patch 53 feedback on harvesting

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trenker
Posts: 366
Joined: Thu Sep 30, 2004 7:22 pm

Re: patch 53 feedback on harvesting

Post by trenker »

Speaking as a guy who runs a jeweller character, this game is already a click-fest. I thought I had harvesting sorted with a key for prospect, heal focus, select source and dig. Nice and simple, a couple more keys for self-careplanning and bingo, easy job. Now I have a touch of RSI from working with computers all day and I can tell you, being forced to use the mouse is a pain, quiet literally.

What kind of norbert programmers change a simple key mapping to benefit one group (bravo btw) but ruin it for another, then test it inhouse and on ATS for two weeks and then release it anyway.

The same kind of norberts who display strange percentages around the interface that mean nothing, relate to things that don't work, are calculated wrongly or simply always displays zero. Man they just cant get it right.

A while ago I suggested that Nevrax are going to have less content delivered more slowly because their underlying engine is a mess. Nobody really agreed with me saying that 'bugs take time to fix'. My theory is based on the fact that a comlex mess gets harder to debug and move forward with every addition and 'fix'. Not good for an evolving world or a system that is yet to be finished. It seems I may have been right because Nevrax is now spending the effort to fix the bugs and underlying systems before moving forward with content. This sounds great on the surface but it implies the guts of the engine are not good enough. In simple programming terms this means that you have just written a big fat mumma of a program and have realised that it doesnt work very well/reliably/consistently and that it wont get you much further because of its fundamental flaws. This is normally the time when I throw my code in the bin and start again. It saves so much pain. But then again, my programs that have had these problems never seem to attract paying customers.

So anyway, well done Nevrax for the overall attempts and fixes, but get it right boys! Be good responsible programmers. If the prospected source text and bars are being hidden by mobs, dont just slap a refresh display on it so that it fights with the other graphics and flickers. Get stuck in and write some proper software that does the job correctly, completely and clearly.

And boys; if you dont know what the jewel resist percentage is, dont just bung in 0% and leave it for someone else to code and then decide to remove it. Think about it once, decide what it is and do it right first time.

And the inventory, dont just dump the items in the display in whatever order your database sorts itself, think about the user and list the items in a way that makes sense. How hard can a sort order be?

End of rant. Thanks for you patience.
vutescu
Posts: 382
Joined: Wed Feb 23, 2005 8:51 am

Re: patch 53 feedback on harvesting

Post by vutescu »

Did you ever noticed, guys, the boredom of the staff standard responses: "This is a known bug, devs are working on it" "This will be fixed soon" "Next patch will fix this" "I shall send your ticket up to the devs" "Devs are working on a new patch, and this bug will be fixed".
Gold game? Retail version? Why do they have so many patches? "Atys is a living world and devs are working hard to make changes" My a** living word. A patch fixing some nebulous names (and wait for the server reset to have them working) is giving us at least two annoying bugs (space selection and tools with 0 hp). I'm not intend to advertise, but a retail version is bugless and free of unexpected changes in the course of the game. At least this was the way I find other games I've played.
Don't get me wrong, I love the game, I was here in beta (btw, that emote is really a sh**y reward for beta testers), I also took the game for 1 yr in advance. But reading the formus I was *unpleasant* surprised that the devs are taking player sugestions in consideration only when they (players) are leaving the game in crowds.
This is not the way to run a game server, Devs and Players. I will stay in game - not because I payed but because I like it - and I will try to manage in my own way those changes and stuff.

Sorry for my bad english.
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kibsword
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Re: patch 53 feedback on harvesting

Post by kibsword »

I'm sorry but most MMOs of this complexity will have these sorts of bugs. I would be very surprised if there wasnt tbh.

As for the targetting source. I did the macro thing, and dragged it to my action bar, and its soooooo much easier than the old space was imo, I'll never go back to space :D
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glipe
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Re: patch 53 feedback on harvesting

Post by glipe »

I have rarely seen a PC game that did not need patching. I have never seen an online game that has no bugs. Therefore online games need patching for more than just content update. Every MMORPG I've ever played or seen played has more bugs than a pietri dish! And in coding more problems tend to be caused than solved when changing stuff. If you played through beta and didn't expect this I am greatly surprised!

Also, I love my beta title and emote. Have you seen how jealous people are of the title? :D When you just can't attain something, it becomes very valuable.
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vutescu
Posts: 382
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Re: patch 53 feedback on harvesting

Post by vutescu »

glipe wrote:Also, I love my beta title and emote. Have you seen how jealous people are of the title? :D When you just can't attain something, it becomes very valuable.
You made me VERY curious. I will use it in game just to see others reactions. Otherwise I don't give a sh** on titles, I just use "homin".

I believe value of a player is not shown in titles but in his/her reactions or interactions with enviroment and other players.
Someone can be "avatar of destruction", but if he spend his time making fun of noobs or bringing agrros of high level in low level areas.... it worth no more for me than someone who play for free 15 days then opens a new account to play free another 15 days.
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borg9
Posts: 1976
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Re: patch 53 feedback on harvesting

Post by borg9 »

For those that worked hard on get prospect with Knowlege 1, 2 and 3.....

This is a tip, discovered by Melanija that will help.

You can create single targeting macro with contains numerous lines that use the 'Target entity' command.

Prospecting without knowledge pops a source with standard text and [Your Name]

so you only need one line in the macro

With knowledge 1 you get the material type so you need to add one line for each material type .... Resin, Sap, Node etc

With knowledge 2 you get the material type and material name so the number of lines you need to add increase, Best advice here is to add you favourite ones.

With Knowledge 3 you get the grade too so you are into silly numbers of line, but if you stick to you favourites you can keep the list shorter.

The way the macro system works means that if a line fails it performs no action, so you will end up with a target on one of the source names you have listed.

This is a lot of work to set up initially, but if you rely on a key press to select your source then its very useful.

This workaround will allow Nervax the time to full test the fix for this, provided they don't consider this 'step backwards' as the final solution.

I recommend spending sometime playing with as they are very useful.
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hans1976
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Re: patch 53 feedback on harvesting

Post by hans1976 »

borg9 wrote:For those that worked hard on get prospect with Knowlege 1, 2 and 3.....

This is a tip, discovered by Melanija that will help.

<snip>

This is a lot of work to set up initially, but if you rely on a key press to select your source then its very useful.

This workaround will allow Nervax the time to full test the fix for this, provided they don't consider this 'step backwards' as the final solution.

I recommend spending sometime playing with as they are very useful.
Very good tip! As a macromaster I hadnt thought of this was getting used to the initial shalah targetted...

I just hope I make the macro's during some server stability cause the last time I was editing them, I kep loosing them. Oh, my bad, those are the actions, the macro's are stored locally.
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borg9
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Re: patch 53 feedback on harvesting

Post by borg9 »

hans1976 wrote:... snip ... :P

the macro's are stored locally.
they are also editable in a text editor - Advance users only - I don't take any responisiblity if you go insane due to being unable to play because you edited you game files (also I guess you a surfing close to the edge of the EULA).
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sprite
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Re: patch 53 feedback on harvesting

Post by sprite »

borg9 wrote:(also I guess you a surfing close to the edge of the EULA).
Not quite... You just jumped over "the line" and then peed on it :p
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borg9
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Re: patch 53 feedback on harvesting

Post by borg9 »

sprite wrote:Not quite... You just jumped over "the line" and then peed on it :p
Thanks me old forum friend .... but if you want to enter ALL the mats and grades and type .... well cut and paste can be you friend.

I personally have got used to the lack of spacebar as I tend to check the amount of mats in the spot before I dig it ..... I hate pull air for 50% of the time :P

Put more mats in the source, or give us a stanzia/rite that does it.

Maybe the Karavan - can show the homins 'strip-mining' actions
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