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Re: Speedy advancement...

Posted: Tue Oct 26, 2004 9:53 pm
by weavols
imo an easy fix would be to multiply the number of basic mats recieved from a harvest by about 10, fine by 5, choice by 2.. the problem i'm seeing is that a melee can go out and level quickly by himself, whereas a crafter trying to forage all his mats by himself is gona go insane. If you bought no mats from a store, and only used what you could harvest, i'd be willing to bet that you'd be foraging 200q mats before you could make a 50q item.

Another potential problem is the narrow set of desirable mats.. when was the last time you bought a non max dmg weapon? or armor that wasn't max dodge? If the game population ever grows to where it should be there's gona be some serious fighting/camping for the 8 or so desireable spots for each quality tier. The world is fuuuullll of resources, just 99% of em are worthless.

Re: Speedy advancement...

Posted: Tue Oct 26, 2004 9:57 pm
by aether4u
weavols wrote:imo an easy fix would be to multiply the number of basic mats recieved from a harvest by about 10, fine by 5, choice by 2.. the problem i'm seeing is that a melee can go out and level quickly by himself, whereas a crafter trying to forage all his mats by himself is gona go insane. If you bought no mats from a store, and only used what you could harvest, i'd be willing to bet that you'd be foraging 200q mats before you could make a 50q item.

Another potential problem is the narrow set of desirable mats.. when was the last time you bought a non max dmg weapon? or armor that wasn't max dodge? If the game population ever grows to where it should be there's gona be some serious fighting/camping for the 8 or so desireable spots for each quality tier. The world is fuuuullll of resources, just 99% of em are worthless.
I agree with both! It's hard to even pull 2 mats at once at 35 forage. I'm worried too about a fully-populated game where the one or two 'choice' spots for the max-damage mat are leeched 100% of the time... it just seems completely non-scalable. The idea of different stats for different mats was a good idea, but nobody is gonna want anything but damage for a 2hnd sword. The mats need to be more balanced so that each is valuable in its own right. The only way I've been able to stay up to speed with harvest/craft is to run quests, save money, and dump it all on a burst of crafting at the store.

Re: Speedy advancement...

Posted: Tue Oct 26, 2004 10:10 pm
by btamilio
aelvana wrote:As long as blind and stun are the way they are, people will fight mobs way above their level, because it's easy to do so and they give 3k or close to it for large groups.
It really isn't blind and stun. A solo fighter can take out things that give 3K exp without risk of dying if they have spent their points well, and have invested in good equipment, and, well, are smart about how they play the game. If you use your stam and hp efficiently, you can even pretty much chain pull, with only the occassional rest.

You can do the same with a mage partner WITHOUT stun and blind, but you can't take on twice the critter -- you get a little less exp, but it goes quicker (and is more fun!).

Above that... I dunno. I've only been in a couple of groups of more than 2, and they always end up in wipeouts, pulling big things that hit too hard and take forever to kill.

Re: Speedy advancement...

Posted: Tue Oct 26, 2004 11:31 pm
by moriant
korin77 wrote:I don't think they are leveling too fast. Right now it takes a full night just to get 1 or 2 levels in melee at level 100+ . It becomes longer and longer as you level. I don't think you should nerf one class just to fix another. You are required to kill about 45 creatures to level at 100, at 150 that probably increases to 90... I don't know about you but its already a grind.
1 or 2 fight levels a night at level 100+? Are you soloing? Xp can be a helluva lot faster than that if done right. (even after afflictions are 'fixed')
korin77 wrote: If blind was the main cause of the problem then there would be no decay rate. As blind stops creatures from hitting you. If theres no decay rate people would not be complaining about this problem. So the majority of the people complaining aren't really using blind.
I don't think decay is solely based on group members getting hit. I've seen plenty of items poof during groups and typically the critters are standing there :) Just using your items when you craft and harvest can cause damage to them, so it stands to reason that hitting a critter with your weapon and perhaps even just 'being in combat' can cause wear and tear on armor. (Not 100% sure on this though, just observations)

Re: Speedy advancement...

Posted: Tue Oct 26, 2004 11:45 pm
by billg1
I see some folks already mention it. The whole problem is simply affliction spells are working improperly. Namely blind. As long as its like this fighters and mages will out level crafters. If they had simply fixed this 1 spell, there would have been no need to nerf harvesting.

Harvesters could have stayed ahead of crafters and crafters could have kept up with fighters and mages.

Oh well.

Re: Speedy advancement...

Posted: Wed Oct 27, 2004 1:12 am
by lyrah68
Think about other games, how long did it take to gain a level in X game? One night? two? three? a MONTH or more?

I can remember grinding levels in EQ, from level 40 to 45 EACH level took MORE than a week of 8 hour days, and was about as fun as chewing tin foil.

I am not saying that the game needs to be reined in THAT much, but two levels in ONE night IS a bit fast.

I went on a foraging spree today, I managed to get a FEW more nodes on my list. But the ONE I wanted to get to was guarded...by mobs I can't HOPE to kill in ten or 11 levels.

I had hoped that foragers and crafters would NOT have to keep their fighter/mage levels even with their MAIN skill levels, but I have been proven wrong.

That was one main reason I stayed on the noob land as long as I did. Trying to get my mage levels over 25 before I left.

Honestly the noobland need a bit of a toughening, and the mainland needs some softening. That would push people out to the areas they truely need to be in.

THAT and the melee need to realize that if you are level 40, you don't NEED level 60 gear, in fact, using level 60 gear should be impossible.

Re: Speedy advancement...

Posted: Wed Oct 27, 2004 1:33 am
by kisedd
A very good set of posts with a lot of truth. The rush to level seems to be the "curse" of the genere. It's what most people seem to get infected with, despite any hopes of the devs. Once a game launches its truly in the hands of the players.

Decay does seem to become more noticible after level 50. They might want to tweak it a bit. I made two daggers one level 60 and one level 45 and they both decayed about 1 point after a couple of mobs. I'm level 53 close combat and was fighting "green con" mobs in the 50's. My level stuff bascially. Using 2 level 60's decayed about the same rate.

I do agree that compared to crafters, fighters just rocket up in levels without really trying. At least up to 50. Of course, you dont wnat to turn your game into a tedious grind either. Right now there isn't anything to do as a fighter in Ryzom other than fight to level. Hopefully, once some content gets added, people will have a winder range of things they can do.

Re: Speedy advancement...

Posted: Wed Oct 27, 2004 1:07 pm
by korin77
moriant wrote:1 or 2 fight levels a night at level 100+? Are you soloing? Xp can be a helluva lot faster than that if done right. (even after afflictions are 'fixed')
No, you simply don't realize how much of a grind level 100+ is, without a decent affliction spell it takes alot of effort and a big group to kill something. Even at 3k xp each it takes 45+ mobs to level. even if you could find that many mobs in a spawn you still have alot of downtime. Each level gets bigger and bigger, but the xp is still capped at 3k. So it takes longer and longer. A level 100 takes approximately 4 times as many xp as a level 50 to level.
moriant wrote: I don't think decay is solely based on group members getting hit. I've seen plenty of items poof during groups and typically the critters are standing there :) Just using your items when you craft and harvest can cause damage to them, so it stands to reason that hitting a critter with your weapon and perhaps even just 'being in combat' can cause wear and tear on armor. (Not 100% sure on this though, just observations)
IT is dependent on you getting hit. I have stood there and watched monsters hit me without swinging back and watched my armor decay. The only difference here is that mages are bugged in that their armor decays when they cast unlike the meleers. I have watched my armor during times where creatures don't hit me, and I could swing all day and not have my armor decay. The minute it hits me my armor decays...Its not based on swinging your weapon.

Re: Speedy advancement...

Posted: Wed Oct 27, 2004 1:29 pm
by bwall757
korin77 wrote: IT is dependent on you getting hit. I have stood there and watched monsters hit me without swinging back and watched my armor decay. The only difference here is that mages are bugged in that their armor decays when they cast unlike the meleers. I have watched my armor during times where creatures don't hit me, and I could swing all day and not have my armor decay. The minute it hits me my armor decays...Its not based on swinging your weapon.
I don't think it depends on getting hit. I have read that it is a formula involving the level of the creature and the lowest level of equipment used against it - which is than spread equally to everyone involved in the combat, even those not in direct contact with creature (like the healers).

I have solo melee'd 10 (from 30 to 40) levels in my current set of armor, getting hit ALOT, and dying several times, and my armor has lost 1 hitpoint, and that's after I maxed out my DP trying to get to Prime Root.

Re: Speedy advancement...

Posted: Wed Oct 27, 2004 1:34 pm
by pandorae
I have to disagree with you on this ... I got a new set of armor recently and decided to wear it in fights ... gone in less than a day. The thing about this is that while I am often the puller, I am not the tank very often, and even when I am, I rarely get hit. It would be a safe bet to say that I took less than 60 hits (70 on the outside) in the time I wore that armor. Nonetheless, 160 HP gone in one day.