[DEV] - In Development-Section Updated, Aug 24th

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grimjim
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by grimjim »

filtern wrote:And one more thing.. I have been running around all day doing quests in another game. Really fun. Think if SoR could have some quest too.... (working..)
I don't think quests, at least as in other games, really fit the Ryzom world or ethos. We do have quests of a kind with the encyclopaedia and even better with the events. Ones which do suit the game better and which matter, which aren't endlessly repeatable, or if they are, are repeatable for a reason.
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sidusar
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by sidusar »

thebax wrote:I do think it a very silly to increase the percentage of damage absorbed (well for all but heavy, anyway) and leave the maximum the same. Mr. timari hits me for 1000, which I will be able to absorb 60%... up to the same meager max. And it's just going to get worse from here...*sigh*
Is it, though? I really would like an answer from Nevrax on this. If the maximum values aren't changed, then I don't care if they change the protection factor to 200% - it's not going to make armor anymore usefull.

Like I said, I think a good heavy armor should get protection of at keast 70% (and maximum values to match) to compensate for cutting heal life by half.
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pr0ger
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by pr0ger »

1/ armor :
- increasing PF of light armor up to 25% leaves medium armor useless. 20% max.
- medium armor PF : range 25% to 45% (would improve market since ppl could melee with those, also balance with lower healing)
- h. armor PF : max PF above 60%! (65, 70?) and/or max absorbtion improved, and/or parry modifier increased (see boosters' arguments). since it's impossible to have all the stats maxed on an HA, even the higher "boost" possible wouldn't be useful during all fights.
note : range weapons would be meaningless against such increased H.A . think about adding a "bullet vs. armor" penetration bonus (lore : because of the velocity) w/o changing ammo damage.

2/ credits ? :
- melee credit : acc.hit + inc.damage + bleed + aim stanza / circular attack impossible. introduce time credit (feint is a too serious time credit in PvE), or rites who gives more credits, and/or a big credit extension for lvl250 as rewards.
- double missile : increase cost a bit (20% sounds too high), and give a big hp/sap credit in exchange. not malus time but weakened nukers w/o visible PvE nerf, but increase risks in PvP :) => new tactics, hopefully

3/ others :
- Close combat (and pistols?) should be doing more critical, or making spell incantation to fail more, so they'd be really useful for PvP tactics.
- shielding stanza should be a "link" thing : neverending unless one die or go too far, or cancel it (leave a reload timer to avoid abuse). Also only available for 1hand warrior. Then, 1H warrior 'd be a real use in battlefield as magician's protector, or tank-share-pain. With the lowered healing, it's a great teamwork compensation. (sum'ed-up idea: work only with a shield, level improve protection factor and range, reload timer depends of the last link duration)
- slight more accuracy for range fight. there is no as many lvl250 rangers as lvl250 "dodgemaster" magicians. and the current ratio (2 master rangers per server...) will not change for a while ;)

Sorry to not quoting, but many points here are from previous comments :D
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sebron
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by sebron »

Its sad to be reading the posts in this thread. We would not need such changes if it was not for PVP coming into the game! I do think that this will be a BIG downfall for Nevrax. Why i say this is because there will never be balance in this type of game..... not possible! Well i guess we will see how many people will be chased away AGAIN.

I'm very sorry if i sound so negative about this but after patch one it makes me very nervous.
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grimjim
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by grimjim »

sebron wrote:Its sad to be reading the posts in this thread. We would not need such changes if it was not for PVP coming into the game! I do think that this will be a BIG downfall for Nevrax. Why i say this is because there will never be balance in this type of game..... not possible! Well i guess we will see how many people will be chased away AGAIN.

I'm very sorry if i sound so negative about this but after patch one it makes me very nervous.
The mage power problem isn't just in PvP. It does make melee people feel like a spare wheel a lot of the time.
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micrix
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by micrix »

filtern wrote:And one more thing.. I have been running around all day doing quests in another game. Really fun. Think if SoR could have some quest too.... (working..)
Sometimes i would like to do a quest. I remember some interessting ones from the game i was earlier. The problem with quest is that Devs have to update them continous and that those quest have to be interessting. This doesnt work in any game. Cause it needs time and employees to do so and therefore is a very expensive feature if you want to do it right. Even big blizz canceled their promise to do continous updates to their quests.

Wait until some modders get R2 going. There will be missions and even the worst mod will be better then the "kill 10 yubos" quests.

back to topic :)
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micrix
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by micrix »

sidusar wrote:I think it'll work out. Lvl50 healers can't use double missiles for one thing, so no change there. And from hunting with healers below level 100 (as a level 160 melee/mage myself) I know they usually have no problem keeping me healthy but a lot of trouble keeping my sap/stamina full. It's not rare that I (almost) die as melee because they're busy healing my stamina.
This is one point why i am willing to accept the "nerf". Sure, you can go hunt with a lvl 65 healer. I am aware that we are not to well populated, but this is not the way it should be.

My dream is about wandering teams (not standing and pulling). Mixed teams where melees, mages, aff mages, ranged fighters and healers have an equal place in team.
The balance between a team and mob must be that a unbalanced team dies.

I remember days where a healer needed brain to select his best position to grant survival f his team. Protection aura and speedup was more then a "survival kit for diggers" those days. Melees and mages had to adjust their bricks those days to meet the abilities of the healer. Damn, writing this i remember that i had no thrilling hunt since months :D and i want it back ! That is why i accept any "nerf" as long as it is well balanced within the whole game (not only for PvP)
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petej
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by petej »

[Off Topic]

Atleast some of the Rites/Missions are a vital part of the game , im thinking high region TP's / Focus or to a lesser extent the other stat boosts / Map Markers - I knocked this earlier thinking they were now unlimited but im back to having to delete to make room -I need these now

Tribe Fame is also a reason for taking mundane missions and not everything ingame needs/should be heroic/epic in nature -you never know Fame my mean something one day (I hope so -unless it gets replaced with the new Honour system ? )

Id do ones that activate Encyclopedia entries regardless the Encyclopedia info and possible story tie ins making that worth while , finding the entries is the fun part atm actualy doing them is more of a grind

[On Topic]

Im glad theyve relented on the Double cast speed time increase thats the only thing that makes Doubles worth while solo and the only way for me to kill mobs 50 lvls lower without enchants , id realy hate to go back to feeling the way i did as a lvl 99 mage solo (couldnt kill anything worth exp) where as i could easily with both melee and range
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philu
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by philu »

grimjim wrote:The mage power problem isn't just in PvP. It does make melee people feel like a spare wheel a lot of the time.
I don't agree with that at all. Fighters ARE useful, always. Even if it's just as a damage absorber. ;)

When I am doing elemental or heal I prefer to have a fighter around to take the hits so that I can do my part of the job in the team and cast spells.

Let's face it a fighter can take hits and hit back when fighting higher lvl mobs. When a mage gets hit, they often fail to cast. So balance that too, make it harder for melee players to hit back when they get hit. Interrupt THEIR actions too if you want balance. Yes I know they can be stunned but not all mobs stun.

I did some melee night before last, first time in a while (because I've been focusing on other things such a digging) and I didn't feel useless at all. One of the mages would pull the mob then run back behind me so I could 'protect' them while they took it down. I felt it was my JOB to keep the mob away from them while they did their thing. On the occasions my taunt failed and the mob went for them, I felt I was letting the team down. Just as I do when I'm healing and someone dies.

It's all a matter of perspective. If you look at it from the right angle, you don't begrudge what the mages do at all. Or their power. Hey all I had to do was hit taunt, hit Inc Dmg, sit back and watch the fight. Is that balance?

It's about time you fighters stopped whining and got on with your job. ;)
philu
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by philu »

sidusar wrote:I think it'll work out. Lvl50 healers can't use double missiles for one thing, so no change there. And from hunting with healers below level 100 (as a level 160 melee/mage myself) I know they usually have no problem keeping me healthy but a lot of trouble keeping my sap/stamina full. It's not rare that I (almost) die as melee because they're busy healing my stamina.
Don't agree with this either. I really think we'll see the high lvl healers in more demand than low level ones:
This way, high level healers would be more precious and useful than they currently are.
It could become much harder for low level healers to find a team and gain levels.
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