New content / Old content

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sehracii
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Re: New content / Old content

Post by sehracii »

flat75 wrote: BTW, why does everyone telling it's dumbing down? Similar thing is already in game during opwars. Having a radar at all it much more dumbing down then red-dot aggro. Why noone says it should be removed?
Many people are unhappy with the radar in OP battles.

How could red dot aggro make the game more fun for anyone? Traveling by looking at a little 2 inch circle rather then the beautiful world of Atys appeals to people? Even if it is optional, it would detract from the game for anyone that used it. And as people have stated before, its the kind of option that would be come standard and expected of everyone to use it. Why don't we give homins the option to "stealth" themselves so creatures don't aggro? Sure, its an "option," but what do you say next boss hunt or OP battle when the rest of your team runs right through the kirosta spawn and you can't? Not so optional anymore. Do it or fall behind everyone else. Optional red- dot aggro radar is the same thing, if on a slightly smaller scale.

Its also very unrealistic. Not that "radar" is realistic, but its a stand-in. In the real world you have many more senses to use to be aware of your surroundings. The radar compresses this information into something you can read.
If you're walking through the woods, you're likely to hear some rustling in the leaves behind you, or notice some movement out of the corner of your eye. You're not going to know what it is, but you're going to know something is there. That's the radar. If you want to know what it is, you have to take a closer look.
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flat75
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Re: New content / Old content

Post by flat75 »

sehracii wrote:Many people are unhappy with the radar in OP battles.
How could red dot aggro make the game more fun for anyone? Traveling by looking at a little 2 inch circle rather then the beautiful world of Atys appeals to people? Even if it is optional, it would detract from the game for anyone that used it.
>> Excuse me, but are just defining what is fun for ME?

And as people have stated before, its the kind of option that would be come standard and expected of everyone to use it. Why don't we give homins the option to "stealth" themselves so creatures don't aggro? Sure, its an "option," but what do you say next boss hunt or OP battle when the rest of your team runs right through the kirosta spawn and you can't? Not so optional anymore.
>>Honestly, I don't get it. Even if there would be a feature like that you would expect everyone around you to change thier behavior to accomodate your tastes? It sounds selfish to me.

Do it or fall behind everyone else. Optional red- dot aggro radar is the same thing, if on a slightly smaller scale.
>> So you agree that it would be useful (hence the falling behind argument) yet you tell it would destroy gaming experience by forcing players to look at it.
It would be your choice. But currently I see opposition against a feature which you don't want to use, so you don't want anyone else be able to use too, even if it would be useful for them.


Its also very unrealistic. Not that "radar" is realistic, but its a stand-in. In the real world you have many more senses to use to be aware of your surroundings. The radar compresses this information into something you can read.
If you're walking through the woods, you're likely to hear some rustling in the leaves behind you, or notice some movement out of the corner of your eye. You're not going to know what it is, but you're going to know something is there. That's the radar. If you want to know what it is, you have to take a closer look.
>>I really hoped noone would tell how unrealistic it is. Is radar a stand-in? How so? Radar is way way more than sensing movement from the corner of your eye. It is sensing movement, presence, (precise distance up to 2m as others told me) exact number and location throught any visual obstacle as hills, woods, walls, you name it. Also it's a convenience feature.
Please read UGAMBA MAWABI's letter as a reference (100% ironic) about how different style of playing creates different needs.
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d29565
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Re: New content / Old content

Post by d29565 »

Just so everyone is clear, it's not a radar, it's simply a compass of sorts. So meh.
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katriell
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Re: New content / Old content

Post by katriell »

Every time you make part of the game easier, god kills a kitten. Er, noobs (see signature link) multiply...same difference. ;)
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flat75
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Re: New content / Old content

Post by flat75 »

katriell wrote:Every time you make part of the game easier, god kills a kitten. Er, noobs (see signature link) multiply...same difference. ;)
>> :) )) I like it
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jared96
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Re: New content / Old content

Post by jared96 »

flat75 wrote: 1. >> So does that mean that you agree with me about existing inbalance, but you would favor bumping void up, rather then other regions down?
Yes and no. It's not so much that Void is easier overall as far as mob density. The primary complaint is plants which to me give way too much xp and die way too fast for the effort involved. And they rarely chase you down if you are in trouble. I find plants a bit mind numbing and tho I have participated, mostly healing or afflicting outta team, it's hard to do for any length of time.

To my mind the run from the kami tp area to PSW is typical of what a "run" should be. Challenging enough to make you pay attention but learnable with time so that most times ya can make it thru. But once there, you can venture all around NE Void w/o paying much attention. The hardest part of traveling in Void is getting past the kinch / kipesta or 2 (orange) near the kami tp at HoP.

But I have to say Scorched Corridor really isn't that much harder overall. Tho there are a few spots that are a bear, much of it is also empty. SC has about 6-10 of these depending on season, Void just 1 or 2.

2. >> So far, what you have said is quite the same as I did, except for the TP thing.
Again, yes and no. As a native Fyros character, I will be most familiar with my home land. To my mind "equivalent" NOT SAME opportunities should exist in all lands. Before someone inserts the "why should I travel then line", let's keep it in context. In my home land I will have the most spawns and tp's, the highest fame so I *should* have some advantage here traveling and "safe spot" wise. However, if I arrive at a good grind spot and find it's taken by another team, then I can say, let's travel to [wherever] and do [whatever]
>> But it's always your choice to let you get a trek, or try it alone. At any time you can decide not to participate in any trek, and explore only those parts of atys where you can get to alone. I don't think anyone should have decide for other players what gaming experience should they have. They may have a wonderful experience after being trekked to Pyr by exploring Pyr itself. You like this way, others like that way. Both of you can have what you want.
I didn't say anything about deciding for other players. I said that when we help them trek and when they "choose" to partake they in effect are detracting from their own experience. I wasn't suggesting GF limit this in any way, it was an example given about the significance of ones own actions.
>> Yes, it's true, but you exactly nailed the point: some of these areas are almost like "built for group exploration". Of course you can do it alone, but it's a high-risk, low yield task.<<
I know many peeps including myself who have create n00b toons just to travel.....the challenge of making it as a low level player. Many have made the run from Pyr to all other cities solo just for the challenge.....and once having done it, why would I do it again ?

If it wasn't a hi risk proposition, there'd be no challenge. I play the game to presented challenge and the thrill comes from overcoming them. Take all the challenges out and I have no reason to log in. I don't have a reason to be close to all those areas you talk about so I can visit them on a regular basis. If I don't have a reason, because other equivalent opportunities exist, then what I have to go thru to get there doesn't enter my mind. Even if it was just as easy, I am going to be more familiar with my regular stomping grounds.
If it would be really the case, void would be almost empty, prime root would be filled with explorers, diggers and hunters. Which is clearly not true.
Prime Roots is filled with diggers....it's where anything of value is dug. One doesn't grind in PR cause mobs have like 6 times the HP down there for no xp benefit. You go to PR to "get stuff".

FF has its timmies, Tyranch, cuttlers .... Void has its jabs, yetin kinch .... again the thing that separates Void is its plants.

3. Does not solve all your problems. This one could attack some other mobs and get killed, let alone if its right on the place you want to dig, even one is enough to forbid access to a resource.....I would like to have the ability to deal with monsters I am able to kill for longer timespan than 2 minutes.
Yeah lotsa things "could" happen. A plan could crash but I still fly. If the mob gets killed and the group respawns I just do the same thing. Doesn;t happen often and when it does, it's even a nice break from swingin a pick. If it was easy, the challenege would be gone and I'd have no impetus to bother. I don't want all my problems solved. I want the challeneg of solving them.
>> 4. It's not an issue. It was mentioned to illustrate the point how the prectical choices of players limited. Do you happen to know anyone who have mastered their LA by digging atante fiber in GoC, which is according to one claim only 10 minutes run from tp? I don't know a single one. For some strange reason, if you want to master a craft skill, you dont really have much choice.
Again, I don't understand the point. What if one wanted to drive from point a to point b using only streets whose names begin with consonants ? Alright ya can probably find a way to do it, but why waste the time and gas when a more convenient alternative exists ? The npc you gonna sell ya grind mats to doesn't care what fiber you used, so I don't see any "real" impact on a player.
>>5. Yes, I use racial too. Because I'm forced too. For armor I use color coding. You know I like fyros LA. I use blue LA for focus, red LA for hp.
Pretty much lame that I am forced to wear different colors/races of armor just to be able to tell them apart. Pretty much unpractical to have 3 sets of black fyros LA with different boosts.<<
Not an issue for me since I basically don't give a hoot about what color or style my toon is wearing. I may be somewhat unique here but the only thing I care about is stats.

>> Look at any large guilds GH. Try to pick say the best Q250 armor in there. Check that you have all parts. Clock it.
If there are 3 sets of armor of same color and quality, 2 excel and 1 supreme, it takes a while. Not much, but a while. A bit more than its convenient. It's not a big deal.
I can pretty much guarantee that any large guild's GH is pretty much the same as any small ones.....990/1000 slots usually filled. But pikcing out the best QL 250 armor is gonna be a piece of cake.

a) There is no basic, fine, choice, exe HA in there. At that level it's all gonna be supreme or it would have been thrown away. Grind sets are made to order....not gonna waste GH slots on grind junk. And once a peep gets a 250 set, it never goes back unless they leave game / guild. It wears out and that's why they have those little pop up warnings....so we can start collecting mats for a new one. Oh and it's always gonna be black.

b) With LA, only 2 types in there. Hp boost and Focus boost. All focus sets are fine mats tryker style. Hp sets are all choice as armor rarely dcides the outcome of a PvE fight since mages almost never get hit. if your level 250 and a guildie want something better than that, we arrange for it to be made.
>>6. Take a look at a large guilds GH. Lets suppose you are crafter, and you want to craft the best damned armor you can. Now, you have to individually click/hover over 20-50 mats per component type to tell excel/sup apart. With my suggestion: you pick sup filter, you pick your quality and type: and you see all those mats you can actually use. Only job remains to pick the best from them.
I am a crafter (250 HA). If I find a basic, fine, choice mat in GH, I promptly destroy it. All that leaves is 2 choices. All my sup HA mats are in my apartment. All the exe mats are in GH. All those sup mats from that boss you killed 9 months ago....mostly garbage. If it don't have great stats dump the crap. Like my son complaining he can't find the CD for the game he wants t play cause open CD cases and loose CD's all over the place. Since you only have 2 or so choices that you really really want for each mat, why keep all the others ?.....clean house.
>> 7. Unless say you are a crafter for a big guild, .... Why can we have only 3 mektoubs, not 20?.....<
Best I can think of is hoarding. Each season we have the opportunity to dig 72 supreme mats in each region. A player once boasted to me that he "had 20,000 sups in his GH". he was a one man guild. For what purpose ?

The game has to track the mats and those of us who played beta remember the inventory problems and bugs which existed when a certain number of slots was exceeded. It's simply a database problem. The more slots and items you have to track the bigger the amount of server storage and the larger the possibility of DB corruption.

Having a limit makes me think. While I first saw this as a problem, with time and some "reality checks", I found this challenge easily solvable. I wouldn't mind some expansion but more so for the fact that it would be a dapper sink than anything else.


>> 8. Your suggestion would solve exactly the same problem I mentioned. However containers could be used to store armor/jewel pieces in GH, separate mats in mektoubs/apt/gh, etc. But your proposal is good too, surely easier to implement.


As long as it's not "insta-change" I'd be happy. Diablo handled this issue for example very well.
>>9. In my proposal I get xp for using my lower skills. Even the example mentions this. You can help a buddy lvl his heal, by lowering your melee, and killing monsters of lower level. (of course you can now try levelling another branch too, so partial solutions and workarounds exists for this problem) How do you solve that with out of team healing/affliction? Someone gotta kill a monster...<<
I kinda see that as akin to getting college credit for sitting in on my son's 5th grade science class. As for how help someone is simple. I am level 170, my friend is level 70. If he goes to OO and tries to kill a clopper with his axe, he dies by the time the clopper is 3/4 dead.... if I heal him, he doesn't. If he's maging and I root the clopper, he can stand there and blast away w/o ever taking a hit.

>>10. Yet, can you explain why and how would anyones gaming experience be hurt if mektoubs would be teleportable? I could actually TP with them, move to a barely used spot, dig them full, and go home. Again, expanding the area, where players can efficiently, conveniently play.<<
I can think of 250,000,000 reasons right off the bat. That's how much dapper I have w/o any possible thing to spend it on. At least digging a new region gives me a reason to spend some of it.

>> 11. I assume you dont craft jewels (btw neither do I - atm)
Our guild requires all HO's to be able to craft every item up to 100. But not quite sure what the significance is to the point under consideration. If there was a button that said "Sell all the crap I just crafted", I don't see whether you were making jools or anything else be different.
>> 12. Agreed, an undo would solve the problem - if you happen to notice before closing the window. Not after that, unlike my proposition.
I think the alternative provides a nice midway solution without too much hand holding.
>> 13. Well I do. Would more zoom hurt your gaming experience?
No but Red herring IMO. Mats do "move'. Some nodes can be depleted, some not. Nothing a 50m ranged brick won't solve.

>>14. Result: one-buttonpress heal to buddy, even if you have weapon in hand.
Crystalize heal spell. Enchant sword in right hand. Load with sap crystals. Same result.
>>16. Static toolbar proposal is good, agreed, but unless I misunderstood, it would be 20 changeable + 10 static, not 10 changeable + 10 stati
Yes that's my problem.....it would double the scrolling....now any given bar would be as many as 10 scrolls away....when I wanna switch from my afflict bar to my heal bar, by the time I get there, team may be wiped.

>> 17. Unless a large tree or the 10 aranas around you block your view. BTW, why does everyone telling it's dumbing down? Similar thing is already in game during opwars. Having a radar at all it much more dumbing down then red-dot aggro. Why noone says it should be removed?
Ok, look around the tree and recognize that if an aggro is in the middle of a pile of herbies, it's probbaly eating them. The reason for the OP difference is that when you see a zerx, you know it is aggro.....when you see a tryker, who knows.

[QUOTE] >>18. In order for a program to be able to understand what a full set means you have to define what a full set is. Jewels of same quality and bonuses? That would quite probably exclude most of the pvp jewels set, wouldn't it?[/QUOTE]

A set is what you can equip at any given time.

A set of jools is 10
A set of HA is 6
A set of LA is 5

>> 19. Checkbox style selection would actually make small quantities to require more clicks.
Hence the "option" of using that method.

I don't particular have any objection to most of what you are proposing, except where so stated, but I'm mostly saying that the impact would be below a level which I would be remarking "gee I'm glad they did that". Like at BBQ given a choice of a coated paper or plain paper plate, I'd go for the coated. But I'm gonna be more interested in other things and the plate choice won't be high in my rating of the event.
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jared96
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Re: New content / Old content

Post by jared96 »

sprite wrote:Right click -> Sort

Enjoy.
Thanks Sprite....I remember making this suggestion way back when in beta and being told well maybe someday.....remember trying it once after that and wasn't there....never bothered to go back and try again. But still....fix it so I don't have to do it again every time I relog

Still would like the guild list fixed tho....sorta sometimes alphabetical and impossible to scroll.
Last edited by jared96 on Wed Apr 25, 2007 10:14 pm, edited 1 time in total.
odofitzg
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Re: New content / Old content

Post by odofitzg »

Wylan replied to someone (I tried to trace it down but couldn't find it.).
Quote:
9. Tutoring - I would like to be able to "downgrade" my skills, so i could train together with my mate......Whoa, from now on, you can help your low level guildies even more! Huzzah!

This I do now by healing / afflicting out of team. Don't see any difference from your proposal.

>>In my proposal I get xp for using my lower skills. Even the example mentions this. You can help a buddy lvl his heal, by lowering your melee, and killing monsters of lower level.
(of course you can now try levelling another branch too, so partial solutions and workarounds exists for this problem)
How do you solve that with out of team healing/affliction? Someone gotta kill a monster...
I thought about this last night and fail to understand, Wylan. Perhaps I am not totally familiar with the game, but when Zna and Sunrays took me and Noed up to the Void, they whacked on plants (and an occasional Kincher that came too close) and Noed and I healed like mad and we all got mondo xp. And other than crafting, Heal is the hardest thing to level (if you don't have a lot of people around to form teams.)

I.e., this is something that you can do now, with a little thought.

Wylan, it does seem to me that while some of your suggestions have merit, most of them are either what I would call "making it too easy" (which others have called "dumbing down") or suggestions which add up to "I want Ryzom to be a different game -- one that I can win." The fact that others don't want this, and seem to be moderately uniform in that not wanting should tell you something about the game and the people who play it. I came to Ryzom *because* I tried WoW. When I first started, I wanted to tp my packer, too. Now, not so much -- I relaxed.

Yeh, I'd like to be an uber-super fighter/harvester/mage/craftsman.

You know what -- I can be, and it will take me a while, just like real life. And this is, to my mind, a *very* good thing.

To me, Ryzom isn't about winning -- it *can't* be about winning. It's about exploration of a new land. In real life, exploration is dangerous and people lose their lives. In Atys, it's dangerous and homin lose their lives. At least in Atys, we have our Seed, which allows us to be re-created.

Atys is too beautiful to spend all one's time extending one's sense (radar) and not admiring the burrowing bluebirds of the Lakes, or the green fuzzies of GoC in winter.

Just some more thots from the noob on the block (or is that a newb? I forget.)

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vguerin
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Re: New content / Old content

Post by vguerin »

d29565 wrote:Just so everyone is clear, it's not a radar, it's simply a compass of sorts. So meh.
Calling it a compass was probably another poor translation, but it is most like and used as a radar with compass functions.
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flat75
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Re: New content / Old content

Post by flat75 »

Quote:
2. >> So far, what you have said is quite the same as I did, except for the TP thing.

Again, yes and no. As a native Fyros character, I will be most familiar with my home land. To my mind "equivalent" NOT SAME opportunities should exist in all lands. Before someone inserts the "why should I travel then line", let's keep it in context. In my home land I will have the most spawns and tp's, the highest fame so I *should* have some advantage here traveling and "safe spot" wise. However, if I arrive at a good grind spot and find it's taken by another team, then I can say, let's travel to [wherever] and do [whatever]
>> "equivalent" means about the same accesibility, danger, and yield. I am quite convineced that the reason lots of people lvl in void is the lack of equivalent opportunies elsewhere.

Quote:
>> But it's always your choice to let you get a trek, or try it alone. At any time you can decide not to participate in any trek, and explore only those parts of atys where you can get to alone. I don't think anyone should have decide for other players what gaming experience should they have. They may have a wonderful experience after being trekked to Pyr by exploring Pyr itself. You like this way, others like that way. Both of you can have what you want.

I didn't say anything about deciding for other players. I said that when we help them trek and when they "choose" to partake they in effect are detracting from their own experience. I wasn't suggesting GF limit this in any way, it was an example given about the significance of ones own actions.
>> They have the right to detract from thier own experience. Especially so If they tried the other way (alone) first and failed.

Quote:
>> Yes, it's true, but you exactly nailed the point: some of these areas are almost like "built for group exploration". Of course you can do it alone, but it's a high-risk, low yield task.<<

I know many peeps including myself who have create n00b toons just to travel.....the challenge of making it as a low level player. Many have made the run from Pyr to all other cities solo just for the challenge.....and once having done it, why would I do it again ?

If it wasn't a hi risk proposition, there'd be no challenge. I play the game to presented challenge and the thrill comes from overcoming them. Take all the challenges out and I have no reason to log in. I don't have a reason to be close to all those areas you talk about so I can visit them on a regular basis. If I don't have a reason, because other equivalent opportunities exist, then what I have to go thru to get there doesn't enter my mind. Even if it was just as easy, I am going to be more familiar with my regular stomping grounds.
>> You just dais what I said several time before: personal challenge is easy to archive.

Quote:
If it would be really the case, void would be almost empty, prime root would be filled with explorers, diggers and hunters. Which is clearly not true.

Prime Roots is filled with diggers....it's where anything of value is dug. One doesn't grind in PR cause mobs have like 6 times the HP down there for no xp benefit. You go to PR to "get stuff".

FF has its timmies, Tyranch, cuttlers .... Void has its jabs, yetin kinch .... again the thing that separates Void is its plants.
>> I said "prime root would be filled with explorers, diggers and hunters" you replied PR if full of diggers. Then you stated expressly that people don't go there explore or hunt.
With all due respect I disagree prime root is filled with diggers.
I have 140 PR and I have met other players in PR (excluding the occasions when we went there together) 4 times. Four times.
Void is full of hunters, PR is not full of diggers. There are active spots (especially SNs after season change) but drops on the side of bottle does not mean it's full.



Quote:
>> 4. It's not an issue. It was mentioned to illustrate the point how the prectical choices of players limited. Do you happen to know anyone who have mastered their LA by digging atante fiber in GoC, which is according to one claim only 10 minutes run from tp? I don't know a single one. For some strange reason, if you want to master a craft skill, you dont really have much choice.

Again, I don't understand the point. What if one wanted to drive from point a to point b using only streets whose names begin with consonants ? Alright ya can probably find a way to do it, but why waste the time and gas when a more convenient alternative exists ? The npc you gonna sell ya grind mats to doesn't care what fiber you used, so I don't see any "real" impact on a player.
>> To refer to your example: if the shortest route to your office is always crowded, you may want to try to find an alternate route. A slightly longer, hopefully not so crowded, to avoid traffic jams.
That's the reason. If you realize that the shortest alternate route is 3 times longer than the original, making you even more late from office, you won't be too happy.


Quote:
>>5. Yes, I use racial too. Because I'm forced too. For armor I use color coding. You know I like fyros LA. I use blue LA for focus, red LA for hp.
Pretty much lame that I am forced to wear different colors/races of armor just to be able to tell them apart. Pretty much unpractical to have 3 sets of black fyros LA with different boosts.<<

Not an issue for me since I basically don't give a hoot about what color or style my toon is wearing. I may be somewhat unique here but the only thing I care about is stats.
>> So .. are you saying it shouldn't be issue for anyone else either? Let me assure you, I know a few people who care about what armor they wear. I even had to craft from fine mat to archive a color.

Quote:
>> 7. Unless say you are a crafter for a big guild, .... Why can we have only 3 mektoubs, not 20?.....<

Best I can think of is hoarding. Each season we have the opportunity to dig 72 supreme mats in each region. A player once boasted to me that he "had 20,000 sups in his GH". he was a one man guild. For what purpose ?

The game has to track the mats and those of us who played beta remember the inventory problems and bugs which existed when a certain number of slots was exceeded. It's simply a database problem. The more slots and items you have to track the bigger the amount of server storage and the larger the possibility of DB corruption.

Having a limit makes me think. While I first saw this as a problem, with time and some "reality checks", I found this challenge easily solvable. I wouldn't mind some expansion but more so for the fact that it would be a dapper sink than anything else.
>> I really really hope that you read when I answered my own question about the mektoubs, so I wont comment on this one.
But calling is a database problem is... just plain .... dead wrong.
As a DBA I can tell you NO database exists which has entries in it's manual stating: "please do not use our product to store too much data, it may be corrupted"
I can tell you even open-source databases (like postgres or mysql) scale pretty well. You know there is a whole industry behind it, working of technologies which result realiable scalable database management.
If you want, I can do a quick estimate about how much data are we talking about. I assure you all mats in all guilds GH on all servers is less data than a large youtube videoclip.
And youtube is free, whereas this game is not.
You wrote "Having a limit makes me think.". Well it makes me unconfortable. If capacity could be increased optionally (for a siteable amount of money for example) You could have your thinking I could have my comfort: everyone is pleased.


Quote:
>>9. In my proposal I get xp for using my lower skills. Even the example mentions this. You can help a buddy lvl his heal, by lowering your melee, and killing monsters of lower level. (of course you can now try levelling another branch too, so partial solutions and workarounds exists for this problem) How do you solve that with out of team healing/affliction? Someone gotta kill a monster...<<

I kinda see that as akin to getting college credit for sitting in on my son's 5th grade science class. As for how help someone is simple. I am level 170, my friend is level 70. If he goes to OO and tries to kill a clopper with his axe, he dies by the time the clopper is 3/4 dead.... if I heal him, he doesn't. If he's maging and I root the clopper, he can stand there and blast away w/o ever taking a hit.
>> I give up on this one, don't want to repeat all the same argumentsa again.


Quote:
>>10. Yet, can you explain why and how would anyones gaming experience be hurt if mektoubs would be teleportable? I could actually TP with them, move to a barely used spot, dig them full, and go home. Again, expanding the area, where players can efficiently, conveniently play.<<

I can think of 250,000,000 reasons right off the bat. That's how much dapper I have w/o any possible thing to spend it on. At least digging a new region gives me a reason to spend some of it.
>> No, please do not make jokes of a f@#ked up economy. If you enjoy spending money just for the joy of it, make an oath of never using the same armor longer than a day. Exact principle, much quicker effect.

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>> 11. I assume you dont craft jewels (btw neither do I - atm)

Our guild requires all HO's to be able to craft every item up to 100. But not quite sure what the significance is to the point under consideration. If there was a button that said "Sell all the crap I just crafted", I don't see whether you were making jools or anything else be different.
>> You, a master HA crafter can't see the difference. Oookay, I explain.
When i grind MA usually i dig about 1000 mats before i begin to craft.
HQ ma is 8/8/5/4, so 25 mats. You see, I craft 40 armors and sell them. Not much of a problem for me.
But let's assume you craft MQ jewels 4/4 8 mats. You have to craft 125 jewels and sell 125 jewels meanwhile you get about the same xp.
While I don't have much of a problem with the need to craft way more, selling this amount of junk it much more tiresome. (you see about 3 times as tiresome)

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>> 12. Agreed, an undo would solve the problem - if you happen to notice before closing the window. Not after that, unlike my proposition.

I think the alternative provides a nice midway solution without too much hand holding.
>> So ... making someone able to correct his mistakes is .. handholding.

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>> 13. Well I do. Would more zoom hurt your gaming experience?
No but Red herring IMO. Mats do "move'. Some nodes can be depleted, some not. Nothing a 50m ranged brick won't solve.
>> Good luck with your style of digging. (Since you are master HA it surely works) Now can I have my style too?

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>>14. Result: one-buttonpress heal to buddy, even if you have weapon in hand.

Crystalize heal spell. Enchant sword in right hand. Load with sap crystals. Same result.
>> Yet you only heal half the amount. O wait, and you cant have any enchantment on your weapon for say pulling, of fearing accidental multipulls.


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>>16. Static toolbar proposal is good, agreed, but unless I misunderstood, it would be 20 changeable + 10 static, not 10 changeable + 10 stati

Yes that's my problem.....it would double the scrolling....now any given bar would be as many as 10 scrolls away....when I wanna switch from my afflict bar to my heal bar, by the time I get there, team may be wiped.
>> No, I say again, I think the original proposion was to ADD 10 static actions. So if you do not use those actions, nothing has changed for you.




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Every time you think for yourself only, excluding other players god kills a hamster. Please, think of the hamsters.
Wylan
AoD, Master FF, Master PR, Master MA armorer
Order of the Nameless
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