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Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 12:11 pm
by hemera
http://feedback.ryzom.com/pages/2600-en ... 3fa4a3978f



declined....


212 votes dont count for anything, says a lot about listening to the players.
WHY THE HELL HAVE A FEEDBACK PAGE IF YOU DONT LISTEN TO THE FEEDBACK.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 1:16 pm
by ajsuk
Yeah, lame.

I was too late to add my vote to it but I would now if I still could. Instead I shall remove all my other votes and boycott the damn thing in protest.

Cheers for screwing up our affs and us over.

PS: Fix the bloody missions so this patch isn't a total loss.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 1:21 pm
by thlau
As I started to play in 2005 the afflictions worked as they did until patch 1.5.0.
Back then in every team I tried to afflict a mob I was told to stop that and heal heal or nuke again, because that helps characters staying alive, and afflictions were mostly regarded as useless.

During Ep. 2 in my opinion affliction spells experienced a renaissance as some homins saw how they could wrack chaos on their enemies by scaring Kincher in their direction. So while still regarded as less useful kind of magic, people became interested in 'the other half' of magic again.

So this discussion and some talks made do some affliction magic test on my own, as a more bad than good afflictionist. These are my findings:
My affliction skills are at level 122, my target of choice were Menacing Cloppers for the test.
  • Spells hit less often
  • Spells link even less often
  • Links don't last as long (Usually they last less long that casting time)
  • Only spells that hit successfully draws aggro
  • The concentration stanza has now influence
Since my affliction level is much lower than my elemental level the following assertions may not be true, but are as I expect them.
Affliction spells do hit less often than elemental spells.

So can someone who has nearly equal affliction and elemental level check the following things:
  • Does damage of time spells link as bad/good as affliction spells?
  • Do the link times are as long/short as those of affliction spells?
  • Does an elemental spell that does not yield damage draw aggro?
  • How do npc affliction spells compare to player affliction spells?
At the moment my impression is, that affliction spells are now, as was told to me 2005, really useless. If a spell that has the same cost as a single elemental spell of the same level has no noticeable effect on a mob, I think it is better to just nuke this mob.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 3:44 pm
by katriell
This means they do listen. Listening is a passive thing. Acting upon what is heard is different, and doing so in the way those who speak have requested is also different.

Thanks for responding, V.L. It's good to get an answer even if it isn't the one preferred.

Note that V.L.'s comment on the issue makes it sound as if WG is looking into making affliction more useful, just not by allowing it to function in an unintended manner.

All that said, I too am disappointed. As I've said before, the way affliction used to work is logical and I don't see any good reason to change that piece of behaviour. But as a player I don't have WG's perspective and as a katriell in the early morning I'm unable to think very clearly. :p

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 5:04 pm
by jared96
gcaldani wrote:I feared the kirosta all the time, i never missed it, always got link up, at the point that my guildies had time to go back where i was and finish it...... i am master DA and got lvl 225 OA spells,


Just because something works well in a certain scenario doesn't mean it works well across the board. Kinda like when an MS Update breaks something, the MS fanbois will be pasting posts all over saying "There's nothing wrong with the patch because it didn't break anything on my computer". SP3 broke AutoCAD so because someone doesn't have AutoCAD, the update was fine. Or because it only breaks machines w/ certain chipsets, if they don't have that chipset, then of course nothing is wrong with the patch.

I certainly enjoyed digging for example all the way up from level 60 to 250 but it sure did suck at levels 1-45 .... I remember getting 1.9 mats per pull with great frustration.

So your success as a master hitting a particular mob surely is not representative of the entire experience.....my ability to pull 5 x 20 mats per prospect will not appease the guy getting 1.9 mats per pull.

Think back 4 or so years .... how many people did you see afflicting ? While it can be fun to use affy's as an alternative, having an afflictionist in a team is by no means essential. How many times have you heard a wiped team say "Wow, we wouldn't have wiped if only w ehad an afflictionist".

I'm the opposite of you, master oA and 232 DA w/ 225 level spells. I should be able to have some effect on a level 218 mob with +14 in levels..... now I don't. The fact that you at +32 levels do have an effect on that mob is really not relevant to the experience at 232.

If you use ele, is the hit rate 25% at +14 ? ..... melee ?

I'm expecting someone to pop in the usual "well you don't have to go in 250 regions / PR" answer to pop up soon which is kind alike saying "you don't have to run wearing those new sneakers you bought". How does one level PR w/o going into the region ? It's nice to say, go withva team but the fact now is that server population often makes that difficult. Heck, I have been alone at SN's at season change lately often enough.

There's one very good reason to do DA .... to make solo digging somewhat more survivable. With the changes, DA is to magic what "sticks" is to melee. Yeah, you can do it, but it's not nearly as effective as the other choices available to you. On certain mobs, OA (i.e. madness on kinchers) can be as effective as elemental. On DA, I'm not now getting that equal value.

I have made many tankless treks thru PR where I was able to use root effectively to keep a mob off mages until it was dead. I don't think that is possible anymore. First, I have to hit, 2nd the mob moves 35m after I hit with tree roots wrapped around him, and 3rd, he moves another 50m after the link breaks before I can root him again....he instantly takes off....I have to cast the spell using 3-4 seconds ...... and it takes 3-4 seconds to take effect. Before, the wear off "wake up" time gave me a chance to get that spell off ..... before mob gained too much ground, now I don't have a 2nd shot at him.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 5:35 pm
by gcaldani
hemera wrote:http://feedback.ryzom.com/pages/2600-english/suggestions/215133-rollback-what-ever-you-did-to-afillys?direct_login_token=8ddaca31b455e7f1960662238787eb1f&subdomain=ryzom&tracking_code=3cf8645fce67f1e23d3e013fa4a3978f



declined....


212 votes dont count for anything, says a lot about listening to the players.
WHY THE HELL HAVE A FEEDBACK PAGE IF YOU DONT LISTEN TO THE FEEDBACK.
I expressed my opinion, you expressed your opinion.

Now that afflictions work as intended, ask for an improvement, not to go back previous spells.

That's all.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 7:56 pm
by killgore
I fail to see how something that has remained unchanged since launch has magiclly become a bug. Affy's are a hard skill to lvl but eventually it paid off by being useful and entertaining. Now all that work is rendered useless by some lines of code written to fix something that was working fine and added enjoyment to those who invested time in leveling them.Roll back the changes to affys please. You are in danger of alienating your longest term players.-Kilgoretrout Guild Leader Ballistic Mystix. Master of all Magic.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 9:15 pm
by liseke
killgoretrout, they are planning to make it useful again, time was not wasted...

let me quote what vl posted in response to that suggestion on the feedback forum.

"admin response

We'll not rollback a bug fix. Afillys were buggy, in particular during PvP, before this patch and now it works as intended. Of course, we will work to increase your pleasure to play and use affilys casts."


in other words: send in suggestions on how to improve it, now that it works correctly.

Re: New Patch 1.5.0

Posted: Thu Jun 18, 2009 9:20 pm
by hemera
vl (admin) responded "We'll not rollback a bug fix. Afillys were buggy, in particular during PvP, before this patch and now it works as intended. Of course, we will work to increase your pleasure to play and use affilys casts, but we can't re-add a bug. if you think a bug was introduced with this patch, you can report it in game with the ticket system and we'll check it!"



Way to go! During PvP! yeah right, the idea during PvP was to keep one person feared to stop there action while killing there friend then go back to the person you just feared. Never found any problems with it during PvP.

Effects of spells should last as long as they did before this patch.

That effect was enough time to teleport out after you feared a mob.

That effect meant you could run away from a mob if you got aggro while digging.

That effect meant the difference between having to fight every single bit of aggro you got and just being able to run away from them.

IMO - Your whole intent was a cheap fix for a exploit with afillys yet your calamitous endeavour has made it much more evident to a vigilant player.

flame - gavaline your a n00b master both OA and DA then come back to the table.

Re: New Patch 1.5.0

Posted: Fri Jun 19, 2009 11:23 am
by gavin205
Well, bottom line is this n00b using an alt with a 21 in magic called you on your statement about starting area quests being impossible. This leads me to believe that you are either incompetent or a lying sack of cray dung, so which is it Nitrouss?

Players who come onto the forums spreading lies and vitriol only serve to discourage new players from trying the game. You know, those people who help you and me pay for things like the dev’s salary and server costs. I for one would prefer to see this game not go into receivership for a third and what I suspect would be a final time. New players are essential to this game staying alive.

The change was made to correct buggy code, accept it. If you don’t like the way things were changed at the very least offer a rational, and truthful, argument against it like several others here have. At best offer a suggestion to improve the game such as oh… How about we add a duration extender to the magic skill tree, similar to the one in harvesting, for afflictions and damage over time elemental spells?

On a side note, I find it greatly disturbing that Microsoft Word does not flag n00b as a typo