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Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 10:17 am
by rakavich
lebanni wrote: - random drops of excellent/supreme mats (rare) in loot so you don't always loot crap
Not sure about this
lebanni wrote: - random chance (small) of extracting mats one level higher, so i DONT have to go PR to find excellent mats
You can find outside of PR
lebanni wrote: - hitting a move key intterupt casting like ctrl-s (run away run away! )
- a solo area after 4 ways (mobs 100-150, nodes 150)
Move does interupt just not instantly
lebanni wrote: - "concentration" mode when crafting : crafting takes twice as much time, failure % reduced
Not found this to be a problem...
lebanni wrote: - a damned SOUND when node goes toxic cloud : harvesting tedious enough AND on top of it you must watch screen constantly else you die (bah)
Would be useful
lebanni wrote: - player keeps selected when dead for healing
fixed this patch i thought
lebanni wrote: - buffs
NO NO NO I dont want buff bots in this game ruined so many other games this has... It would be unbalancing especially now PvP is here
lebanni wrote: - more info on mobs (approx GLOBAL level)
info can be found out of game and maybe in game when encyclo is working
lebanni wrote: - xp bonus while soloing / when away from game
er why?
lebanni wrote: - unique items or if unfeasible, crafting critical successes (gives random 1-10 bonus so all crafted items with same mats won't have same stats)

- dungeons! raids! quests! (but with unique items / abilities, else pointless)

keep in mind i don't play often it's from a casual player point of vue... so no boss mobs "content" for me, no prime root.
Raids/big mob or mat gathering hunts happen well they do in my guild
Quests with items maybe Unique maybe if not over powering..


Anyone actually killed someone in PvP yet?? or been killed?? and I dont mean the friendly kind of fights ;)

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 10:22 am
by richaden
Does anyone even have enemies to warrant the PvP?? Hehe. I get the impression its all happy-families!

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 11:05 am
by helbreat
pvp in roots still needs a bit of working out i think.... i was in windy gate last night and turenkarn appeard asked me if i was in a guild..... i replyed yes he said he was in a guild too..... and that they had been chatting in the staff room and that they think its ok for there guild to smash others.... rofl he asked me to attack him i shot him with 1 fire and took 1/3 of his life seems the devs forgot to make there staff unkillable lol

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 2:02 pm
by hugedan
patch was fine i have no grumbles better if anything.

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 3:17 pm
by a02chrha
lebanni wrote:
- random drops of excellent/supreme mats (rare) in loot so you don't always loot crap
- random chance (small) of extracting mats one level higher, so i DONT have to go PR to find excellent mats
Agreed, some random factor to be happy not just getting the expected will spice up your life!

lebanni wrote:
- hitting a move key intterupt casting like ctrl-s (run away run away! )
WE NEED THIS!
Ive sent in a large suggestion ticket about it as I several times have got killed during foraging/healcasting cause of the buggynes and constraints to free movement that are in the game.
lebanni wrote: - a solo area after 4 ways (mobs 100-150, nodes 150)
Yes, its crazy to only rely on groups above those lvls. I dont really now if some stanza combo might still make 150+ able to do some soloing.. Guess I have to look into that before I make a final judgement about it.. but so far it seems tough (lvl131 2h)
lebanni wrote: - a damned SOUND when node goes toxic cloud : harvesting tedious enough AND on top of it you must watch screen constantly else you die (bah)
Yeah, feedback is always nice. The more boring actions you do like foraging, the more radical methods you need to call upon your attention :P Toxic clouds actually HAVE a sound though, low rumbling sound. A sub speaker and some volume cranking will prob make u think gas clouds are IRL earthquakes =)
lebanni wrote: - player keeps selected when dead for healing
I HATE THAT!
And I have sent in 2 tickets about it. The reply from Guides and Senior guides mean it is INTENDED to be like this.. so the healers dont fall asleep or something. Its a matter for them to rethink the whole concept, not just a bug report sadly.. but in some way one can understand their reasoning, however, the shortcuts to members will make it easier I guess, but havent tried it.

lebanni wrote:- buffs
Not sure about that either, I dont want a daoc where I think people had bots idleing in castles buffing u while you fight with insane bonuses elsewhere..

lebanni wrote: - unique items or if unfeasible, crafting critical successes (gives random 1-10 bonus so all crafted items with same mats won't have same stats)
Hmm, yes that might be nice, as long as the people who only satisfy with top gear like supreme PR mats only will satisfy with the random factor max 10. Then we have lost the meaing of the implemented feature more or less. The people who now satisfy with fine/excellent I guess wont be needing a random factor either.. Only for the perfectionists. Or do all players only use top Q PR supremem mats now allready? and this is a scream for a new level of power to grasp?
lebanni wrote: - dungeons! raids! quests! (but with unique items / abilities, else pointless)
YEEEEES! If I in some way will continue after a visit in WoW, Id like stuff like this to improve dramatically. Lets look at the pre-implemented encyclopedia for instance; the things we can do is EXACTLY the boring missions so far like we always have done (kill/target/bring/craft..) I want story driven stuff... and dungeons. Its a bit to stale world atm. But I have hopes that it will come in time. I think Ill take a good timed break sometime soon in January for a months WoW and then return to a glorious Ryzom =)

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 3:48 pm
by cryss
Hmmmm.... the last point should (have) come with P2. Think yourself the rest.

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 8:12 pm
by mboeing
a02chrha wrote:I want story driven stuff... and dungeons. Its a bit to stale world atm. But I have hopes that it will come in time. I think Ill take a good timed break sometime soon in January for a months WoW and then return to a glorious Ryzom =)
Dungeons? Why the hell everyone wants dungeons. How they fit into Ryzom at all? This is no D&D.

As for the break and story driven elements better make that a 6+ month break.

And tbh if you look at the quests in other MMO's in the end its the same kill, deliver, search, transport quests as we get here in missions, just that they have a lot more text to read through (which in 90% of the cases gets ignored anyhow)

If they would add some missions that say kill x (x = any named mob) and tell you why you should kill them a lot would be done already. But that will likely be guild quest content when it gets implemented.

The one thing they have to work a bit on is the reward section for doing misions but I think that will come with Part 3 of Patch 2

I on my part made my own content by trying to find out all the missions that add to the Ency. This can occupy you for weeks if you really want to do all missions out there =P (about 30 territories with each about 20 quest givers, with 10 missions each = 6000 missions to do, but requires to be lvl 200 in each one subtree of each of the 4 main trees as well =P)

My major disappointement with 2.2 is though (appart from PvP not being my cup of tea) that we still dont have mounts.

Re: Patch 2.2 First thoughts

Posted: Wed Dec 22, 2004 10:50 pm
by a02chrha
mboeing wrote:Dungeons? Why the hell everyone wants dungeons. How they fit into Ryzom at all? This is no D&D.

As for the break and story driven elements better make that a 6+ month break.
Well, some parts of PR could easily be dungeons. I mean before we were told to be able to "discover" stuff in PR like learning about our past digging in old ruins n stuff. And large parts of PR have allready ben accessed by many. to suddenly be able to discover encyklopedia stuff or whatever in a previously known location is a bit dull allthough always something. Lets say a major patch comes.. like Chapter 4, you stumble across a hole in the PR (queen nest, kitin hatchling chamber or whatever) that has kitins and maybe a boss at the end.. rewards can be encyklopedia knowledge or killing the boss can be one of those more elaborated quests, maybe even the big missions after ritual mission. This to me make tonns of more sence than applying PvP to this area where our common enemy kitins allready resides.

This is only one thing, I can come up with more if u like ;)

mboeing wrote: And tbh if you look at the quests in other MMO's in the end its the same kill, deliver, search, transport quests as we get here in missions, just that they have a lot more text to read through (which in 90% of the cases gets ignored anyhow)

If they would add some missions that say kill x (x = any named mob) and tell you why you should kill them a lot would be done already. But that will likely be guild quest content when it gets implemented.
Well, so with that u mean why bother at all? And playing chess is equally satisfying? Well, I for one want some flesh on the bones. Leaving stuff for our own imagination may in all its glory be nice, but atleast some stuff wouldnt hurt imho.
mboeing wrote: The one thing they have to work a bit on is the reward section for doing misions but I think that will come with Part 3 of Patch 2
Agreed. But firstly they need to come up with a policy of rewards, how rare drops will be managed and so forth. If we all will become treasure hunting spawncampers in the end or not.. Maybe stick to fame and dappers after all, what do I know ;)

mboeing wrote: I on my part made my own content by trying to find out all the missions that add to the Ency. This can occupy you for weeks if you really want to do all missions out there =P (about 30 territories with each about 20 quest givers, with 10 missions each = 6000 missions to do, but requires to be lvl 200 in each one subtree of each of the 4 main trees as well =P)
Yeah we in our guild have mapped a great ammount of the pre-enc. missions by now. It was fun, but in the end all it was was something that for once made you willing to try missions for a reasonable good cause since they where same missions as we always have done. Then again better than nothing so I shouldnt really whine.
mboeing wrote: My major disappointement with 2.2 is though (appart from PvP not being my cup of tea) that we still dont have mounts.
Yeah, reading Chapter 1: Dev. mounts, Chapter 2: player mounts kinda didnt live up to it yet.. thought it would arrive in patch 1 or atleast 2 of chapter 2. Devs seem to ride around fine.. whats the holdup for the players? or maybe we arent mature enough yet :P

Re: Patch 2.2 First thoughts

Posted: Thu Dec 23, 2004 2:06 am
by ozric
a02chrha wrote: Yeah, reading Chapter 1: Dev. mounts, Chapter 2: player mounts kinda didnt live up to it yet.. thought it would arrive in patch 1 or atleast 2 of chapter 2. Devs seem to ride around fine.. whats the holdup for the players? or maybe we arent mature enough yet :P
Mounts coming in Chapter 2 pt 3

Re: Patch 2.2 First thoughts

Posted: Thu Dec 23, 2004 2:21 am
by moboid
Always a chance Mounts are obtained via a rites mission.

Hence the wait.