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Re: Q&A - Round VI

Posted: Fri Apr 08, 2005 3:45 pm
by marct
gecker wrote:I have noticed that within an hour or two after a server reboot, many of the excellent and supreme mats in PR have been depleted. Players that can log in immediately after a scheduled server reboot (for example after a patch) have a distinct advantage over those who's playing time does not correlate to the scheduled reboot. With PR excellent and supreme mats, it appears that once a source is depleted it stays depleted until the next server reboot. (I should also say that some boss mobs and boss tribes are also killed shortly after a server reboot.) Maybe introducing some randomization of when these mats and bosses appear after a reboot would potentially allow more players a chance at these items. So is there anything in the works to allow a more players a chance to obtain these items?
I agree whole heartedly with this. Why does the world 'reset' on a server crash, patch, or restart. The reset is very damaging as the same flora and fauna are not even present in the same place. The time that comes to mind recently for me was in Upper Bog, there were all Cratchas near my dig spot. We had a crash, come back and it is all Slavenis.

This is not a living world in this respect, can you please explain why the world does this reset instead of remembering where everyhting was 5, 10 or even 30 minutes before the reset? Please?

The game saves my location, please save these locations and use them to put everythig back where it belongs. This totally blows the 'suspension of disbelief' or immersion into the world.

Thx,

Noin.

Re: Q&A - Round VI

Posted: Fri Apr 08, 2005 4:45 pm
by amcyr
marct wrote:I had mentioned in a past post that the possibility of merging all 4 noob islands into 1 would be a grand idea. Seems that this would put a higher population there so people would not think that the game does not have population.
Though it would increase noob area population, it certainly would detract from the storyline. :(
I think a big Ryzom advertising blitz after outposts get settled (hopefully not too far off) might be a better solution for increasing the noob islands' population. ;)

Re: Q&A - Round VI

Posted: Fri Apr 08, 2005 5:21 pm
by marct
OK, reviewed some of my past questions. I think they are good atleast, so here they come.

1. Please explain as much as you can about the mob mat dropping system. The manual says if I use different methods, it will result in different quality materials, or types. This does not appear to be the case after thorough examination. Can you please elaborate on this.

2. What is the "Guild XP" indicated on the window when you are looking to buy an apartment?

3. Is there plans for my 'speed' of travel to be affected by any of the following: the type of armor I have on, the amount of bulk in my bag, my dexterity, my strength or lastly my race(Tryker, Matis, Fyros, Blue).

4. You posted about race specific abilites in an earlier post, can you give some insight into the things you are planning to differentiate the races?

5. Will the Q&A be converted into a FAQ and categorized so that people can easily find what they want to know about? Same with the Dev updates, etc.

6. You explained load times really well in a past Q&A update. My questions is related. Is there any way that I can increase the amount of memory that is used by Ryzom. It seems to use a set amount (around 500-600 MB) this leaves my machine with over 1GB of memory free. I would love to be able to make use of this and improve my gaming experience.


I will put these in their own category: (Factioned Tribes)
1. Can you please explain why NPC's that roam are "gods"? and cannot be attacked by aggro?

2. Why does a roaming tribe group not support me like the guards at their camp do if I have favorable fame with them?

3. Please explain why I cannot kill the tribe Chief, outpost officer, tribe welcomer, etc. in a tribe.

4. Why do tribes just "respawn"? Wouldn't it be better for them to need to be resupplied so that they may recruit members? Obviously they have thier own harvesters, and traveling merchants, so they may be able to do some of this on their own. I have never seen an Tribe affiliated NPC digging though.


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And the 64 Million Dollar (Pound, Euro, whatever) Question: Are there any plans internally to produce some really good Begineer documentation?
This seems to be te biggest barrier to overcome for the new people that I have seen. The interface, and how to do stuff is very very daunting at first. It would be cool for there to be NPC's that taught you how to edit Actions, with like a step-by-step tutorial. Since I can't let them see my screen and guide them through it, I imagine an NPC could be implemetned to train new users on topics. Other ideas would be having the trainers explain the skills available a little more, maybe have a 'wizard' type interface that helps you choose until you are higher level. Maybe it could even show you where it went on your shortcut bar. Or pop it up as an icon and let you ddrag it wherever you like, to the appropriate shortcut bar.P.S. I really do not just like to see myself post, I want to make this a better place.

Re: Q&A - Round VI

Posted: Fri Apr 08, 2005 5:29 pm
by amitst
1) When will higher quality weapons have a correspondingly higher sap load?

2) What is the delay on addressing the dodge modifiers on weapons and armor? (it has been mentioned by players/devs/gms since beta for sure)

3) I heard jewelry's main purpose is magic defense, any explanation on this?

4) FIghters get an increased accuracy stanza so they can hit mobs stronger than them, now that magic is resisted similar to a physical attack will their be a corresponding stanza?

5) When will bomb(and other AE stanzas) be fixed? The way it worked before patch 1 was how the description read, so why was it changed?

6) When will vampirism be fixed? The amount of magic expended exceeds the hp you could ever possibly gain. If you use a comparison from "hp gift 1" then vampirism should be 1/6th its current cost.

7) Will you get rid of ranged(please!)? Its better to have nothing than a frustrating system.

8) Will you put a camera height slider into the game? I had to edit client.cfg just so i could get a close up look at my own character. Either that or change it depending on character height.

9) I can't harvest cause i picked stupid stanzas after patch 1 because i didn't realize the mechanics had changed, it has now been like 5 or 6 months that I have been asking for some kind of reset, can I do this on a stanza by stanza basis for a fee, or please just have some mercy. I didn't realize you were turning the game on its head. Can I have some sort of skill reset for harvest?

10) When will the Karavan and Kami teleporters be activated (in many border lands they wont sell tickets)? When I was a noob back in september the rumor was that I needed more fame. But even at 100 fame they still do nothing.

11) When will dual wield be balanced? The July 2004 patch notes stated that they were significantly underpowered because of lower DPS with significantly higher (stamina/hp) cost/second. A quick fix would be making increase damage and accurate attack work for both hands, and/or making the speed of sword/dagger combo to be the average of the two weapons instead of the speed of the slowest weapon only.

12) Will we ever be able to dual wield a 1h axe/staff/spear with a dagger? I think this would be a cool realistic touch that isn't too hard to implement.

In closing I would like to thank the devs for restablishing the mob damage that existed prepatch 1. Please stop tinkering with the mechanics, fix the bugs, and lets get the content in the game! Despite my long history of bitter complaints I love this game and would pay more significantly if it meant faster code execution. I guess what I'm saying is comparable to EQ2s premium servers( idno anything about eq2 but i heard something )

Re: Q&A - Round VI

Posted: Fri Apr 08, 2005 5:59 pm
by amitst
1) Why do NPC ranged fighters have such a huge range of ~80-130m when our ranged weapons are at best only around 40m?

2) Why do NPC fighters do additional magic damage when they hit you?

3) What weapon do guards use that does 30000 points of damage? All the other spells/attacks guards and NPCs use are realistic so I feel this needs to be addressed.

4) Will there ever be invasions against actual towns? Where towns could be overrun temporarily? Pyr/Yrkanis/Zora may be too big, but thesos, dyron, fairhaven, and a few others would be ideal for such an event,,,

Re: Q&A - Round VI

Posted: Sat Apr 09, 2005 12:33 pm
by rushin
I know it's not supposed to be an answer thread but..
amitst wrote:1) When will higher quality weapons have a correspondingly higher sap load?
mats used to make a weapon have a sap load stat, the total load is affected by this.
amitst wrote: 8) Will you put a camera height slider into the game? I had to edit client.cfg just so i could get a close up look at my own character. Either that or change it depending on character height.
ctrl + page up / ctrl + page down :D
amitst wrote:9) I can't harvest cause i picked stupid stanzas after patch 1 because i didn't realize the mechanics had changed, it has now been like 5 or 6 months that I have been asking for some kind of reset, can I do this on a stanza by stanza basis for a fee, or please just have some mercy. I didn't realize you were turning the game on its head. Can I have some sort of skill reset for harvest?
can you explain how you managed to break this? I have so many spare SP in the harvest tree, even after training all the races craft starter packs from this pool.. so long as u have an extract stanza upto the max q for ur level u should be able to get xp ok and repair any bad choices, if not send me a tell ingame and u can cp with me for an afternoon to get some xp :)
amitst wrote:10) When will the Karavan and Kami teleporters be activated (in many border lands they wont sell tickets)? When I was a noob back in september the rumor was that I needed more fame. But even at 100 fame they still do nothing.
has been mentioned this is as intended and part of the story

Re: Q&A - Round VI

Posted: Sat Apr 09, 2005 12:38 pm
by sprite
amitst wrote:I had to edit client.cfg just so i could get a close up look at my own character.
Risky... I hope you are lucky and they don't cut off your support.

Re: Q&A - Round VI

Posted: Sat Apr 09, 2005 4:15 pm
by kaetemi
sprite wrote:Risky... I hope you are lucky and they don't cut off your support.
editing a config file is allowed as long as you don't gain advantages over other users (read the eula's details completely) ;)

Re: Q&A - Round VI

Posted: Sun Apr 10, 2005 12:48 am
by predzz
kaetemi wrote:editing a config file is allowed as long as you don't gain advantages over other users (read the eula's details completely) ;)
if you can see things other players can't, isn't that having an advantage? (even if its only a better overview of an area)

Re: Q&A - Round VI

Posted: Sun Apr 10, 2005 12:53 am
by andvice2
Q: It's possible in the future to see new crafting plan, especially for levels above 150? Like obtaining a new cool looking armor plan when you get that lvl 250 in it?