acridiel wrote:Some while ago I´ve talked to a GM and he said in effect:
"Yes, this spot was intended to be there only for the rite, but is buggy.
Yet other things are atm more important then to fix this.
Someday (tm) it will be fixed."
But, as you see, even tho it is an acknowledged bug, the posts here, contrary to the OP, are focusing on a three sided contradictory argument arguing that it shouldn't be fixed nor given to other lands and finally that "it doesn't matter". The question never answered is ...If it doesn't matter, why the objection ?
It's a bug .... it belongs on then bug list. The purpose of the OP was to create the bug list, not establish the order that it should be fixed. So far one person addressed the original request, outlininbg an inequity that tryker crafters deal with due to the isolation of hi level vendors.
The effect of these inequities is small on day to day game play. It is however significant to the extent that every time a player regrets a decision made, it is frustrating and leads to disatisfaction. Disatisfaction contributes to the rate of dropped subscriptions. Any instance might be the proverbiial straw but, eventually, there is gonna be one straw that breaks the camel's back.
How would I currently advise a new player / toon ?... don't select a civilization until you have done all the rites. This takes a lot of the lore and story out of the game again perhaps leading to lake of immersion and boredom. What I am saying is "game mechanics" shouldn't push one to make a choice where to better advance your character, you cut yourself off the game experience.
When playing regularly, I'll file about a half dozen bug tickets a week. Most are badly worded missions where it says "kill <creature.atys. yad yada yada code references >. I don't get "wigged out" when the next patch rolls along and it's not fixed. But unless something makes the list, it will never get fixed.
Arguing that "the bugs that are important to me are more important than your bug" or that "the bug is good because it benefits me" work against Ryzom's unique feature. That is "no choice penalties". Being a mage shoudn't make me less of a melee player. Being good at healing shouldn't reduce my affliction capability. Beinga good digger shouldn't affect my crafting.
Weapons are very different but, within their classes, all do just about the same damage over time. Axes do more damage at a lower hit rate than swords such that damage per minute is about even. If this weren't true, everybody would be running around with the same weapon. Inequities don't promote diversity, they reduce it.