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Re: Q&A round III
Posted: Wed Mar 16, 2005 2:58 pm
by akm72
How about medium-armour helmets that don't cover the face, or cloth hats/hoods? If you can change the hairstyle, it should be possible, or so it seems to me
Re: Q&A round III
Posted: Wed Mar 16, 2005 2:59 pm
by hans1976
matteo81 wrote:1) With a lot of people reaching higher levels these days whta are you supposed to do with all the money you make?? Different class of apartment for 'class' of player?
I havnt even started crafting yet (nothing above 50) and already have 1.5million, would hate to think how much others have! My guild leadr says he can make over 1 million in a day comfortably. The financial muscle of a guild must be collosal, but to what end other than to collect dust / power level lower lvl people?!
2) Teaming option for harvesting? Ie if you team you just kill xp atm
To one and two I know the answer why it is like this and how to handle it.
Dappers can be easily spend by just that. Spend it on tp's, hairstyles, armor orders for exotic stuff etcetcetc. Just dont sit on it
2) teaming when harvesting is to get a high lvl digger and a low lvl digger. The lower lvl one cares and will get more xp then he could do alone. The high lvl one gets 20 ql150 mats, where if they were digging alone they would get 6 ql70 and 12 ql150. The xp for the high lvl is a bit lower, call it a tradeoff to more mats...
Re: Q&A round III
Posted: Thu Mar 17, 2005 7:00 pm
by johanca
- How many active players are ther on Arispotle server?
- Will you do something to help the players that cant spend all days online? (maybe increase exp earned somewhat if you have less playtime, ofcourse it should still be best to play more..) As i have a work and a girlfriend and still would like to see some growth in my characte i think this is needed.
Re: Q&A round III
Posted: Fri Mar 18, 2005 10:34 am
by juahonen
Will walking be of any use in the future? Currently we walk only when the server has some serious problems with running.
It would be extra nice if walking people could get closer to sleeping mobs without waking them up. And what about running in heavy armour? Halve the bulk a person can carry when he's running in heavy armour...
Re: Q&A round III
Posted: Fri Mar 18, 2005 10:52 am
by sprite
juahonen wrote:Will walking be of any use in the future? Currently we walk only when the server has some serious problems with running.
Walking is basically only used in event/RP situations when you don't want to look like some psycho running around, OR when you are using resource tracking and don't want to go past the spot you are tracking before the "distance to source" updates.
Re: Q&A round III
Posted: Tue Mar 22, 2005 12:26 am
by lawrence
As we are changing the Q&A schedule internally, we will be collecting questions twice this week (also meaning you will get twice as many answers).
I am hoping for more contributions therefore. A few hints from my side:
- Questions related to ETA's ("When will feature XYZ be added to the game?", "will we ever see feature XYZ?") are tough to get an answer on.
- Questions which simply suggest new features and "wishlists" do not belong in this Q&A thread. If you have suggestions or ideas for the game, the best way to submit them is to use the in-game support tool - there's a category dedicated to suggestions.
- The Q&A round is mainly meant to provide answers to gameplay related questions, anything that's currently in the game, things you are confused about or would like more information on, things that are inadequately documented. You can also ask us about policies, processes or procedures regarding patches, customer support, events, the website or the game itself.
It can also help looking at the answers published by Xavier from previous Q&A rounds in order to figure out what questions have the best chances to get an answer on.
A few examples would be... "Can you give us a list of all the /commands", or "Can a guild own more than one outpost at a time?",...
Hope this helps and I hope to see many, many more questions!
Re: Q&A round III
Posted: Tue Mar 22, 2005 12:34 am
by kibsword
Actually...
Can you give us a list of the /commands ?
Re: Q&A round III
Posted: Tue Mar 22, 2005 12:53 am
by moboid
1) Can you explain a bit about tribe fame and politics. In the current situation how can we identify what fame effects a tribe will have. So far i have been taking note of tribe alignment, race (npcs and building style) and the zone location. However even with this appraisal unexpected results often occur.
a few examples:
Icon Workshipers a Zorai race tribe based in cities of intuition, Kami Aligned award Matis fame.
Bridle weavers: Fyros race, Kami aligned tribe in Hidden Source have a Zorai fame of -66, thats the same as the antikamis and seems a bit extreme.
Are these examples bugs or working as intended? If so is there or will there ever be a way of knowing a tribes disposition before we get fame with them and expose the whole guild to them?
2) At what lvl should it be possible to craft weapons with parry/dodge modifiers. I've attempted this on a selection of 1h weapons ql 110 to 160 using relavent mats but nothing changes. This was a bug according to a gm but theres been patch notes stateing these are now active since my first report but nothings changed.
3) any chance of a known issues list being produced? It can be very annoying to see a fix in the patch notes only to discover nothings changed; which then leaves you wondering if it's still broken or your doing something wrong. Also feel bad calling a gm to report a bug thats probably been reported countless times before.
Re: Q&A round III
Posted: Tue Mar 22, 2005 1:15 am
by lawrence
kibsword wrote:Actually...
Can you give us a list of the /commands ?
Yes.
That's one of the questions I passed on during the last Q&A. You can find the answer in this thread:
http://ryzom.com/forum/showthread.php?t=12634
Re: Q&A round III
Posted: Tue Mar 22, 2005 9:36 am
by trenker
Existing ingame feature:
Sap Crystals
Question on current play:
Is it by design that they use player sap too? Because the manual implies that it shouldnt.