same here (I think!)borg9 wrote:
Fanboi - if that is what I am then so be it!
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I only needed 2-3 hours to know Nevrax had gone too far with the patch. I came to the forums and posted my findings constructively.
They responded with Band-Aid patches almost immediately and have delivered a number of these since patch 1 over the period of one week.
After each one I have continued to play. If I didn't I would be unable to make any constructive comment on the game.
Its better I'll agree with you there but I think there are different issues now which I'll address now, based on your points:borg9 wrote:I am sick of people posting negative about a game that they have not attempted to play the game since any of these sub patches, but still post on the forums the game is broken. When ANYONE who is currently playing it, can see the majority is much better than it was pre patch 1.
I'm not sure about harvesting - I have a low (lv 43) lvl harvester and it seems fine to me. All of those 43 levels have been attained since patch 1.borg9 wrote:Harvesting has going to easy mode for high level gentle harvesters and challenging for the lower level ones.
I disagree with this but only in that the mission value before was far better balanced with the cost involved with crafting. Crafting should be a profitable exercise in my opinion, including the missions, with the NPC's providing a small amount of profit, and crafters looking to the player base to make more money. Eg the NPC should buy the item for X amount. Where X is greater than the cost of buying the raw materials (to reflect the price paid for the crafters skill). They should then sell similar items for X+20% (reasonable profit) as a basic stock of items. Ie made with basic mats. Player made goods should have default prices set to a realistic figure so crafters have to actively undercut the market, or sell at a stupidly low price. The default prices are way too low in comparison for how much the mats cost. The easy solution for me to this is to reduce the price of mats in the shop (and their default price) or increase the default sale price of goods. It is impossible to make a living as a crafter, due to the size of the player base, in the same way that a fighter can make money killing mobs, or a forager can make money harvesting mats.borg9 wrote:Crafting and the NPC merchants are basically cash machines. The destruction of the mission value and been easily replaced with player sales.
Its definitely doable - its a bit more of a level grind now as we're getting less xp but I could live with that - just a matter of personal taste. Challenging? Thats the bit I disagree with. As a tank in a group last night I typically ran up to a monster pulled it back to the group, stuck my maximum damage attack on and then went and got a drink as I didn't need to interact any further with the game. That sucks. I'd like styles and different actions to use whilst fighting that actually make sense. I could use attack after parry - but I do more damage with my inc damage attack, and stamina isn't an issue when I have people in the group healing my stam. Just some more things for fighters to do when tanking. Don't get me wrong - its better when soloing in this respect.borg9 wrote:Fighting is challenging and do-able, this comes from the fighters that are out there fighting as I type. (Matis - aggro - gingos has been a much-talked about issue from the first days I played in OB1. I think there must be a little exaggeration - as every change ever made to these beasts has never changed the player's views on them!)
no comment on magic as none of my characters use it enough to have a valid opinion - if anything it seems easier now tho.
you're right re not buying any games until they're correctly labelled and bug free - that is totally what we should do. But we've reached a situation where we're establishing a norm (ie these games advertise things they can't do yet and just promise to implement them later - I'd like to see that change so its more accurate). I think we actually need an independent body to step in and enforce this re false advertising.
The trouble is I can see that this game wouldn't take a lot to change to become really good. Everytime I get a new patch that skews it worse I get annoyed and to be honest I'm getting close to the point where I'll leave. I'm not quite there yet tho, and I'm still hoping that some sensible changes will be implemented to rebalance things, and actually add to people's experience in game rather than detract from it.
yeah good point. And you're right it is just my opinion. To be honest, I expect from a MMORPG the following:borg9 wrote:As for sub-par, that is your opinion. I believe that this game is far from sub-par. It is very different from all the others. Being different means that you can't compare it to other games. It may fall in the MMORPG grouping, but that does mean it should be the same as the rest.
1.a ground breaking graphics engine that makes me go 'wow!' when I see new areas
2.a balanced and rewarding gameworld that sets me challenges and gives me the ability to choose how I solve them, enabling me to create unique and memorable characters
3.an environment where roleplaying is encouraged and enforced by staff and ooc chat kept to a minimum. Otherwise just call it a MMOG - forget the RP bit.
(there's others but these are the main ones)
1. Ryzom does this
2. Ryzom does not do this for me - but I think it could
3. Ryzom does not do this for me - and I don't see any evidence that the community/nevrax care about this.