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Re: Cats and dyes

Posted: Thu Mar 10, 2011 5:47 pm
by ajsuk
I doubt it. Most people are taught the well known phrase "If you don't ask, you don't get" shortly after learning how to walk. Just because the occasional twit comes along and complains about it doesn't mean the majority agrees.

Re: Cats and dyes

Posted: Thu Mar 10, 2011 5:51 pm
by killgore
Cats to me were always a quick fix for what should have been a rebalance of xp required to master a skill. Unfortunately we're stuck with them.They are in such great supply at this point tho it shouldn't be a deal breaker on staying with Ryzom.Don't think of it as begging. Trust me many guilds wish they could unload them as the burden on storage is a giant pita :)

Re: Cats and dyes

Posted: Thu Mar 10, 2011 5:58 pm
by killgore
It's the Ryzom vet effect. Either you quit/ take long absences or you get grumpy. Grumpy helps pay the bills.

Re: Cats and dyes

Posted: Thu Mar 10, 2011 6:29 pm
by subox
Sywindt wrote:As stated here http://forums.ryzom.com/showthread.php?t=34740 please post your feedback on the feedback site: http://feedback.ryzom.com
just do what syw told and see how many ppl give thumbs up there

Re: Cats and dyes

Posted: Thu Mar 10, 2011 6:43 pm
by dianiru
Oh come on now, newbies complaining about having to beg is a complaint about the game mechanics, not a complaint about the people who graciously share cats freely, and it needs to stop being interpreted as such.

Having to ask for things all the time just isn't fun, now matter how gladly the asked people grant your request. It's better than not having any way to get those things at all, but it's still far from good.

Newbies don't like having to ask all the time, OP-holders don't like the burden on their storage... it's almost as if no side benefits from this system. So why are we defending it again?

I agree that XP cats should be removed and a raise in exp be made.

Re: Cats and dyes

Posted: Thu Mar 10, 2011 6:51 pm
by calel
This is all a big can of worms. Instant gratification versus investment of time.

I agree that the introduction of catalysts in it's current implementation was a half-assed decission. 3 years from my earlier posts on them, I haven't changed in opinion. They could have been a valuable addition to the game if the investment of time to acquire them equaled their beneficial effects and if acquisition would be possible to all. Linking level progress to one playstyle is not really catering to a happy mass but dividing a community.

The problem with the current implementation might as well be due to a lack of population. With few mouths to feed, the harvests from Outposts are to bountifull. Increase the population and it might even out more or less. The point I made before about equality between time investment and benefits could then be applicable. Perhaps toning down the costs for catalysts from faction and civ merchants, might make the mission alternative more viable as well. (good thing these are available, they weren't three years ago iirc)

But truth be told, I do not believe one needs the catalysts for advancement, I do not believe level advancement is to harsh. Level experience is not the same as experience in playing the game. When rushing through levels I can't imagine a lot of knowledge can be absorbed about the game mechanics, about the regions, the local wildlife paterns and the raw material locations. Higher levels or higher level stanzas mean nothing if you haven't learned how to put them to good use. Enjoy the ride getting to that mastery; you might be surprised what you pick up on the way. If it is getting tedious, then you're not playing in a way that suits your needs. Change something about that rather than wanting to change a game mechanic for others.

And for Kilgoretrout complaining he's got no more room to store his samwiches; you do realise you can just turn off the cat drill? :p
I remember RRA was labelled insane by some when we did that with Twintops Workshop, but we needed more room for that stinga rum distillery and our proffitable moonshine smuggling scheme. ;)