they are doing the best they can. I question the logic of the patch, but I can't deny that they are trying to balance out the effects. I think that in the long run, it'll be a blip on the radar... at least I hope.

What I resent, and this is where your post comes in, is the heavy-handed and clumsy attempts to force a linear path on people. *If* the devs don't want us in the roots, block them off. Make it a cooperative effort where a group either has to kill a guard regiment to open it up, or mine an opening or open a guild post or something. Make it part of the storyline. Don't just say 'x numbers of mats were mined here today, toss a kincher in there'. Don't say 'a guild went through here, give everything 100m aggro'. Don't say 'people are mining here, we'll give boss mobs 120m aggro and allow them to hit through walls 50m away'. BG got killed several times by creatures who would kill him, wait for him to respawn, run 200-300m back to him and kill him again... or torbaks that were killing us when there wasn't a single thing within 50m... creatures that were standing on cliff tops above us, still managing to hit us.

I don't want it to be easy, all I want is a chance and, I want to play an open ended character in an open ended game. That, to me, is what the devs have been telling us all along is the way I *should* be playing.

Tin.
euwest
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Re: Adjusting to Patch One: It Ain't All Bad

Post by euwest »

70ish melee here still not having trouble soloing. Linuxprox(190ish 2h slashing melee) not having trouble either from what i've heard.

i guess there could be a gap between me and linux..?

i love the new challenge. melee was so boring before, i could go read a book while i auto-attacked. now i can actually die running around. gets my adrenaline going. that's what i'm paying nevvy for. ;)
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keriann
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Re: Adjusting to Patch One: It Ain't All Bad

Post by keriann »

finally after all the whining I adjusted perfectly to patch one.... I will wait, look the end of ryzom on monday, and play world of warcraft open beta by monday being happy and totally forgetting about ryzom ^^
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yy48n19
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Re: Adjusting to Patch One: It Ain't All Bad

Post by yy48n19 »

keriann wrote:finally after all the whining I adjusted perfectly to patch one.... I will wait, look the end of ryzom on monday, and play world of warcraft open beta by monday being happy and totally forgetting about ryzom ^^

Sorry to see ya go, but have fun in WoW. It does look good. :)
"To become fully alive, a person must have goals and aims that transcend himself."
--Herbert Otto

[yy48n19]
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keriann
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Re: Adjusting to Patch One: It Ain't All Bad

Post by keriann »

come along then! ryzom whithout player base is dead anyway :D
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yy48n19
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Re: Adjusting to Patch One: It Ain't All Bad

Post by yy48n19 »

lol, I think I'm going to tough it out here, but I have been thinking about doing the open beta for WoW as well. ;)
"To become fully alive, a person must have goals and aims that transcend himself."
--Herbert Otto

[yy48n19]
Mellodi has left the bark.

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lupine04
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Re: Adjusting to Patch One: It Ain't All Bad

Post by lupine04 »

yy48n19 wrote:I tend not to fight too many things that give me 8 xp per kill; they go down quick and it bores me, mostly, plus I feel like I am slaughtering innocent puppies or something.


Ahh.. let me explain that more, I think maybe I didn't illustrate the situation right..

What I'm getting at is that the mob distribution is screwed up.

You walk out the gates of Yrkanis and you have Yubos and Caprynis and Bodoks that you can kill in 1 or 2 hits, that barely do damage - if they have time to - and then give you 8xp or so when they're dead.

Logic would dictate, "Okay, way too weak for me here. Need to go out a little farther".... So you do.

Here's where the problems begin.

You run another 20 seconds or so and the next thing you run into are Ragus and Gingos which are *many* times the difficulty of the mobs I mentioned above. In a matter of seconds, you go from something that's going to nip at your ankles for 20 or so HP at a time and just isn't worth fighting, to something that's going to rip your head off 200XP or so at a time and has a very high chance of killing you in the attempt.

You see the problem? There's no grey area. There's no gradient of difficulty. The mob distribution makes no sense and needs to be re-thought, in my opinion. Dark Age of Camelot has the same problem around the starter areas; there's this huge gap in difficulty between one group of mobs compared to the next.

Now imagine if you die. You have DP racked up that you need to work off. What to do? Run back out and fight the same thing that just killed you in the first place and risk even *more* DP debt? Or, stick around with the easy mobs and work it off 8xp at a time? Not a very good choice, either way.

This was a problem before the patch as well, but because the mobs weren't over-powered, it wasn't such a problem. You still had to respect the Ragus and Gingos, but at least you had a fighting chance of surviving the encounter.

In any case, I am going to keep an eye on this game and see if things are coming along better. But for right now, the extreme imbalance in mob difficulty makes it unenjoyable to play for me.

Take care..
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eschiava
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Mellodi - Please Read!

Post by eschiava »

Hi,
I would like to speak with you offline somehow but you seem to have your private messages disabled on this forum. Given my email address would you send me an email? Of if all else fails, post in the Game Issues thread at SoR RPA and we can talk there, thanks. I have some questions about your guild, and Ryzom guilds in general. :)

Miy's player
- Miyann, Hunter Mage of Matis
hollywd
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Re: Adjusting to Patch One: It Ain't All Bad

Post by hollywd »

I'm in full agreement with Mellodi, and view things much the same way she does. I do, however, acknowledge there does seem to be an issue with the higher levels and what they're still able to kill for experience. I'm hopeful these issues will be addressed and fixed before I reach that level. I'm in no rush to get there, as I'm not a power gamer.

These patches are actually better for me.. I was able to level in so many things so quickly, I kept getting sidetracked and distracted.. Now I am forced to focus on one thing at a time. This is not good for everyone, but for me, it is a good thing, I assure you.

I'm sticking it out to see what unfolds next. Good luck to you all.
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