Re: Tp cost?
Posted: Sat May 05, 2007 8:55 pm
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 ?.
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.
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.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.
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.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.
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.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.
Felt same way.....did 50 jool levels in an hour....and that was overcrafting by 50 to overcrafting by 0.tylarth wrote: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.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.
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.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.