lupine04 wrote:They're fixing the too-fast decay rates. This has been noted for about a week now. But, to be fair, perhaps you just hadn't gotten around to reading any of those threads.. that's fine. Now you know
.
Oh so they're getting to it, super. Interesting that they still chose not to "get" to it before this harvesting nerf, even though it affects the entire playerbase, not just the harvesting community.
lupine04 wrote:I'm not sure bringing something, which was giving XP too generously in the first place, closer to what was intended could be called "nerfing". It's called balancing. Right now, from what I gather, harvesters are able to advance at a rate that is far faster than intended, especially relative to the other skills. This is not good in the long run.
Ok then, what Nevrax should do is lower the combat xp cap to 1700, which is about the max xp I can get from a pull. I mean what's fair is fair, right? While we're at it, we should take a whole line of combat actions and make them useless, how about increased damage or bleed? I mean, fair is fair, and whatever the wise devs say must be right, right?
I removed the extraction specialization and the jungle specialization from all my extraction actions, and saw zero difference in the speed, danger and quantity of extracted mats, while it used about a half the focus. That means those stanzas have no benefit whatsoever, they're just wasted SP. I've only had them for 4 days. How is it "more challenging" to simply nullify 80 skill points worth of skills? What was the challenge, to guess which skills were going to be nullified? Is that the kind of challenge that Ryzom is going to be?
As for the question of "how will harvesters be able to supply crafters when they need mats?"... well, perhaps that's supposed to be the challenge for Harvesters, and Crafters alike to work out? Seems to me that just because your primary focus isn't on going out killing stuff that your gameplay experience should be any easier than those who do. If you were always able to gather what crafters want nearly on demand, so fighter/mage types could get what they want nearly on demand, well.. I don't think that's really a challenge.
This shows you have little to no knowledge of how difficult it is to a) find resources that you need b) find them in the right quality c) learn how to extract them without dying in a reasonable quantity, all while d) avoiding all aggro mobs that can kill you in 3 hits. Harvesting was plenty challenging enough. This nerf doesn't make it more challenging, just less fun.
I'm noticing an underlying theme in some of these threads where people are basically saying, "if they change the way it is now, the game will become more challenging, I won't be able to level as quickly, and I don't want that".
Not more challenging, less fun. The game is a drag and a grind now, where it was fun before. I can't even extract q 100 mats, even though I have harmful extraction 100! I can only get 99, which matters if you want to make q100 weapons. Again, explain to me how it's more challenging to take an entire line of skills and make them useless. Are combat players ready to step up and become similarly emasculated?
I also find it kinda humorous how some people will jump up and down about a problem that affects them negatively, crying "bug! bug!" and demand it be fixed "or else ...". But, when a problem benefits or gives them an advantage, they jump up and down, crying "nerf! nerf!" and demand it be left alone, "or else ..."
But... that's just my observation...
You may not have noticed, Mr. Observation, but the NA server has like 250 people on it tops. Alienating 50 or 60 of them at this point is not a wise move. It's already such a low population game that it detracts from the experience. What I find amusing is the people who will come on the boards and defend ANY bone-headed action of the devs, as if they were relatives or as if you owned stock in the company. Take another 60 people out of the game and you won't have a game.
But... that's just my observation...