Tactics, Exp, Decay and God and the World, read and learn!

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xeno113
Posts: 9
Joined: Sat Oct 16, 2004 1:50 am

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by xeno113 »

Wow. Nice job thinking all that up. :D I haven't left newbie island or been in a real team yet, but now I know to check what everyone's quality is beforehand, as well as not to fight ginormous creatures.
sekolah
Posts: 15
Joined: Thu Sep 23, 2004 11:38 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by sekolah »

decay should only occur upon interaction. there is no reason my wand should decay any faster because i cast a level 1 acid bolt vs a level 180 mob vs a level 18 mob.

it is the same action.

please someone show me what difference there is?

this is wrong and basing it off the group and and by the lowest common denominator is even more wrong.

people will just use weapons that are junk and fight without armor but that really isnt the answer either.

"I" wonder at the reasoning behind this? "I" am hoping it is a mistake, because if it isnt then it is intentional causing harm to the players. no where is it mentioned, only left for ignorant players to discover after they have spent 300k plus on thier first heavy 100q armor only to have it fall off after leveling with their guild when someone had q10 necklace on by mistake or something similar.
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xenofur
Posts: 3411
Joined: Tue Sep 21, 2004 8:36 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by xenofur »

sekolah wrote:decay should only occur upon interaction. there is no reason my wand should decay any faster because i cast a level 1 acid bolt vs a level 180 mob vs a level 18 mob.

it is the same action.

please someone show me what difference there is?
ok, i'll apply basic rpg logics here, so bear with me
usually every being has an inherent resistance against magic, and you have to work against that resistance with your magical powers, the amplifier is just that, it takes your power and channels it through itself, while increasing the output at the end
now to hurt a normal mob you simply use your trained power, whihc is also at a level the amp can deal with easily, but when going against the higher resistance of a high-lvl mob you have to excert more power which puts a greater strain on the amp
[note: this is just the way i make it seem plausible, it's up to you if you accept it or not]
sekolah wrote:"I" am hoping it is a mistake, because if it isnt then it is intentional causing harm to the players.
several community managers/gms already said it was buggy and that the devs are going to fix it, and about the not being mentioned, i guess they take the stance: discover for yourself, seeing how the manual only explains the interface :P
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lyrah68
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Joined: Thu Sep 23, 2004 11:45 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by lyrah68 »

I have yet to find a game where it wasn't better to group, and kill faster not necessarily higher level mobs.

To me it all boils down to damage per second and mob deaths per second. And that evolves to the XP per minute count as well. If I can do damage faster, take less damage and kill faster, I will gain more xp/sp.

I am perplexed at the current, damage is ALL that matters attitude. I try to understand how the MAX damage is the ONLY thing people take into account, when, since I make weapons, I have had one of each kind. I found that faster, lighter weapons, where I swing more often, I tend to kill faster. Sure I am not seeing HUGE damage per hit, but if you average it out...it is the same or slightly MORE DPS than using the "optimal" weapon.

I am just interested to know how others come up with which weapon is "the current best weapon in game". I would like to hear a reasonable debate on why melee fighters chose the weapon they do.

My current set up is either two daggers or a sword and dagger. I have tried guns (but found making quality HIGH range/damage ammo to be difficult and confusing, unlike the other craft items, Ammo and pistols were pretty random crap shoot. I tend to like something a tad more predictable.)

I tried the two handed sword and the pike, I found I missed enough with both that the SAME mob type would take me five minutes to kill instead of one (damage was VERY broad range I routinely got results of miss, 15, 65, 45, miss, 12 Etc.) To me, with the possiblity of CRAPPY damage no matter WHAT I am swinging, and the real possiblity that I could miss. It just makes sense to swing more often, miss out on the slight chance of MEGA damage, but also miss out on hitting for 6 points while swinging an ALL choice materials Q20 two handed sword.
ralgur
Posts: 39
Joined: Mon Oct 11, 2004 11:17 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by ralgur »

kisedd wrote:One thing I don't like about the "group item decay" concept is that it hurts parites that want to have younger members. I like games that are inclusive. When parties realize that that level 20 mage they have in their party is ruining their equipment, he won't be invited anymore.
I agree. This is a very disturbing aspect of the game. Why would you want to discourage social interaction? After all, that's one of the big draws of mmorpgs. If I wanted to solo, I could just play an offline game. I know some folks like to solo. That's not my point. My point is that grouping should not be so damn complicated that you have to figure out who has what gear so you can make sure your stuff doesn't decay too fast.

Sorry, devs, but you went overboard with this concept. It's beyond time to tone it down. Don't make a job out of the game. If you do, it's going to alienate some folks, myself included.
spaero
Posts: 119
Joined: Thu Sep 30, 2004 11:18 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by spaero »

I am not following the theory behind group decay at all, in fact I question the neccessity of losing ones armor who does not melee.

I agree, clothes wear out. Better quality clothes look better, last longer and I can agree to that. However, the very fact decay is linked to group involvement is ludicrous. If i get hit, my armor take wear and tear...certainly. If my tank is getting all scratched up over time, why then am I standing naked all of a sudden waving a withering wand in the background.

I hope the decay system gets fine tuned to more accurately incorporate realistic decay based on individual use.

This game is awesome in many respects, and the very fact we are posting our thoughts and findings here seem to indicate a desire to make this one heck of a MMORPG in a very unique sector of this genre. I hope the DEV's see this as a push to enhance a good iidea!
dan79ti
Posts: 2
Joined: Thu Sep 23, 2004 10:20 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by dan79ti »

spaero wrote:I am not following the theory behind group decay at all, in fact I question the neccessity of losing ones armor who does not melee.

I agree, clothes wear out. Better quality clothes look better, last longer and I can agree to that. However, the very fact decay is linked to group involvement is ludicrous. If i get hit, my armor take wear and tear...certainly. If my tank is getting all scratched up over time, why then am I standing naked all of a sudden waving a withering wand in the background.

I hope the decay system gets fine tuned to more accurately incorporate realistic decay based on individual use.

This game is awesome in many respects, and the very fact we are posting our thoughts and findings here seem to indicate a desire to make this one heck of a MMORPG in a very unique sector of this genre. I hope the DEV's see this as a push to enhance a good iidea!
If I was to hazard a guess the group decay maybe there as an anti-PL function. Higher level toons with lower level gear will not be able to power level folks as quickly, unless they are willing to go through alot of quality gear.

Fundamentally it does appear that the base decay rate is a little outta whack, but I can see a reason for the group vs. individual dynamic.
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gralen
Posts: 466
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Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by gralen »

dan79ti wrote:If I was to hazard a guess the group decay maybe there as an anti-PL function. Higher level toons with lower level gear will not be able to power level folks as quickly, unless they are willing to go through alot of quality gear.

Fundamentally it does appear that the base decay rate is a little outta whack, but I can see a reason for the group vs. individual dynamic.
How is this a PL deterant when there is a 3k XP cap per kil? 3k XP is 3k XP whether I get it with a group 50 levels above me fighting critters even higher than them or with a group my own level whacking on something 15-20 levels above us.
spaero
Posts: 119
Joined: Thu Sep 30, 2004 11:18 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by spaero »

Power Level deterrent? Naww, High level does not need armor at all for the type of Mobs needed to cap a newbie at 3k. Heck, I am now Healing Groups with no armor and all I am missing is the HP and my Dignity for cryin out loud!

Realism dictates individual basis for each decay type, weapon..if it is used, armor if player is being hit OR over time as all clothes eventually wear out and AMPs should decay in 2 rates, one for melee and one for casting.

Maybe this sounds simple but is a code writers nightmare to incorporate right now, who knows, but our opinions are being viewed and reviewed and should have a cumulative effect on future considerations.
dan79ti
Posts: 2
Joined: Thu Sep 23, 2004 10:20 pm

Re: Tactics, Exp, Decay and God and the World, read and learn!

Post by dan79ti »

Gralen and Spaero I agree with you that if the group item decay is anti-PL it is not much of one. I wanted to propose what rational might be used to program it in the first place :)

I do agree that degredation should be item specific (no comments on coding as I do not do that kinda stuff). I do not see how degredation can be zone specific (as it appears to be), unless the base penalty for higher level MOBs (etc.) scales very exponetially.

An interesting method (but I am not recomending throwing out either the baby orthe bathwater yet) would be to track useage as "fatigue". When you hit some critical fatigue then some to all of the items stats are reduced some amount (as ietms degrade they perform less well). I imagine this would also take allot of effort to code in, but I think it is an interesting way to approach the issue.
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