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Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:05 am
by grimjim
Xavier Antoviaque wrote:As said in the past (I think it was in a Q&A - not 100% sure though), increasing the weight limit or decreasing the weight of ammo seems like an easy solution, but it would quickly make range fighting too powerful, as you don't have the casting time and range limitations of offensive magic. If we do it and end up with an overpowered range fighting, it would do little for the overall balance of the game.

We're still willing to rebalance range fighting in the future - but when we'll do it, we want to do it well.

--
Xavier.
They have the limitation of ammunition, which for the larger weapons is ridiculously restrictive. If the damage were comparable, or more than elemental this wouldn't be a problem (for launchers/autolaunchers). At present elementalists are hideously powerful and rechargable, while ranged weapons aren't.

Half ammo bulk for launchers/Autolaunchers and double ranged damage across the board might do the trick.

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:10 am
by norvic
"range limitations of offensive magic" jeez best laugh i had all morning, launchers aside because they are just about unusable, we have less range than offensive magic and we are the "range" fighters!, we are the ones with the range limitations, and we dont throw 1000's of points worth of damage either.

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:22 am
by blaah
Xavier Antoviaque wrote:increasing the weight limit or decreasing the weight of ammo seems like an easy solution, but it would quickly make range fighting too powerful, as you don't have the casting time and range limitations of offensive magic.
you cant make range anymore powerful than magic currently is.

magic has unlimited sap (healer doh), mage can use double dmg enchant on amps (amps will give bonus to enchants too if amps are equal or higher).

range user is limited ammo. if you out, then you out.
malus from gun nerfs enchant's range and increases hp/sap used and gun does not give bonus to enchant.

both are restricted to "casting time" and range - mage 50m, launchers 60m.
only range has third restriction - ammo.

to give range user at least a change of winning, double range of guns, launchers around 120m, rifles 75m+, pistols 60m?
.. and really do something about launcher/autolauncher ammo, so that we could shot more than 10 times before another crafting session (or reaload from friend/packer[no packers allowed in AD btw])


and remember YOU CANT MAKE RANGE MORE POWERFUL THAT MAGE IS (mage can hit around 2.6k damage 24/7 with healer, range[launcher] can hit 10 shots and thats it)

now.. if you know what we (players) dont know about range vs mage, then plz tell us.

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:25 am
by akm72
michielb wrote:...and no use for melee?

I've been doing almost nothing except melee, and I can assure you we have a role. Nuker/healer battles often become a standoff, with the nukers blasting each other from a distance while ranks of healers behind keep them all on their feet. Even a small number of melee'ers can have a significant effect on the battle by attacking enemy healers.

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:32 am
by norvic
Mioette is Correct, charges by herself and Scorpiuos and others have been used to good effect breaking stalemates at times.

Nice to see Guys like these mixing it up they earn their "Honour" points more mellee plz. (But not near me, your armour makes you harder to hit than the mages and the things you bash me with hurt)

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:39 am
by michielb
akm72 wrote:I've been doing almost nothing except melee, and I can assure you we have a role. Nuker/healer battles often become a standoff, with the nukers blasting each other from a distance while ranks of healers behind keep them all on their feet. Even a small number of melee'ers can have a significant effect on the battle by attacking enemy healers.

I stand corrected, I based my statement purely on the whines I heard as I have no way of finding out for myself ( lvl 120 something in 2h) add the that the fact that the conversation in the gankathon arena gives me a rash...

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 11:43 am
by michielb
grimjim wrote:They have the limitation of ammunition, which for the larger weapons is ridiculously restrictive. If the damage were comparable, or more than elemental this wouldn't be a problem (for launchers/autolaunchers). At present elementalists are hideously powerful and rechargable, while ranged weapons aren't.

Half ammo bulk for launchers/Autolaunchers and double ranged damage across the board might do the trick.


Half the bulk would mean 20-22 rounds for a launcher give or take that still wouldn't solve anything...


Ironic though that the changes made to magic in order to make mages less "over powered" makes nukers more effective as the insane sap heals can keep a mage go on forever :P

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 2:34 pm
by morzyr
Xavier Antoviaque wrote:A few answers about communication (and about where we publish things):

Hum, you shouldn't find gameplay or non-RP information here - only hints about events and roleplay discussions.
What is what i mean. those should allso be on the front page...

Like

***Hint...check Event forum something is happening***

Or something like what
Xavier Antoviaque wrote: You can also find those two in the Forum watch articles - we want to be able to answer directly on the boards, otherwise it would be harder to interact; but you can still get the same info in the news.
Sorry don't have time to wait what long.
And for what importent posts the, patching, server is down or someing esle what soul or some else post gets easyly drownd by other posts.
Xavier Antoviaque wrote: Uh, I only used that one to create the referendum polls - not to actually publish information..
Strange then i think you need to take a look again
2 pages of info.... an those are not only polls you know ofc last annoucnment was 4th may. was one before but seems to have been moved
http://www.ryzom.com/forum/forumdisplay ... ysprune=-1
Xavier Antoviaque wrote: I'm always ready to listen and change the way we are doing things; can you point out specific articles and differences here? If we did something better in the past, it can be worth looking at the things which changed!.
As you most likely have understud we where in fact more happy then you telling us the the production was doing and how thing went and what you was currnetly working on. "Weekly"

And you have not made one post those those quite upset with the eps2.
I think as you quite good on puting together what to tell us, what should not be a big job for you.

Any mayby make some news about many of the questions what are in first post.
Come out fair with those, you can say would be a very impressive effort, would at least for me get load of the respect back.
Xavier Antoviaque wrote:As said in the past (I think it was in a Q&A - not 100% sure though), increasing the weight limit or decreasing the weight of ammo seems like an easy solution, but it would quickly make range fighting too powerful, as you don't have the casting time and range limitations of offensive magic. If we do it and end up with an overpowered range fighting, it would do little for the overall balance of the game.
We're still willing to rebalance range fighting in the future - but when we'll do it, we want to do it well.
Xavier.
As you must agree the balance is not made for pvp but mostly a nuke heal team for PVP .
Its quite expensive as it to be ranger .
What harm could it do to make a Temp patch for ranger really.
It could only get more intresting to play in what option was avaible.

And you can allways repatch it later then you come up with a better way.

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 2:38 pm
by holina
Xavier Antoviaque wrote:As said in the past (I think it was in a Q&A - not 100% sure though), increasing the weight limit or decreasing the weight of ammo seems like an easy solution, but it would quickly make range fighting too powerful, as you don't have the casting time and range limitations of offensive magic. If we do it and end up with an overpowered range fighting, it would do little for the overall balance of the game.

We're still willing to rebalance range fighting in the future - but when we'll do it, we want to do it well.

--
Xavier.
*laughs* Oh my god, this is the best thing I have read in a looong time. *whipes away tear*

This the the biggest bodoc droppings I've heard in regards of Ryzom :D It might fool people who never tried ranged and don't know how it works but there are a few of us who do know how ranged works in game. *points at signature*

*sigh*

Why do you (as in whoever is in charge for ballancing questions) think it would be unballancing if -- for example -- you made it so Launcher/Autolauncher ammo takes up much less space (bulk) then now, but increased how heavy they are? If you run out of bulk, you can't carry more stuff. If you pack too heavy stuff, your movement speed and effective skill levels get a penalty. You can even carry so much staff that you can't move an inch!

Also:
- max effective range of a nuker: 50m
- max effective range of launcher: 60m
- max effective range of autolauncher: 50m
- max effective range of rifle: 40m

- max hpm for a nuker: 42/40 (single/double)
- max hpm for launcher: 24
- max hpm for autolauncher: 24
- max hpm for rifle: 48

- max damage per second for a nuker: 1071/2000 (single/double)
- max damage per second for launcher: 662
- max damage per second for autolauncher: 441
- max damage per second for rifle: 367

But feel free to download the datasheet I made and correct where my calculations are wrong (Note: not update for latest 2h changes).

Re: Soon over for me. *Long Complain post Warning*

Posted: Mon Oct 24, 2005 3:19 pm
by riveit
Xavier Antoviaque wrote: but it would quickly make range fighting too powerful, ... Xavier.
I believe that if you asked anyone who has played this game for a month, you would not have this fear. By universal agreement, range is woefully underpowered. In my opinion, one could easily double all damages for range and it will still not come close to parity with elemental magic users. You may want to rework range in the future but simple changes of this sort could help you retain players now. Frequently, when one helps new players, they wish to specialize in range combat. The new players are always disappointed to learn that range is so useless compared to other skills. Usually they quickly leave the game.