your views on packers as they stand now and a few suggestions

Come in, pull up a chair, let's discuss all things Ryzom-related.

do you think packers should be changed or stay as they are?

yes
60
63%
no
25
26%
whats a packer? never use them so i dont care
10
11%
 
Total votes: 95

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ixils
Posts: 59
Joined: Wed Oct 06, 2004 10:00 pm

Re: your views on packers as they stand now and a few suggestions

Post by ixils »

a02chrha wrote:Well, as it is now, if nothing happens to make you able to more secure transport your packer through terrain is to lower the ticket costs...

TP:ing here and there to dump mats or get armor. The patch has like doubled or even trippled the teleporting needed on a daily use..


If I were playing my costs would be even greater given the fact that if I die I can not respawn where they are located.

Since the last patch I have been effectivly neutered as a player in Ryzom until either the GMs change their policy and teleport them back to Matis (where they were prior to patch 1) or I spend hmmm how much to port my stuff home... delete and replace them.

As to the other stuff.. I really have no opinion. I know it would be nice to be able to actually see groups trekking with them as in the trailers. To do that they have to either be more expendable or harder to kill.

Atanna
User avatar
pcheez
Posts: 469
Joined: Sun Sep 26, 2004 3:31 pm

Re: your views on packers as they stand now and a few suggestions

Post by pcheez »

Need to be able to have 3 packers in every stable.

There is no way i am dragging those sacks of meat from Yrkanis to pyr.
Am i supposed to write something witty here ?
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borguk
Posts: 386
Joined: Fri Sep 24, 2004 3:53 pm

Re: your views on packers as they stand now and a few suggestions

Post by borguk »

Nevrax are still holding my packer hostage, ive been told I cant comment if I want it back alive.
Een
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
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helbreat
Posts: 976
Joined: Thu Oct 21, 2004 3:38 am

Re: your views on packers as they stand now and a few suggestions

Post by helbreat »

Quite a few people want change i see heh. maybe if the devs ever visited the forums they could get feedback and fix stuff easier but i guess they cant read english =/

if the notes on chapter 2 are anything to go by we certainly dont get much stuff worth bothering about so maybe we should petition and get it scrapped for some other more needed updates :) such as:

dodge/parry mods on weapons/armour

elemental protections on jewelry

packer fix to make them more useable

fear resistance in pvp fix


4 things off the top of my head that could be alot better than the 4 things they have in chapter 2 for us =/
zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: your views on packers as they stand now and a few suggestions

Post by zzeii »

I voted 'yes' to changing them but with the following changes:

You can only craft out the stable they are in...

Mektoubs port with you when you use a teleport pass...

You can target and heal your packers...
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
jackmor
Posts: 376
Joined: Thu Sep 23, 2004 12:44 am

Re: your views on packers as they stand now and a few suggestions

Post by jackmor »

do you think packers should be changed or stay as they are?
yes
no
whats a packer? never use them so i dont care

If I vote. Does yes mean? but no wait No means...Umm this is stange. What am I voteing yes and no means the same thing. I think.
uncus
Posts: 106
Joined: Sat Oct 02, 2004 12:02 am

Re: your views on packers as they stand now and a few suggestions

Post by uncus »

No offense but the way the poll is stated the answer must be yes...leave them or change them. There is no try, only do.

I don't mind the added realism of not being able to access them from any stable - that was an exploit. However, I do think that they should be able to be teleported with you [or the number increased to 1 per stable...people who currently have more than one at a given stable could be given a week or two to remove the goods from the extra packer(s) -- the Devs would HAVE TO notify us that the change was being made].
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balsalt
Posts: 57
Joined: Wed Nov 17, 2004 7:48 pm

Re: your views on packers as they stand now and a few suggestions

Post by balsalt »

After the initial shock, consider that realism comes with a price. Yes I agree with Dev concept that is packer A in in the stable at the south Pyr gate, then I shouldn't be loading it from Dyron, much less Tryker lands.

To be honest, when I first stopped in Dyron and looked at my packer inventory and saw the itemed "fogged out" I never even bothered to try to access it. it just made to much sense. When I first got the packer I always went to that stable to use him, until my guildmates told me to quit wasting time and use the closest one.

I don't need a packer teleporting with me from the Kami or Karavan. Prime Roots portals make sense though, he should just follow you trough.

What I do need is to be able to take him with me and have a reasonable chance of saving him if attacked. Packers are not meant to be your apartment vault, they are meant to follow you about in the outlands and keep you company as you seek to harvest mats.

And aside from some opinions, yes, predators do actually attack pack animals over humans in the real world. That pack animal looks more like food than those smelly two legged critters do, this I can accept. But I need to be able to have the opportunity to fight that predator off. This implies that the packer should be a good bit tougher than it is now, the idea of a packer leveling up with you seems reasonable at first, but would have to be fine tuned to keep the packer in line with the region he's in. There should be no such thing as an invulnerable packer.

After the fight, and Jena willing, the packer survives..then it's time for some veterinary medicine...an packer healing spell with effectiveness based upon how much one cares to level it. Only usable after the fight <we beefed the packer up in hp right?> and costs should probably be about 15 sp to start rather than 27.

Secondly, I do someday want to move. A freighter when moving on to a whole different continent wouldn't haul all his animals with him, he would aquire new ones where he is setting up business. Where does he get the capital to do this? Most likely by selling off his own current assets.

I can llive with the three packer limit, and the local only access at stables. But I could live with it more productively and without affecting game play as intended if I could sell those packers when I move on and pay a fee for stock transportation to the destination of my choice .

Say I was moving from Zorai lands to Fyros for harvesting ops. I close out my holdings in Zorai territory (representing the sale) and pay the stablehand ....say 75,000 to have my assets sent to oh say Thesos Stable in Pyr, where a packer would be waiting to recieve those goods. (the new packer purchased with the funds from the prior packer"Sale"). To maintain realism lets put a timer on that of say one or two real time hours.(it takes time to get stuff moved and setup again) We could even have the new packer slip 5 or 10 levels in defense to represent your need to train new animals and work them into shape.

In a practical sense, Not only would this allow people to have their storage readily moved, but would create additional cash sinks to abosorb a few more dappers out of the economy.

In a roleplay sense it says well within the realm of realism this game attempts to acheive.
Lukati
Posts: 120
Joined: Thu Sep 16, 2004 7:14 pm

Re: your views on packers as they stand now and a few suggestions

Post by Lukati »

helbreat wrote:k i put a few suggestions in for packers today here are what they are

1, packers dont get attacked, if you die and respawn they respawn with you, i mean why should they get attacked anyway there just animals we have tamed to carry our stuff and they have done nothing to the mob that kills you. make them so they cant be used to heal bomb yourself too i think this has alrdy been done anyway

2 if packers still have to die make it so they dont die permenantly they just get moved to the nearest stable where you have to pay say 20k for them to be healed but for this to work theyd need to be stronger than they are now or maybe equipable with armour so they can take hits

3, make them so they level up with you or make them differ in strength depending on the lvl of your highest skill the same kinda way dp is worked on your highest skill so could the packers ability to take hits of that lvl mob



1. Packers do get attacked. If a mob attacks you, it's going to be smart enough to know that the animal following you is an ally of yours. Plain and simple. Packers should take damage just as much as any other creature in the game.

2. If packers die, you should have the ability to rez them, or take your stuff back off of them. Don't want to run that risk? Don't take your Packer with you. In no way should you be able to pay 20k to basically buy a new Packer.


3. They should be able to increase in level/strength/HP/whatever, and should be able to wear some sort of armor. It should NOT tie in with your own level. Theoretically, if Packers were given the ability to level... you should have to buy a higher level Packer, and of course, be subjected to a price raise decided by that level.

I don't understand this thread at all. This is one aspect of the game that is so damn simple. Player wishes shouldn't even be included in the process of deciding how Packers work. They should level like anything else levels. They should be healed like anything else can be healed. And they should only be able to be physically accessed. They should be able to travel everywhere with you. And you should most certainly risk the chance of them dying. Devs should be able to come up with this on their own. And it should not be any other way.
"Z"
RRA
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dazman76
Posts: 903
Joined: Tue Nov 09, 2004 11:42 pm

Re: your views on packers as they stand now and a few suggestions

Post by dazman76 »

Lukati, you've missed the point of the topic by a mile then :-)

As I see it, there are two driving issues behind this topic:

Packers have changed several times with recent patches, without much warning
Some people have been caught out by a Dev cock-up, teleporting packers to other places/continents

There would probably not be a discussion on packers if the two things above hadn't occurred. When a part of the game changes several times like this, it usually sways from one side of the fence to the other. This feels a bit like wandering around in the dark, and feels nothing like a 'problem fixed'.

The Devs have blatantly cocked up with these patches, as several people have found their meks teleported to other continents to be by their side, miles away from home, with no *realistic* way of getting them back. (No, several hours trekking through hostile territory with high chances of death, to move several mek packers back home when you didn't ask them to follow you, is not a realistic demand).

Stop and think about people like Atanna - she obviously uses her mek for foraging and crafting, which are probably first-choice important skills for her. So she logs in, to find the tools she paid 300K for, and cannot work properly without, are in a foreign land for no reason.

And we shouldn't be discussing this? :P
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