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Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 6:38 pm
by marct
kostika wrote:Agree there are things that need to be fixed. Really the only skill that is horribly unbalanced is ranged weapons. Melee is only unbalanced when compared to Elem magic. Just as a thought, maybe it's actually elem magic that's unbalanced and in need of fixing.

Don't mind me...I'm musing out loud....
If you just take away the high level credits of HP I think you fix the problem. If you are forced to use a time credit in your spell it would balance out pretty much, for both Elem, and Heal. Obviously a single spell would not have a problem with this, but a double does. Shouldn't casting time for a bigger more powerful spell be longer anyways?

Noin.

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 6:39 pm
by roninpvp
b00ster1 wrote:Quick fix:
Remove double missile (also from Healing Magic).
But too late... too late to fix unbalance nerfing one skill.


Sorry booster I have to disagree :p

1.) mobs do to much damage (i.e. double heals are needed and they even had to increase the amount of hp healed after patch one remember :eek: )
2.) some mobs have way to much hp and already take forever to kill (i.e. kinchers in roots)

Instead I really feel that Mele needs to be improved (i.e. boosted sorry couldnt resist :p ).

1.) Damage needs to be increased a little but the major problem I feel with Mele is the extreme penalty of wearing HA combined with the costs of addiing mutliple bricks into a stanza leaves a mele pretty much killing himself. This problem is increased when a mele chooses anything but 2H as a skill. Daggers are pretty much the extreme end of the problem where a mele can pretty much end up killing themselves as fast as any mob could. A reduction in HA penalty and costs of bricks would be greatly appreciated by most mele homins.

2.) some sort of leaching ability (i.e. like vamp for mages) would help a mele tremendously. How about a supreme living pike of vamperism :D

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 6:52 pm
by joshua01
I'd like to say that I would prefer if Nevrax concentrated on more patches to fix the bugs, and implemented the outposts like we were originally promised. This "Ryzom Ring" concept sounds interesting but if the core system is bugged what is the point? This isnt' going to fix any of the problems Ryzom has (most likely will introduce new ones), and it will not help Ryzom's main problem of too few players.

One concern I do have about the ryzom ring is that it sounds like it will create new areas for players to explore/enter, which in itself isn't bad, but it will spread our thin population out even further, which will make the game seem even less populated.

Seems to me like Nevrax is walking over a bridge that they haven't finished building yet, and they are going to fall thru one of the holes.

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 6:52 pm
by basicart
Maybe keep the dmg same as it is but boost up Heavy armor deff so ya take alot less dmg than ya do now and like tanks be just that at the moment mage or tank its still a few hits of a kincher and ya a dead man

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 7:01 pm
by sidusar
basicart wrote:Maybe keep the dmg same as it is but boost up Heavy armor deff so ya take alot less dmg than ya do now and like tanks be just that at the moment mage or tank its still a few hits of a kincher and ya a dead man


That also really limits the use of heavy armor in my opinion: It offers no protection against elemental attacks, even though a fair number of creatures have a special elemental attack doing multiple times their normal damage (najab's acid, kincher's electric, kipesta's flamethrower etc). What good does heavy armor do to protect me if my opponent's most powerfull attack goes right through it? Specially if there's nothing preventing them from using that atttack more than once?

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 7:03 pm
by sehracii
A meleers attack should "interrupt" mobs special attacks like what happens when player mages get hit while casting. Whereas a mages elemental attacks would not interrupt the specials, adding more purpose and usefulness to melee in a team as well as making solo fights for warriors more possible.

Edit: This also increases the value of 1H and especially CC skills against mobs as they will achieve even more interrupts than 2H.

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 7:11 pm
by grimjim
If the rate at which the magicians dole out damage is deemed 'acceptable' then Melee should be able to do comporable and more quickly, plus take a bit more damage.

Ranged weapons should, in the case of launchers etc, do MORE than magic, as they're hampered by ammo.

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 7:11 pm
by oldmess
joshua01 wrote:I'd like to say that I would prefer if Nevrax concentrated on more patches to fix the bugs, and implemented the outposts like we were originally promised.


At least one article stated that this is dedicated development team. And, before you suggest they should put those people on the main projects, often times, there are only so many people that can be working on one set of code at a time without creating more problems than they solve.

joshua01 wrote:One concern I do have about the ryzom ring is that it sounds like it will create new areas for players to explore/enter, which in itself isn't bad, but it will spread our thin population out even further, which will make the game seem even less populated.


It's entirely possible that a feature like this will attract enough new players to offset this concern. I suspect it will if the feature goes off reasonably well. It's a fairly revolutionary idea in the MMO world.

joshua01 wrote:Seems to me like Nevrax is walking over a bridge that they haven't finished building yet, and they are going to fall thru one of the holes.


I personally suspect they are building 90% of these tools for their own use (to make world construction easier/faster) and then decided to do the additional 10% work needed to make it available to the rest of us. So, in that sense, they are doing something that makes perfect sense for all of their state goals. Of course, that's just speculation.

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 7:19 pm
by vinnyq
wat would make sense for me is that you will have some mobs that are more vulnerable to melee and resists magic/range, some mobs that are more vulnerable to range and resists melee/magic, and some mobs that are more vulnerable to matic and resists melee/range.

It's purty simple balancing mechanic ...

Re: Newcomer view of Ryzom

Posted: Thu May 19, 2005 7:22 pm
by akhan
oldmess wrote:It's a fairly revolutionary idea in the MMO world.

Play NWN thx~
Dont come thinking building your own zone will be made ina few clicks, it will be a months, years work, NWN is a very good example of this, and they have very dedicaced teams.
Nevrax idea is ALL bu revolutionary sorry, its just, like other games, something to attract players on something else, and hope they will forgot all the bugged thing, its jst an Eyecandy. EverQuest was a good example of this kind of marketing solutions.