Impressions of Chapter 1 from ATS: of special interest to those who forage.

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tleilaxu
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by tleilaxu »

mikwana wrote:That's part of the problem.
Dont' max out all the properties. If you have long source time from the prospect, then your rate doesn't need to be huge.
Likewise, if your target mats are 150 for your crafters you are supplying, you don't need to get those max quality.

But, as I said, that's just what I'm picking up from observations, and I hope it holds true. Looking forward to trying it myself, and/or hearing about results any who test it out.


Hello,

Perhaps I wasn't making myself clear enough. SO I'll be quite rude about it maybe that will get through.

We tested out SEVERAL COMBINATIONS anything we could think of ranging from Max Q level to Max # of mats & everything in between. That includes mixing agg & gentle rates/speeds/qualities.

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tonus
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by tonus »

shrike wrote:But could someone please tell me why the solution for this would be to boost foraging? Two wrongs do not make a right - what is needed to solve these problems at the root, meaning to finally change the broken runaway degradation mechanics to something else and to review if the tree splitting for jewels and armors really is a smart thing.


Agreed, if they stop the item degrade problem as well as the tree splits, a lot of these issues would be more under control. But who said anything about boosting forage? I think most people would agree that it's fine the way it is right now...at least I wouldn't mind if it stayed the same.

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shenan
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by shenan »

The major problems with this patch will not be with the harvesters, but rather with number of mats going to crafters. While fighters/harvesters/mages are easily passing level 160 to 170 now (and some harvesters past 220), crafters have been struggling.

The best melee weaponsmiths are only about lvl 150 (with *massive* guild support), the best armorers are in the lvl 110-120 range (and most of those can only make one armor piece that high).

The best jewelers are in the 90-100 range (again, with with big guild support), and I know of exactly one ranged weaponsmith past level 90, and only a handful even past 50.

The hitpoint decay rates of armor/weapons combined with the crafting degradation rates, low experience amounts, and mats required to level crafting makes it a tedious grind at the moment... I couldn't even imagine trying to do it by myself. There is a reason why most high-level fighters just play naked now. The crafting grind looks to be getting about 3 times longer than it is now under the new patch.

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zarzen
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by zarzen »

Maybe the devs don't intend for high level players to have equipment of their own level.

It's not -that- strange a notion, really. They may just be trying to create even more rarity.
billg1
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by billg1 »

shenan wrote:The major problems with this patch will not be with the harvesters, but rather with number of mats going to crafters. While fighters/harvesters/mages are easily passing level 160 to 170 now (and some harvesters past 220), crafters have been struggling.

The best melee weaponsmiths are only about lvl 150 (with *massive* guild support), the best armorers are in the lvl 110-120 range (and most of those can only make one armor piece that high).

The best jewelers are in the 90-100 range (again, with with big guild support), and I know of exactly one ranged weaponsmith past level 90, and only a handful even past 50.

The hitpoint decay rates of armor/weapons combined with the crafting degradation rates, low experience amounts, and mats required to level crafting makes it a tedious grind at the moment... I couldn't even imagine trying to do it by myself. There is a reason why most high-level fighters just play naked now. The crafting grind looks to be getting about 3 times longer than it is now under the new patch.

Shenanigans
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Exactly, and well said.

Fewer mats to crafters is the problem with the patch. I could care less if leveling took longer, but fewer mats than we can gather now is unacceptable.

Increase the Mats per pull, increase the xp needs to level. Make it harder to level Fight and Magic.

Just do not make it so every single person on the server must be a full time harvester by reducing the number of mats for gear. Im tired of needing armor. IM tired of fighting naked, im tired of hearing that my mages dont have amps, im tired of hearing that my crafters cant level fast enough to keep up with the needs of the guilds equipment.

The harvesters and the crafters are frustrated becuase they cannot keep up with the needs of the fighters and the mages equipment. The Fighters and mages are frustrated because they dont have the equipment they need.

No one wants to be frustrated playing a game they wish to enjoy

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tleilaxu
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by tleilaxu »

zarzen wrote:Maybe the devs don't intend for high level players to have equipment of their own level.

It's not -that- strange a notion, really. They may just be trying to create even more rarity.


You don't create rarity by screwing over two entire branches of professions.
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shrike
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by shrike »

shenan wrote:The major problems with this patch will not be with the harvesters, but rather with number of mats going to crafters. While fighters/harvesters/mages are easily passing level 160 to 170 now (and some harvesters past 220), crafters have been struggling. ...


The thing is that both foragers as magic/melee had a unnatural fast lvling speed due to mat extraction spec and blind.

Without those both trees wouldn't have had easy fast 3k wonders and would be probably around as high as crafters, too.
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vguerin
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by vguerin »

shrike wrote:The thing is that both foragers as magic/melee had a unnatural fast lvling speed due to mat extraction spec and blind.

Without those both trees wouldn't have had easy fast 3k wonders and would be probably around as high as crafters, too.
While I agree with you on both counts, I will also point out that both the material specializations for harvesters and blind for fighters have ALWAYS worked as they do now. It has not been an exploit the blind did not work as it should and the specialities did. It was a failure of the Dev Team to focus on the right things.

We are now paying the price with the nerf stick coming down as well as an overhaul that will create much more of a problem then we had before. The absolute worst thing in Patch 1 IMHO is what is NOT included in it. Still no Guild Outpost Officers, thus guilds have nothing to do but power leveling... The tail is wagging the horse, the good players will find the best way to work the new system as they did the old one. Why shouldn't we, we have nothing else we can do... It's not in the game yet !

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gecker
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by gecker »

It would appear that foraging has changed more for higher lvls than lower lvls. I spent 4-5 hours on ATS with my lvl 63 foraging toon and I found that I was pulling close to the number of mats that I do on Windemeer. Granted it does take longer because I use more Focus and need to rest more, but soloing isn't bad because the Care Plans are actually useful when solo. Also using the same skill set between Windemeer and ATS, I found that it was possible to pull 3 mats on ATS where the same skills on Windemeer would only get me 2 mats. I will say that since I'm a Tryker, I was only working on q50 mats.
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Re: Impressions of Chapter 1 from ATS: of special interest to those who forage.

Post by frostbit »

Ill go ahead and weigh in on this as well, if only to attempt to increase the "community" of oppinions.

Currently, I am a lvl 105 harvester and crafter of weapons, armor, and jewlery at around Q70. I do not want to level harvest anymore, with the exception oof increasing my focus pool and regen. What I *want* is to be able to gather enough materials to advance my crafting at a decent rate.

My two major gripes with the system as it stands: The QUANTiTY of mats produced is too low. Try harvesting enough mats to level earrings. Its INSANE. The *most* XP you can ever expect to get for an earring is about 300. Granted, its only two mats per, but we are talking THOUSANDS of comibines. Yeck.

Gripe two (even spoke with a GM on this one): The BAFFLING selection of "Extraction Counterparts". The *STRENGTH* of this game is that you can customize all of your actions. In the world of magic and melee there are numerous "credit" bricks to let you tweak things. There is only one in Harvesting: Focus consumption.

In the current system, I have two choices: Run a 4x100 action with the -32 brick and harvest non stop (my focus drains away, but at a rate I can handle with Focus Self Heal). Or jump to a 6x100 action with -64 that I can perform TWICE. And then sit for 5 minutes. This is a no-brainer. I go with the -32. I would like to see MORE Extraction Counterparts. I would have loved something in the upper mid 20s. I would like a -40 right now. I CANNOT drive a -64, so I am stuck using the -32 until when, level 200? I have no idea.

AND THEY ARE TAKING THE -32 AWAY!?!?

This *FLOORS* me. Completely baffled. The only message I can glean from this: "We want you to sit down". I am not interested in sitting down. Thanks, done that enough in other games. Why cripple the system that defines your game as unique and different?

I didnt log in last night for the first time in weeks. I figure: Why bother? I will wait patiently for the patch. I will respec my character. I will evaluate the changes. I am 90% confident I will find the new system unplayable and that will be about the end of it. I see how fast Nevrax moves. The changes made in Patch 1 will not be "tweaked" for weeks, perhaps a month.

I am not interested in sitting down.
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