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Re: Tp cost?

Posted: Sat May 05, 2007 8:55 pm
by mugendo
I wonder how many new players will appreciate how making Silan easier will be a good thing...when they arrive in Atys .................and find it harder ?. :rolleyes:

Re: Tp cost?

Posted: Sat May 05, 2007 9:08 pm
by komissar
They either love the game by then or they are a weak, lazy and immature leet-kid sort that our community does not need at all... :) If latter is the case - let em roll I say :)

Re: Tp cost?

Posted: Sat May 05, 2007 11:01 pm
by ffxjosh
tylarth wrote:Overcraft lvling is a darn sight easier now, faster and using less materials. Whole of craft lvling pretty much got easier, but its the overcrafting that was seriously improved/made easier. I'll let other decides if that is dumbing down, but getting 120 jewelcraft lvls yesterday felt like cheating.
after getting 960 levels in craft (240 in each tree) you can now 100% guarentee to craft ANY item on atys to Q200+

The end of craft?

Re: Tp cost?

Posted: Sat May 05, 2007 11:37 pm
by teedee40
diogynes wrote:Well, I would say one shouldn't be quick to draw any parallels between SOE and Gameforge just because we all got 100 extra points to our health/sap/focus/stamina, that's hardly some sort of NGE. The developers just seem to be fine tuning some things that have been on the sidelines for a very long time because they were busy with Ryzom Ring.
No, I agree there. Wasnt exactly what I ment. The changes made in SWG where very drastic. The changes here very slight compared to that.

Should really of said, I would hate for them to go down the same road, and we lose the game we love.

Re: Tp cost?

Posted: Sun May 06, 2007 12:31 am
by arfindel
I wouldn't compare GF to SOE in any way, would be way too unfair to GF.
Still the new levelling system in crafting is an idea too fast, don't know the long term consequences.
The 100+ focus bring a master up to 2 pieces more per spot (i don't know statistics of the game somebody else should make the maths), they will decrease the costs of boosted sets of armors and jewels, they will decrease interest in doing the focus rites .. they are very small changes, long run consequences again should be computed based on actual statistics of the game.
The casinos bring new items to the game, at this very moment not a lot. I would be worried to see their number increased.
And finally people give 2k+ less per tp. This peobably means like 20k less per day of play. I don't think a majority of player base is speding these money on the Casinos, or we would see crowds there. So currentyl the monetary mass is increasing.

I don't think any of these changes will affect a great deal the economy. The casions were very well received also, as idea they are perfect. But what happens to the general market in say 6 months and interest in doing things offered by the game is still to be seen.

Re: Tp cost?

Posted: Sun May 06, 2007 2:13 pm
by sidusar
Marjo wrote:10000 dappers was in fact the intended price from the beginning. 12250 appeared to be a bug that we corrected when setting the tokens' vendors for the casinos.
I assume the bug was that it set the price as if we had 0 fame with the vendor? Would be nice if Kami/Karavan fame actually did affect the price of tickets. :)

It seems you also added this part of the ranged document:
We will remove the effect of weight on skills, i.e. if you are "heavy", it won't lower your skills anymore; you will still deal the same damage. However, it will still affect your moving speed and dodge and parry abilities.
Except that it doesn't affect dodge and parry abilities yet.
tylarth wrote:Overcraft lvling is a darn sight easier now, faster and using less materials. Whole of craft lvling pretty much got easier, but its the overcrafting that was seriously improved/made easier. I'll let other decides if that is dumbing down, but getting 120 jewelcraft lvls yesterday felt like cheating.
Theoretically it shouldn't be that much less materials. Only about 15%. Still raising the minimum degrade quality from 40% all the way up to 80% was the one part of the crafting change I thought was a bad idea. Both because it makes overcraft levelling faster and because of what Anatti points out.

These whole crafting changes do feel a bit rushed. They were only on the ATS for 3 days before it was announced they'd be patched to the real servers the next week. That's not much time for feedback and fine-tuning at all. I hope they'll take a little more time for the ranged revamp. Would hate to see that so powered up that it makes all other skills useless. :o

Re: Tp cost?

Posted: Sun May 06, 2007 8:44 pm
by jared96
tylarth wrote:but getting 120 jewelcraft lvls yesterday felt like cheating.
Felt same way.....did 50 jool levels in an hour....and that was overcrafting by 50 to overcrafting by 0.

Re: Tp cost?

Posted: Mon May 07, 2007 9:51 am
by jamela
tylarth wrote:Overcraft lvling is a darn sight easier now, faster and using less materials. Whole of craft lvling pretty much got easier, but its the overcrafting that was seriously improved/made easier. I'll let other decides if that is dumbing down, but getting 120 jewelcraft lvls yesterday felt like cheating.
Put that way it does sound awful. From the point of view of experienced players used to dealing with the old crafting system, admittedly :) . A new player, on the other hand, with skills between level 50 and 150 say, can now make more use of all their crafting hard work, which always needed to be more satisfying than it was. It's still impossible for a young crafter to make even a single item of their own kit to a level to suit their full potential, without either receiving a great deal of help, or deliberately reining in their other skills - and I've always found that to be a problem in Ryzom. For the young crafter this is a step in the right direction, but I think a little more should still be done for them, to make their work feel a little useful to themselves as well as to others below them.

Re: Tp cost?

Posted: Mon May 07, 2007 10:03 am
by komissar
Amen Jam :D

Re: Tp cost?

Posted: Tue May 08, 2007 2:03 pm
by jared96
jamela wrote:It's still impossible for a young crafter to make even a single item of their own kit to a level to suit their full potential, without either receiving a great deal of help, or deliberately reining in their other skills - and I've always found that to be a problem in Ryzom. For the young crafter this is a step in the right direction, but I think a little more should still be done for them, to make their work feel a little useful to themselves as well as to others below them.
I think the main part of that is the fact that one can be "useful" to himself and others by crafting say axes with one skill tree. Not too bad keeping a single craft line pretty close to even with the other skills.

But to the "jooler" or HA crafters, the requirement to grind 6 skill trees to be usefull renders him / her kinda useless to peeps of their own level. Always felt to make comparable weps should be made in pieces....say to craft an axe you make a handle, (grip and cw), then you make a shaft, a shank and a blade and then you assemble together.

I think it was perhaps thought by the devs that one peep would do helmets (or earings) and another would do vests (or bracelets) and between everyone in guild or group of friends whole sets could be made. But the uneven mat distribution from one piece to the other (fixed in jools, not in armors) had people leveling Diadems and Vests and all the low mat pieces lagged significantly behind.