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Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 7:28 pm
by iceclad
1-h weapons and ranged weapons
They are both very important for those who use them every day. Invasion is nice and would be great to see it some day, but it's an event. Of coarse I understand that people who don't use ranged or 1-h weapons don't care that much about them, but just think about us who do use them every day.
Re: Invasions vs Skill Improvements
Posted: Mon Feb 26, 2007 7:41 pm
by tr808
Well reason i said invasion is merely the fact that they use it as a advertising tool on the website.... take it off and u wont hear me complain.
Re: Invasions vs Skill Improvements
Posted: Tue Feb 27, 2007 7:27 am
by certago
Invasions are not only events... they are part of the meaning of beeing on atys and essential for creating that atmosphere of living on the edge of our civilisation beeing wiped out, an atmosphere that has been gone for a while now... they should be our daily struggle and daily challenge in at least always 2 (changing) highlevel areas of atys with nests and spots to wipe out for some hours of peaceful leveling/digging. Anybody remembers the kitin patrols? *sniff* bring em back!
edit: that should go along with less mob-crowded areas to give atys a more realisitc feeling - right now.... there are far more mobs around than nature should be able to handle in such small areas.
To have something that can count as event there should be random attacks of the kitins in other regions and on the cities... we have seen that before, it can be done better and I hope will be done in the future.
Re: Invasions vs Skill Improvements
Posted: Tue Feb 27, 2007 9:33 am
by tylarth
Everyday use gameplay, fixes + balances should really be priority over occasional used functions.
There is an imbalance in regard to 1h weaponry especially in their utility and role compared to 2h. (and many other things like ranged + encyclopedia)
While invasions may seem nice they are a very occasional thing, as were all events.
I'd rather have a solid core gameplay system completed/in place before fancy things were added on top.
Re: Invasions vs Skill Improvements
Posted: Tue Feb 27, 2007 4:32 pm
by beaut666
Ooo OOO i wanna see a bunch of Kitin come at me!! Come onnn come onn..
Re: Invasions vs Skill Improvements
Posted: Tue Feb 27, 2007 4:40 pm
by rushin
beaut666 wrote:Ooo OOO i wanna see a bunch of Kitin come at me!! Come onnn come onn..
2nd hand
experience for you
Re: Invasions vs Skill Improvements
Posted: Wed Feb 28, 2007 4:39 pm
by jared96
neniti wrote:Yes, there is 2 +50 focus reward rites, but they both matis.
"kami" has other cool rite rewards btw
Check
here. made it little easyer to spot rites already ingame.
Yes, silly me was thinking of time bonus rite which is called "Dew Drops".
Love BM's site but it doesn't name the bous that I noticed
http://ryzom.raum.com/?t=itemdb&s=ency&entry=3&menu=0
http://ryzom.raum.com/?t=itemdb&s=ency&entry=6&menu=0
I don't want things to be the same but if you join the game as any other race, with the intent on concentrating on digging, you gonna be shortchanged 100 focus. By the time you discover that there is rites, you will likely have faction and civ allegiance alreday and at the very least some fame development.
Ryzom is all about freedom and no wrong choices. Might as well put a pop up on character development screen saying, if you want to dig, choose a Matisian Character.....or at least do kara / matisian citizenry.
Things don't have to be the same, but they should be balanced....especially if there is going to be PvP. Although I wouldn't object to adding a component whereby, in this case, if your Matisian Fame were too low, you could do the rite by adding a few extra steps to it.
I mean if everyone were advised to stay civ. neutral and get fame uo to 50 do all rites and then declare allegiance that works.....until there's new content. But adding content that is not accessible to everyone in a "not necessarily same but balanced method" is bound to bring disappointment, disatisfaction and hurt subscription rates.
Re: Invasions vs Skill Improvements
Posted: Wed Feb 28, 2007 4:45 pm
by jared96
iceclad wrote:Invasion is nice and would be great to see it some day, but it's an event.
But again what is the ROI (Return on Investment) for each ?
Invasions isn't broken......requires no programming time, no development, no testing.....just scheduling.
My initial attraction to this game (as a civil engineer) was the then stated inclusion of being able to build things. I looked forward to building defense structures but that hasn't been talked about in years.
Nevertheless I loved the invasion events. As a PvE only player it gave me the opportunity to participate in large scale events.
The only problem was, there was little we could do at 1 frame per second!
Some of the early beta invasions had performance issues (tho I never had 1 fps) but it was beta .... they were scheduled frequently and after each one, it was tuned and tweaked and was working well by beta's end. The post retail invasions worked fine even in Matis in spring with all the trees, leaves and stuff.
Re: Invasions vs Skill Improvements
Posted: Wed Feb 28, 2007 4:54 pm
by jared96
katriell wrote:Actually, being able to use materials from any ecosystem means you can take advantage of all possibilities in a collection of special materials (might contain multiple origins), which helps recipe experimentation.
True but that's not very exciting
. I'd rather have a dual wield option, an % chance at an effect (loved my dual wield axes that did cold damage in diablo).
And it seems a no brainer that tools should require more than one OP mat to craft. Being able to experiemtn with pick, and other tool designs would be a real nice feature.
Yeah that's the ticket.....I want dual wield picks !
Re: Invasions vs Skill Improvements
Posted: Wed Feb 28, 2007 5:13 pm
by rushin
jared96 wrote:Yes, silly me was thinking of time bonus rite which is called "Dew Drops".
Love BM's site but it doesn't name the bous that I noticed
http://ryzom.raum.com/?t=itemdb&s=ency&entry=3&menu=0
http://ryzom.raum.com/?t=itemdb&s=ency&entry=6&menu=0
I don't want things to be the same but if you join the game as any other race, with the intent on concentrating on digging, you gonna be shortchanged 100 focus. By the time you discover that there is rites, you will likely have faction and civ allegiance alreday and at the very least some fame development.
Ryzom is all about freedom and no wrong choices. Might as well put a pop up on character development screen saying, if you want to dig, choose a Matisian Character.....or at least do kara / matisian citizenry.
Things don't have to be the same, but they should be balanced....especially if there is going to be PvP. Although I wouldn't object to adding a component whereby, in this case, if your Matisian Fame were too low, you could do the rite by adding a few extra steps to it.
I mean if everyone were advised to stay civ. neutral and get fame uo to 50 do all rites and then declare allegiance that works.....until there's new content. But adding content that is not accessible to everyone in a "not necessarily same but balanced method" is bound to bring disappointment, disatisfaction and hurt subscription rates.
Life is about choices, Ive never played a game that leaves your options so open, but surely having some uniqueness to our characters is ok?
If you want to do all the rites then you can simply renounce your citizenship and return to neutral you still have complete freedom to do this so there are no options being taken away. There was talk about rites requiring much higher fame and faction rites, these I would like to see, especially the 100 kami/kara ones
And with that specific example, 100 focus? That is a meaningless amount. I have a little over 5000 (maybe more actually, havent dug with all my new jewels yet *hugs goupi*), you can in theory get somewhere over 5300 (cant remember how much the faction picks give off the top of my head). 100 focus will make zero difference to a high level digger, with or without boosted la and jewels.