Additional Tweaks to Foraging - Please Discuss

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cerest
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Additional Tweaks to Foraging - Please Discuss

Post by cerest »

Here are a few things that the devs are working on in regards to foraging. Here's what to expect in the future:

1) Some MPs (raw materials) of high quality will be very hard to forage for a player who doesn't have the sufficiant skill level. This will happen in particular in the prime roots. But the prime roots remain interesting for foragers of lower levels, although they can't forage the best MPs.

2) The deposits will have a limited quantity of MP. Once the players have foraged everything in the deposit, it will remain empty for some time. This should have a big impact in the PvP zones, as players will be able to defend their deposits against other players.
Last edited by cerest on Fri Dec 17, 2004 3:24 pm, edited 1 time in total.
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sydius
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Re: Additional Tweaks to Foraging - Please Discuss

Post by sydius »

cerest wrote:Here are a few things that the devs are working on in regards to foraging. Here's what to expect in the future:

1) Some MPs of high quality will be very hard to forage for a player who doesn't have the sufficiant skill level. This will happen in particular in the prime roots. But the prime roots remain interesting for foragers of lower levels, although they can't forage the best MPs.

2) The deposits will have a limited quantity of MP. Once the players have foraged everything in the deposit, it will remain empty for some time. This should have a big impact in the PvP zones, as players will be able to defend their deposits against other players.
Sounds fun to me.
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aylwyne
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Re: Additional Tweaks to Foraging - Please Discuss

Post by aylwyne »

First, I'm not sure what "MP" stands for in this context but, whatever the words, it's clearly referring to a material source.

1) It really depends on what you mean by "the prime roots remain interesting for foragers of lower levels". If this means there are still spots I can harvest without being dependent on a team, then I think it's ok. If it ends up being something where a low level harvester can tag along with others in hopes of getting xp, then I wouldn't like it.

2) I really hate the idea of PvP in general. If I wanted a game to capture something and defend it against other players, there's plenty of FPS out there that are much more exciting for that. I sincerely hope that prime roots mats will not only available to those who want to PvP.
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sydius
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Re: Additional Tweaks to Foraging - Please Discuss

Post by sydius »

aylwyne wrote:2) I really hate the idea of PvP in general. If I wanted a game to capture something and defend it against other players, there's plenty of FPS out there that are much more exciting for that. I sincerely hope that prime roots mats will not only available to those who want to PvP.
Just think of them as smarter baddies. They are weaker, too. And slower.
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zumwalt
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Re: Additional Tweaks to Foraging - Please Discuss

Post by zumwalt »

MP = Mat Points or Mat Life, meaning that a source with 100 MP has a total of 100 mats that can be obtained before it runs dry.

Although discussion of this, might lead to heated battles, the problem is that it is becoming increasingly harder to obtain the mats we desire, even for grinding out the levels in general.

Our community is mainly adult based, and most players are not going to care one way or another about fighting over sources.

All this will do is take us casual players and tell us that if we don't play hard core 24 / 7, we will most likely not see any resources, once a high level forager is able to reap all the mats, we get online while they don't have a job and spent 12 hours empting sources, to find the land dry.

So, we then log off the game, go fix dinner, take in a movie, read a good book, and try the next day.

Since we have lives outside of the game, and are casual harvestors, we get home to play our measly 2 or 3 hours in the evening, to find all the sources.. yet again.. dry..

So we rince and repeat what we did the night before.

Come the end of the week, we have forgotten that Ryzom is a fun game, cancel the account, and finish reading our books, or just having fun in real life in general, and took our $15 a month and bought a papa johns pizza and 2liter of soda.

There is really not much to discuss, it is already apparent that the harvesting of mats is becoming increasingly harder, sources are drying up, and our mektoubs can't hold all that we want them to, so our storages are slim, especially if we want to save mats for when the lands dry up and we are the only ones with mats to craft items.

We can't craft from within our 1million dapper appartments like we can our packers, so its wasted space and money.

I can agree on the difficulty of harvesting matching that of the lands the mats are found in, but limiting the amount of mats even farther than what they are right now, will reduce the number of casual gamers in Ryzom that do nothing but harvest and craft like myself.

The other night, I took my packer into Fleeting Gardens, parked him and harvested for 5 hours, at the end of the 5 hours I had around 400'ish mats on my packer at a level 88 forest harvestor (now level 90).

From those mats, I was able to make enough armor / equipment to gain a total of 3 crafting levels, 1 in 2h melee, 1 in heavy armor, and 1 in jewelry.

During the harvest, I had gained 2 harvesting levels to take me from 88 to 90.

The system as it stands based on this 5 hours of soloing, gave me equal to 1 level per hour, 2 in harvest, 3 in craft.

Now your telling me its going to get harder because the mats are going to be rarer and take longer to replenish.

This in turn tells me that my 1 level per hour is going to be 1 level per 2 or 3 hours.

That 5 hour on a week night run to get mats is a rare occasion, so moving forward I can look forward to maybe 1 level every few days?

I am just trying to understand what is coming.
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iphdrunk
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Re: Additional Tweaks to Foraging - Please Discuss

Post by iphdrunk »

aylwyne wrote:First, I'm not sure what "MP" stands for in this context but, whatever the words, it's clearly referring to a material source.
IMO, it's a direct translantion of french "MP = Matières Premières", a.k.a Raw mats. It's a commonly used acronym


HTH

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parisg
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Re: Additional Tweaks to Foraging - Please Discuss

Post by parisg »

I fully aggree with Zumwalts opinion. The last few weeks I found myself less and less playing Ryzom. The final break occured when they closed down the roots by adding aggro to the porter points. Hours of sneaking by and finally getting the ticket have been destroyed.

I finally quit the account.

Ryzom does not offer anything for me as I am only able to invest an hour or two into the game on a regular basis. The slowdown of the gaming made the lack of content more obvious to me. I was able to carry on until now but as Nevrax does not provide new content but rebalances the whole game I am no longer willing to have a part in this.

I would like to thank the community and Pegasus Foundation which has more than once shown me the excellent people that still believe in this game.
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neofuzz
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Re: Additional Tweaks to Foraging - Please Discuss

Post by neofuzz »

As I understand it, this would apply to only high grade/ high quality materials. So harvesting basic, fine and choice materials in Fleeting Garden would be no different. I really doubt that devs would view basic, fine and choice nodes of up to 100ql as high enough to require any limitations Zumwalt, so relax a lil and try not to over-exaggerate things.

This could create a more competitive market amongst high level crafters, however it could also introduce serious issues into the game... such as camping and griefing to monopolise certain areas/materials.

Personally I'm indifferent to such prospective changes either way. I would view it as a positive aspect to increase competitivity in the high end marketplace. Should any camping/griefing issues arise because of this I would deal with them as they surface and not worry bout them too much beforehand.
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aylwyne
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Re: Additional Tweaks to Foraging - Please Discuss

Post by aylwyne »

Another thing that really bothers me about #2 is that it seems to lead to camping, which i've never found to be a good thing in a game. In fact, it seems like one of the points Cerest used to support this was that people could now camp their resource spots.

Camping is great if you're a hardcore gamer with a large guild to back you up but usually works against the casual player who can't devote the time.
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madnak
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Re: Additional Tweaks to Foraging - Please Discuss

Post by madnak »

I don't like it at all. One of the reasons I came here was to get away from spawn camping and fighting over equipment.
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