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Re: Common materials change - beware

Posted: Thu Jan 13, 2005 7:01 pm
by usinuk
1mage wrote:Stops all these half bake crafters using half choice half fine mats and passing it off as choice gear..
Hope you're not a mage - using all choice/excellent/supreme mats in an amp leads to lower bonuses, which means I suspect you'll see a lot more basic q amps being made. Not worth it to take the higher q amps if you make good amps now.

And I do have customers who like other colors for armor besides blue/red/white/black. Yes, you can get other colors through quartered mats, but good luck getting enough all choice dropped mats to make a full set of medium q heavy. I always warn the customer of the consequence of a nice turquoise set, but it should be their choice.

On the surface this looks ok - I mean, who wouldn't want to be assured of at least all choice medium quality gear - but below it we have yet another stealth nerf for crafters. Less choice = bad. Wish they'd fix some of the old ones before targeting us again.

Re: Common materials change - beware

Posted: Thu Jan 13, 2005 10:27 pm
by bragoss
also using choise materiasl doesnt nessesary(sp?) mean better stats, i can craft weapons with better stats using a combo of fine/choise mate then with choise mats alone, choise have higher total 'stat-value' but not all stats are usefull for a specific item.

and ofcourse the colors :(

ah wel guess we'll have to live with it..

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 2:46 am
by dam23
Actually, i believe that my suggestion of putting the bars (you know, the preview bars we get when crafting) in the item's info was much better.

Even though I like the idea of being able to craft medium only with choice+ , people sure will get tired of red/blue/black/white soon.

Furthermore, I believe any crafter willing to actually *sell* stuff crafts at least in choice, thus good stats on the item, w/o the need of showing off a medium ql craft.

Now, I hope the MQ/HQ plans give the crafted item a bonus (+10%,+20% stats for example) because other than the looks, they're very useless right now.

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 3:15 am
by wak313
Hey all, I am at work now and 7 more hours till i get to experience the final deploypent of chapter 2.3 (I' m Australian)

Anyway, as a forager/crafter who makes full medium plan heavy armour set and medium plan amp i am very interested in this topic.

For starters i actually only came back from my holiday last week and was dumped naked in dyron with no knowledge of the kitan invasion (thought it was a one day event as per forums) and was killed before i could read the yellow MOTD about it by a loverly Elite Warrior Knicher....

In fear of having massive DP, i spawn in Pyr and realised i was naked with no weapons or armour on me... so i purchased the best set i could find (and use)
Q90 basic heavy armour and q90 basic pike of damage.
Now the armour looked awesome (purple) but i thought "hang on.. it looks like the red stuff i craft" then after reviewing the stats found it was infact medium plan (this is not said while in the shop).

Anyway there have been times where i crafted an AMP with 2 excellent mats, and the rest choice and it was called "excellent amp of...."

So i am in favour of having basic fine = standard plan, choice + for medium plan and excellent + for high plans.



Also as a question - is it true that all choice mats nerf your amps bonuses?

All my amps are 60% for all but two stats which are 100% for one and 49% for the other. I was happy with these stats..... (and they are healing speed = 100% and elemental speed = 49%) ALL power = 60%



Anyway hope its going well, and soon i will be online to find out and enjoy myself!!!

P.S (Off topic - but what does a ridable mount cost??)

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 3:25 am
by dam23
mount is 612k
food for it is 12k each (and the damn beasts are starving...)

Now regarding thine post:

"after reviewing the stats found it was infact medium plan (this is not said while in the shop)."

1- yes it is said, when you click on the item, you'll read "fyros medium ql light sleeves" for example
2- looking at the stats you find its medium ql o_O ?

"So i am in favour of having basic fine = standard plan, choice + for medium plan and excellent + for high plans"

I dont think this is fair, some collect armors simply to have different clothes to put on. What about roleplayers ? (even though I'm not one)
We already had people looking like twins (and i'm not complaining here, in ryzom you get a decent character customisation system), now, we're gonna look like twins and be dressed like twins...
Furthermore, what about players that leveled crafting by buying mats from the merchants, or got the mats from guildmates, or whatever other means.
High level crafters that wont be able to craft in HQ anymore since they'd need supreme only mats... not fair either (even though I dont think any high level crafter has a crap harvest level, but it might be)

Anyways, off to sleep.

Keep that in mind meanwhile:
MMOs change, by definition.
Major changes *always* come as a big surprise, be it good or bad, we'll get used to it in a couple days, as we got used to harvesting w/o the "focus instant regen" thingy, back in the first days.

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 4:02 am
by usinuk
wak313 wrote:Now the armour looked awesome (purple)
See, this is the part that I don't understand about how people state that they were being ripped off under the old system. All you need to do is look at the color of the item and you'll have an idea of what went in, and once the vendor color fix went in that wasn't hard to do at all.

Nine times out of ten anything that's purple is majority-composed of grind mats. Pretty simple rule to never buy anything purple. And ya, you could make a nice red item of 51% choice and 49% grind, but a simple stat comparison would tell you that something was wrong.

Oh, one more thing.

It looks like quantities of mats required for medium quality items has gone up too.

Medium quality light armor now seems to take 4/4/1/1 for the vest and pants, not 3/3/1/1 as in the past. Medium qual heavy has gone up even more. (Don't have the numbers in front of me.)

Another nice unannounced, unfeedbacked, stealth change (ahem nerf) for crafting. What will they think of next....

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 4:26 am
by wak313
usinuk wrote:
It looks like quantities of mats required for medium quality items has gone up too.

Medium quality light armor now seems to take 4/4/1/1 for the vest and pants, not 3/3/1/1 as in the past. Medium qual heavy has gone up even more. (Don't have the numbers in front of me.)

Another nice unannounced, unfeedbacked, stealth change (ahem nerf) for crafting. What will they think of next....

NOOOOOO!!!!! i will never reach q100 heavy armour now :P GRRRRRR



In another response - i do see how the whole "twins" things are a big problem - especially since i am currently trialing (to be an online buddy to a mate) Everquest II - and i must say i am yet to find someone who looks like me! haha

As for those grinders who are high plan crafters - well i can see that if all the PR issues listed here are true (i am not a PR forager) then it will certainly slow things down - as a Choice harvester / crafter of Dyron (i can forage/craft for 4 hours - i can get 3-4 forage levels and 6-10 craft levels as of 3 weeks ago) so i am not restricted by source availability, only slowed by the now mentioned increased mat requirements (do we get better stats for medium and high plans now also???)

HOWEVER as i think was mentioned in here somewhere.... if LOTS of people were pulling supreme mats, crafting supreme high plan stuff..... where is the value in them, and the desire to have them???


I know plenty of people who have made level 250 in at least one skill and way more who are over level 200 in several skills at once... once the player base starts leaning towards the level 200-250 mark as majority... what then???

So if the rewards for those who have "grinded" are easily available to those who havent... and if too many people get to the "top" too quickly.... the pressure on the Devs to do something; like make the skill tree go to 500 and think of new skills to keep the interest of those high level players; will come at a cost to all us low/medium players that complain about no quests, missions, outposts, content....

the game will stay as a "level grinding tool" so i say to those who got to enjoy PR in the early days, and to those who have already passed level 200 in PR forage and or craft - well done; but be glad its harder as it will break your robotic zombie like SoR time into alert, strategic & different and ultimately rewarding time.....



Here is an exmple off topic to demonstrate why harder is better for the highest levels of anything (skills, items, etc)

I got Doom 3, finished on easiest in 24 hours...felt good; so i played on hardest and get nailed over and over, then i use cheats on hardest and finish in less then 12 hours.... felt empty... no reward... to easy... no fun.
And i was left with no desire to try again....


There are no cheats in SoR, only exploits that get closed quickly after discovery... but if after 1,2,3 months you have reached top level in your main 1 or 2 skills (e.g 250 forage, 250 craft) what will you do?

Stop digging and making stuff?
Why did you dig and make stuff in the 1st place?

To watch the numbers grow? or to make stuff for yourself? or to make stuff for your friends, guildies etc?



I craft q70 medium plan heavy armour and amps - i make it for myself and my friends.... i love to see the numbers go up yes, but the most reward to date was to get the medium plan (pretty shinny armour and glowing amp), and am now striving for the high plan. Also rewarding, is keeping up with my melee and magic - which i am not quite achieving :( , and my friends.

Need to craft q90 armour and q110 amps :P


So (yes its long i know - but its friday and i am not home playing!!!! haha)

until i am at the level as per most posters in this thread, i cant really make a solid reponse of what should or shouldnt be, only how i feel it may or may not effect me now and when i do reach there....

so good luck all, and whatever the outcome, try and be happy and find reasons to stay with us all!!!

SoR for the long haul!!!

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 6:20 am
by blogie
I'm sure there will be a level cap chainge. even now there a level 200's so cant be long bifore the cap gows up (hero skils?)

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 7:40 am
by hans1976
Short thing about the basic quality, med nd high.
When I use the same mats for either of these plans, what will the difference be? People wont buy my basic plan armour "cause it aint the best".
That is silly, it is very very good! But it doesn't use med. plans.... I guess I have some SP to spend now :-P

Re: Common materials change - beware

Posted: Fri Jan 14, 2005 8:35 am
by borg9
hans1976 wrote:Short thing about the basic quality, med nd high.
When I use the same mats for either of these plans, what will the difference be? People wont buy my basic plan armour "cause it aint the best".
That is silly, it is very very good! But it doesn't use med. plans.... I guess I have some SP to spend now :-P

Feed back after a bit of testing ...

Any mat ... from local region can be used on any region plan.

You can still make HQL tryker out of basic mats - this is cool as we can still get colours (as for the customer getting crap, if they don't like the stats on the armours they don't have to buy it! ..... Armours made out of the WRONG choice mats can be just as bad as armours made out of the right fine mats)

Extra mats in plan - this is awesome, more mats equals greater mixing of the right mats, they stats get a big buff from the extra mats and the even better bit MORE MATS = MORE XP per craft = LESS GRIND !!! woot!

I am still wondering what the patch note means becuase I could use lake choice mats in my Fyros armour plans!