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Re: Additional Tweaks to Foraging - Please Discuss

Posted: Wed Dec 15, 2004 10:59 pm
by dc77066
cerest wrote:Here are a few things that the devs are working on in regards to foraging. Here's what to expect in the future:

1) Some MPs of high quality will be very hard to forage for a player who doesn't have the sufficiant skill level. This will happen in particular in the prime roots. But the prime roots remain interesting for foragers of lower levels, although they can't forage the best MPs.

2) The deposits will have a limited quantity of MP. Once the players have foraged everything in the deposit, it will remain empty for some time. This should have a big impact in the PvP zones, as players will be able to defend their deposits against other players.


1) I guess I can deal with that, as long as I can gain the necessary skill level with a reasonable amount of effort. If I'm a Lakeland Forager I shouldn't have to reinvent the wheel to forage some place else. Refining my approach, yes (think "specialization").

2) yuk! hate it! bad, bad, bad! Bad enough I have to be sneaky and light-footed to get around mobs. Bad enough I need to know the season, the weather and what direction the wind blows... But to prospect empty nodes!??! And to become a prime target for gankers!??! If the same mats are readily available in non-PVP areas with the same mob density and level as the PVP areas then maybe, just maybe... but yuk! hate it! bad, bad, bad

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Wed Dec 15, 2004 11:28 pm
by zonoli
Totally against it. Camping, griefing, unwanted PvP, limited quantities, and no high mats? What is the point of going down there. There are no reasonable exe mats around, and I have yet to hear of or see a sup mat in Fyros. If I wish to craft a supreme Q50 amp as a Fyros, then Abyss is my only option.

I am not upset over any additions, or tweaks to the game. Adjusting resists, fame, costs, NPC's, and hairstyles are just changes to be accepted. Dynamic spawns of aggro mobs forcing players to change up plans is a great idea. Seasonal mats make for a more interesting twist.

I have played MMORPGs for many many years, and I never play tanks or survivable characters. One huge bonus to SoR is the ability to log on during the day, and have something worthwhile to do without shouting LFT LFT LFT. I do not want to be a fighter. In considering this game, I read on this website that a player could choose to level to 250 in harvest and craft without ever raising a sword.

As this stands, I will go to PR, hoping that nobody is down there. If I find it empty of players, it will be because the source is dead. As soon as it comes up again, I can forage the same choice or lower mats I could get from Dyron. Then an instant trip to reclaim as I am PK'd? This doesn't even sound like a plan, much less a game. What is this insane push to be like every other game on the market and offer PvP? Open PvP like this doesn't even have a point, plot or lore story to it. Move on with the outposts for this material. PR's not broke, don't try to fix it.

I will greatly enjoy race vs race, or guild vs guild PvP - in set areas, times, and if it is voluntary- ie. Outposts. Why the need to force PvP upon unwilling people? If Nevrax wishes to please those who wish to mainly PvP, they should give them a way to do it amongst themselves. The uproar in this community over PvP in PR was bad enough, yet clearly unheard. Now we mix in open PvP with depleting sources, and level limits?

Give me a break Nevrax. Look at the trailers avail for download on your site. They show mass lines of opposing forces running down grass hills in battle. They do not show unarmored, unjeweled, and unarmed casual players hiding in corners being ganked trying to defend their quickly depleting sources like inhuman freaks. You've got a problem, but this is not the solution.

Why try to force changes that a large amount of people do not want, when you can fix content that will add it anyway? This is a case where you can please a large majority of people, leave us with PR and add in the outpost and race wars that are coming (and expected by us all) anyway.

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 12:10 am
by tetra
Back when I played AO, and prior to shadowlands... my guild was able to clear out mercs alone, and did so several times until we decided it better to just accept the bot system as something better for the entire server. I had a full set of purdy blue armor from them... and a full set of omniAF from smug... I had about 5-6 pair of shades from nugget in 20k... dalias +psymod(?) headgear thing from PM... the things from TK before he was put on the quick spawn... a handful of PvH vests... the superrare drop MP vest from whatshisname outside rome by the BB... the NCU pants and solja halo thing from the guy NE of BS... etc... etc... etc... that's just useless crap that I had.

In short... if it could be camped, we camped the hell out of it to the point of having timers set, bots that alerted us about spawn times coming up, so on and so forth. The Shadowcamp expansion was released, and things went full tilt into ubercamp :P . Servers going down soon? phonecalls went out so we could get folks into place to kill uniques on the respawn. I'm sure there are a few EQ folks who can tell similar stories.

Why do I say all of this?... because I'm not the crying newbie who is complaining about not being able to get any loot.

Others have already said it very well in this thread Cerest... the changes that are being pushed through and the road that nevrax seems to be running towards, are not good for the health of the game. You don't ever want to create a situation where guilds have a desire to setup the level of sophisticated camping that was done in AO or EQ. Sometimes the ubercampers are nice enough to occasionally let other folks get something they are dreaming of... other times they just quit in frustration when they are left with nothing after getting up the best team they could for the umpteenth time this week/month only to get beaten by the same folks each time.

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 12:11 am
by bodywand
Bleh. The last thing I want to have to do is fight over resources. If somebody walks up on somebody else foraging, the person foraging already is at a huge disadvantage. By the time they can disengage from the source they would probably be dead. I already have a hard enough time remembering to watch my compass for patrols... don't want to have to track the movements of other players aswell. This takes things a step closer to PR PvP being tied to PR foraging. If these changes are implemented then the two aren't seperate things going on in the same area.. they are directly tied together. As I see it, this would destroy a big source of enjoyment for a large number of players. I like to harvest in PR.. it's a unique challenge that can bring a definite sense of accomplishment. Please do not make these changes. Keep foraging and PvP seperate.

-Fist

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 12:16 am
by sydius
I’m all for open PvP in PR. Other players worry me much less than the monsters down there.

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 1:33 am
by neofuzz
Hey people... this isn't yet another ****ing pvp thread. Try and stay on-topic eh?

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 2:01 am
by xcomvic
lol.. I know what you mean neo, but's it sorta of funny, PvP seems to be on everyone's mind and it relates completely to everything else in the game.

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 2:47 am
by zonoli
cerest wrote:Here are a few things that the devs are working on in regards to foraging. Here's what to expect in the future:

2) The deposits will have a limited quantity of MP. Once the players have foraged everything in the deposit, it will remain empty for some time. This should have a big impact in the PvP zones, as players will be able to defend their deposits against other players.



How is this NOT about PvP? Define, "..defend their deposits against other players."

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 3:09 am
by zzeii
cerest wrote:Here are a few things that the devs are working on in regards to foraging. Here's what to expect in the future:

1) Some MPs of high quality will be very hard to forage for a player who doesn't have the sufficiant skill level. This will happen in particular in the prime roots. But the prime roots remain interesting for foragers of lower levels, although they can't forage the best MPs.

2) The deposits will have a limited quantity of MP. Once the players have foraged everything in the deposit, it will remain empty for some time. This should have a big impact in the PvP zones, as players will be able to defend their deposits against other players.


What I see this doing is putting a higher value on excellent and supreme mats. Mostly on supreme mats, because they are most readily available in the prime roots. Which until now, excellent mats had very little value since supreme mats were easily available.

From the way it sounds, these are mostly (if not solely) going to have impact on prime roots foraging, not lakeland, jungle, forest, or desert. You should still be able to forage in those areas without change.

This being an mmo, having competition for the best possible items is not a bad thing. Since you can still make good items from material found outside of the roots. So if you wish to enjoy a solo aspect of the game, this can still be accomplished outside of the prime roots. If you want to go full on uber-lewt/mats, then you have to resign yourself to having it much harder to do solo, or group up with friends/guildies to accomplish it. Thereby shifting the center of the game from 'solo is just as good as teamwork' to 'the best is accomplished through teamwork, but you can still do well solo'.

For how people have said how the community is so good in Ryzom, making a case against one aspect of the game requiring teamwork to accomplish to do the best seems a little confusing to me. I would like to see a game where working together with other people will allow you to accomplish more than soloing. So far Ryzom has shown signs of this, and, in my opinion, this is just furthering that concept.

This change is setting the stage for PR to be player-content content. Something for people to come and work together to accomplish something. Pvp in an area that are group friendly and difficult-solo, allows for a dynamic between groups/guilds, while reducing solo-grief style play.

But this is just how I perceive the changes, not how it affects me personally. Everyone is entitled to their own opinion/perspective on the matter.

Re: Additional Tweaks to Foraging - Please Discuss

Posted: Thu Dec 16, 2004 4:00 am
by zonoli
zzeii wrote:This change is setting the stage for PR to be player-content content. Something for people to come and work together to accomplish something. Pvp in an area that are group friendly and difficult-solo, allows for a dynamic between groups/guilds, while reducing solo-grief style play..


But why change this Zz? If outposts, etc are supposed to be in game anyway? This is obviously upsetting a lot of people. The PvP crowd will be pleased with the outposts/wars that have been promised, and are expected already. Competition is fine, but what about the unguilded, weekend players, etc? I will be at every mass PvP event I can attend, but this opens ganking and griefing. As well as locking people out unfairly. If I do not choose to find a team, careplan and mooch xp off another person until I'm "high enough", and PvP - then I'm not allowed to have supreme mats? Or should only massive guilds be able to own sections of PR?

Heck, why not start a gang of mobsters? We will get paid 500 mats per person per hour to "protect" you. You give me protection mats, and I see to it that you stay "safe." I'll also make sure that my pet Tyrancha doesn't happen to follow me over here while I invuln and speed up. This is not content, this is trouble.

Open PvP events are voluntary, and you walk in with the sole desire to PvP. You can walk in unguilded, with no friends, and without 17 hours to play that day. If this is the only way to get exe/sup mats solo, then what choices do we have? I'm not going to level to 200 2H just so I can safely do what I do now.