Re: New content / Old content
Posted: Wed May 02, 2007 9:19 am
Quote:
Okay, you want consistent challenge. I'm sure it can be done. Now, please elabore how can you create consistent challenge from 100 players, all different skill levels within the same game.
Consistent challenge is:
Level 0-50 players working a blue zone;Level 50-100 players working a yellow zone and so on.....mixed team work it out. XP given is based upon the challenge faced. You wnat XP, you will find a challenge.
>> Maybe I was not clear enough - I did not mean in-game skills. Skills like setting-up stanzas, skills like sneaking.
Quote:
My observation about player behavior seems to indicate most players want lower challenge level than currently in game, and they most use those areas, where challenge level is below average, therefore making these areas crowded.
If you replace the word "challenging" with "convenient", I'd agree. But to an extent, a small extent, yes it's only human nature to pick the "shortest" or "easiest" route to a goal. [snip]
>> So why would it be such a grave sin to provide more areas for those players who follow their human nature?
Quote:
So all the challenge-seeking people do not favor digging grindmats in prime root, because it's ... too challenging? Wait, what?
What's so hard to understand ? Goal is to get crafting up. Crafting is not exciting, it's not challaneging, it's simply a grind. With the slow pace it has, no one wants to waste time. Here's my chocies:
a) Work 250 spot above ground. Can trek packers there and leave in relatively safe spot close to where you are digging. TP's reasonably close by. Can make it thru aggro untouched in excess of 90% of the time if paying attention and not rushing. Once at spot, can dig for reasonable length of time with only occassional interuption. Mat quality suitable for grinding. Hawkers readily available.
>>So you say it's absolutely acceptable that if you want to grind a craft skill up, (and you have only one type of digging high enough) there is only 1 or 2 spot on the entire world where you can do that. And you will be locked there for more than a month by practical reasons.
b) Work 250 spot in PR. Packer trek will take hours. Few safe spots to leave packers that are clsoe to safe zones. After TP'ing in, still usually a nice trek to spot ya wanna dig. Can make it thru aggro untouched maybe 30% of the time. Once at spot can dig for maybe 5-6 minutes (often less) before getting chased off. Mat quality above what needed for grinding so additional risk not warranted. Hawkers few and far between.
>>Oh.. excuse me, thats quite newsflash for me. I gained more than 20 lvls in PR in the past 4 days, digging about 15K mats, and was barely attacked at all, never got killed while on the digging. (previous trek for 3 TPs in LoC resulted 1 DP)
Followed my human nature, and picked somewhat safe positions. (SC for fiber, FD for bark and amber)
And you know what I noticed ... players. Other players dug next to me. Obviously I did a /who, and guess what... 100% (not 95, 99) of the names shown on the list dug the same safe places as I did.
But this thread was not about PR, so I'd like to get that subject out of conversation, even tho it's more or less the same situation as GoC. (not counting supmats)
Quote:
I, for one, do dig grindmats in PR in order to lvl PR forage.
I think the "for one" is kinda outta place. I am pretty darn sure that is the ONLY way to level PR forage and that is the way "every"one does it.
>> Hmm.. someone mentioned (was that you?) a "dig and discard" type of PR levelling....
Quote:
Now you argue against making Q250 regions easier, meanwhile admitting PR is so hostile, that people go there only for the mats. I .. am confused. Really.
Don't understand the confusion. What has PR's difficulty got to do with the other regions. If we give PR a 9 on a scale of one to 10 and the 250 regions a 4.....what's PR's 9 got to do with lowering the 250 regions from 4 to 2 ? If you want it to be easy, why not just use one of the power leveling services ? They will have you at 250 in everything in no time.
>> You are dead wrong on generalization of an entire region to a single number. Digging in goc, next to SS is pretty much 0 challenge.
Digging amber next to keepers is pretty much 0 challenge.
Problem is: Goc itself consist of about 2-3 low challenge level zones, accounting about 5% of the area.
Yet, this small area gives home to 95% of user activity in the region. My original post was about expanding this area, which is strongly opposed those who say challenge is needed.
No one, not even you have gave one...only one reason, which would explain that if challenge is so much needed, why most of the players avoid challenging areas, and why player activity is the highest in the less challenging areas.
Before we could really move on exchanging our points of view, please explain that to me.
And if you don't want to explain, please prove me that I'm wrong. That would require you to observe player behavior and location in GoC for at least a month, and come to the conclusion: most of the players to not dig in the areas I mentioned, they do dig elsewhere, deep in the GoC.
Logically if you want to contradict a statement like "most of the lemons are yellow" finding a red lemon is not enough. Nor proving lemons used to be green 100 years ago.
Quote:
No, one route are short, the next one is at least 3 times longer. At least. At which point it is not alternative at all. That's why noone uses it.
I did not requested equal routes. Only different routes which are real alternatives of each other.
That's a pretty good contradiction. You're not asking for "equal" routes" but you don't want routes that are "3 times as long". So I can only assume that there is some number between 1.0 and 3.0 that you find "appropriate". If I may ask, that is that number ? 2.0 times as long ? 1.5 times as long ?
I still don't understand the premise. When one sells his grind crafts to the npc is he saying "Gee I sure wish you made this with annette fiber instead of Dzao" ? We have three alternatives .... Dzao, Annette and Buo to grind away on LA..... each peep can pick which one is easiest for him / her....the npc doesn't care. Now if one wants annette for his / her own armor cause it has better stats, then the risk / reward equation comes in. If I wanted it for no discernable reason whatsoever, then peeps be saying something akin to my "weapon didn't have a point on it".
>>1.5 times as long sounds like almost acceptable. By your style of writing, you seem to be an intelligent person. Do you really think that for an 500 km car trip, there is an alternate route with 39,500 km in the exact opposite direction? The point is not about anate fiber or not. It's about you practically has no viable alternative. You have a technical alternative of the 39,500 km car trip. Noone uses that route. Especially not for daily commute.
Quote:
Okay, I admit I just dont know how much mats HQ jewels cost.
Go here:
http://ryzom.raum.com/?t=itemdb&s=clist&menu=0
Quote:
By the way, if you have archived 50 lvls since your skill is branched, you can grind HQ with armor, but only MQ in jewel. You are free to ignore simple examples you don't want to understand.
HQ patterns become available at level 150 across the board. Note also that jewel mats are always found together and only two different mats are required. WIth HA it's four mats and at best, no more than 2 of the 4 can be found near one another. It also takes 216 mats to make a full set of HA versus 100 for jools. It's an extra bunch of levels for the jooler but, most importantly, they are low levels and easily accomplished by standing at the raw mat dealer, even doing no math (equal amounts of two mats) and can be knocked off rather easily. When I came back from an extended vacation from game, and our guild had a new HO requirement that all officers be able to craft every item (one race) to level 100, I knocked off bringing all crafts up to 100 in a weekend just standing at the mat dealer and buying npc mats.....no bigga deal really. But you a free to ignore simple and easy solutions if you want to.
>> So you totally lost on how grinding jewels requires 3 times as much clicking using the same amount of mats.
I never ignore simple and easy solutions, but your example has no connection whatsoever to the subject: difference of convenience between crafting jewels and armor, which could be easily solved by the craft into .. sell all features.
Okay, you want consistent challenge. I'm sure it can be done. Now, please elabore how can you create consistent challenge from 100 players, all different skill levels within the same game.
Consistent challenge is:
Level 0-50 players working a blue zone;Level 50-100 players working a yellow zone and so on.....mixed team work it out. XP given is based upon the challenge faced. You wnat XP, you will find a challenge.
>> Maybe I was not clear enough - I did not mean in-game skills. Skills like setting-up stanzas, skills like sneaking.
Quote:
My observation about player behavior seems to indicate most players want lower challenge level than currently in game, and they most use those areas, where challenge level is below average, therefore making these areas crowded.
If you replace the word "challenging" with "convenient", I'd agree. But to an extent, a small extent, yes it's only human nature to pick the "shortest" or "easiest" route to a goal. [snip]
>> So why would it be such a grave sin to provide more areas for those players who follow their human nature?
Quote:
So all the challenge-seeking people do not favor digging grindmats in prime root, because it's ... too challenging? Wait, what?
What's so hard to understand ? Goal is to get crafting up. Crafting is not exciting, it's not challaneging, it's simply a grind. With the slow pace it has, no one wants to waste time. Here's my chocies:
a) Work 250 spot above ground. Can trek packers there and leave in relatively safe spot close to where you are digging. TP's reasonably close by. Can make it thru aggro untouched in excess of 90% of the time if paying attention and not rushing. Once at spot, can dig for reasonable length of time with only occassional interuption. Mat quality suitable for grinding. Hawkers readily available.
>>So you say it's absolutely acceptable that if you want to grind a craft skill up, (and you have only one type of digging high enough) there is only 1 or 2 spot on the entire world where you can do that. And you will be locked there for more than a month by practical reasons.
b) Work 250 spot in PR. Packer trek will take hours. Few safe spots to leave packers that are clsoe to safe zones. After TP'ing in, still usually a nice trek to spot ya wanna dig. Can make it thru aggro untouched maybe 30% of the time. Once at spot can dig for maybe 5-6 minutes (often less) before getting chased off. Mat quality above what needed for grinding so additional risk not warranted. Hawkers few and far between.
>>Oh.. excuse me, thats quite newsflash for me. I gained more than 20 lvls in PR in the past 4 days, digging about 15K mats, and was barely attacked at all, never got killed while on the digging. (previous trek for 3 TPs in LoC resulted 1 DP)
Followed my human nature, and picked somewhat safe positions. (SC for fiber, FD for bark and amber)
And you know what I noticed ... players. Other players dug next to me. Obviously I did a /who, and guess what... 100% (not 95, 99) of the names shown on the list dug the same safe places as I did.
But this thread was not about PR, so I'd like to get that subject out of conversation, even tho it's more or less the same situation as GoC. (not counting supmats)
Quote:
I, for one, do dig grindmats in PR in order to lvl PR forage.
I think the "for one" is kinda outta place. I am pretty darn sure that is the ONLY way to level PR forage and that is the way "every"one does it.
>> Hmm.. someone mentioned (was that you?) a "dig and discard" type of PR levelling....
Quote:
Now you argue against making Q250 regions easier, meanwhile admitting PR is so hostile, that people go there only for the mats. I .. am confused. Really.
Don't understand the confusion. What has PR's difficulty got to do with the other regions. If we give PR a 9 on a scale of one to 10 and the 250 regions a 4.....what's PR's 9 got to do with lowering the 250 regions from 4 to 2 ? If you want it to be easy, why not just use one of the power leveling services ? They will have you at 250 in everything in no time.
>> You are dead wrong on generalization of an entire region to a single number. Digging in goc, next to SS is pretty much 0 challenge.
Digging amber next to keepers is pretty much 0 challenge.
Problem is: Goc itself consist of about 2-3 low challenge level zones, accounting about 5% of the area.
Yet, this small area gives home to 95% of user activity in the region. My original post was about expanding this area, which is strongly opposed those who say challenge is needed.
No one, not even you have gave one...only one reason, which would explain that if challenge is so much needed, why most of the players avoid challenging areas, and why player activity is the highest in the less challenging areas.
Before we could really move on exchanging our points of view, please explain that to me.
And if you don't want to explain, please prove me that I'm wrong. That would require you to observe player behavior and location in GoC for at least a month, and come to the conclusion: most of the players to not dig in the areas I mentioned, they do dig elsewhere, deep in the GoC.
Logically if you want to contradict a statement like "most of the lemons are yellow" finding a red lemon is not enough. Nor proving lemons used to be green 100 years ago.
Quote:
No, one route are short, the next one is at least 3 times longer. At least. At which point it is not alternative at all. That's why noone uses it.
I did not requested equal routes. Only different routes which are real alternatives of each other.
That's a pretty good contradiction. You're not asking for "equal" routes" but you don't want routes that are "3 times as long". So I can only assume that there is some number between 1.0 and 3.0 that you find "appropriate". If I may ask, that is that number ? 2.0 times as long ? 1.5 times as long ?
I still don't understand the premise. When one sells his grind crafts to the npc is he saying "Gee I sure wish you made this with annette fiber instead of Dzao" ? We have three alternatives .... Dzao, Annette and Buo to grind away on LA..... each peep can pick which one is easiest for him / her....the npc doesn't care. Now if one wants annette for his / her own armor cause it has better stats, then the risk / reward equation comes in. If I wanted it for no discernable reason whatsoever, then peeps be saying something akin to my "weapon didn't have a point on it".
>>1.5 times as long sounds like almost acceptable. By your style of writing, you seem to be an intelligent person. Do you really think that for an 500 km car trip, there is an alternate route with 39,500 km in the exact opposite direction? The point is not about anate fiber or not. It's about you practically has no viable alternative. You have a technical alternative of the 39,500 km car trip. Noone uses that route. Especially not for daily commute.
Quote:
Okay, I admit I just dont know how much mats HQ jewels cost.
Go here:
http://ryzom.raum.com/?t=itemdb&s=clist&menu=0
Quote:
By the way, if you have archived 50 lvls since your skill is branched, you can grind HQ with armor, but only MQ in jewel. You are free to ignore simple examples you don't want to understand.
HQ patterns become available at level 150 across the board. Note also that jewel mats are always found together and only two different mats are required. WIth HA it's four mats and at best, no more than 2 of the 4 can be found near one another. It also takes 216 mats to make a full set of HA versus 100 for jools. It's an extra bunch of levels for the jooler but, most importantly, they are low levels and easily accomplished by standing at the raw mat dealer, even doing no math (equal amounts of two mats) and can be knocked off rather easily. When I came back from an extended vacation from game, and our guild had a new HO requirement that all officers be able to craft every item (one race) to level 100, I knocked off bringing all crafts up to 100 in a weekend just standing at the mat dealer and buying npc mats.....no bigga deal really. But you a free to ignore simple and easy solutions if you want to.
>> So you totally lost on how grinding jewels requires 3 times as much clicking using the same amount of mats.
I never ignore simple and easy solutions, but your example has no connection whatsoever to the subject: difference of convenience between crafting jewels and armor, which could be easily solved by the craft into .. sell all features.