Excitement about Patch One

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shazzy
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Re: Excitement about Patch One

Post by shazzy »

krone9 wrote:VERY much appreciated

re going thru portal - press all direction keys once and you should stop
ooh thanks!! :D
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0waxman0
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Re: Excitement about Patch One

Post by 0waxman0 »

Tip to stop the Auto run after exiting a portal. Do not run into the portal stop before you 'Port. there is a gap of about 1 m and a second or so from when you enter the portal capture point till you 'port, stop moving in this and you will be stood still on the other side.

Next tip the only key you need to press to stop moving is the key for the direction you are going ie. forward.

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shazzy
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Re: Excitement about Patch One

Post by shazzy »

Excellent thanks. Did this and it worked. :D All I need now is to stop being eaten the other side.
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pandorae
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Re: Excitement about Patch One

Post by pandorae »

Heh ... you folks are sure approaching the Patch release differently than we on the NA server are!!!

http://ryzom.com/forum/showthread.php?t=4629

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shrike
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Re: Excitement about Patch One

Post by shrike »

What can I say...americans love their whine. :D
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borg9
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Re: Excitement about Patch One

Post by borg9 »

pandorae wrote:Heh ... you folks are sure approaching the Patch release differently than we on the NA server are!!!

http://ryzom.com/forum/showthread.php?t=4629
As with everything, there are at least two ways to look at everything ;)

We could take the attitude that 'Chapter 1' is here to 'nerf' us and stop our fun. Alternatively we can look on it as a challenge to be overcome.

I tend to think after each patch its a new game.

If I used to to something easily and then it becomes more difficult, I take the oppertunity to find altenate ways to solve the problem.

If it hadn't been for all the really nasty aggro mobs on the Resting Water Portal to The Font, I would never have found out about the ql250 spots in the Lagoons.

I personally get a great sense of achievement, when I achieve something against the odds.

I have avoided fighting, becuase blind just makes the whole fight process boring and unchallenging.

Harvest as become stale, becuase of the mode 1 issues. Its predicatable and easy to harvest huge quantities of mats in minutes.

Large groups of high level magic/fight people has made travel 'easy', if you have the time to follow them.

The 'nah sayers' seem only to be focusing on the negative.

I found out today the crafting plans have had the SP costs reduced. Jewels for example are now 40SP not 100SP, as well as boosts being cheaper to buy.

Full sets of +HP/Focus/Sap/Stam should become more common.

Boosted equipment will allow the harvesters to cope with the high Focus drain on using gentle.

It won't take long for players to find the 'optimum' setting for all the careers.

If it takes a day to do it, or a week, it will still be done.

To highlight my point, I saw a post about the harvest credits. It was mentioned that there was no -32 credit only a -24 and -64. This seemed like the end of the world to that player. It has always been my understanding that you only use the focus required by the stanzas used, not by the credit used. If this is the case why such a reaction to a little change.

So I my take on Chapter 1....
Based on posts here and about...

Crafting - a huge 'buff' for crafters. (complaints about lvling after 100? I am lvl 80 hvy armour, I have found leveling this 'easy' about 10 crafts of ql equivelent to my lvl+10, I currently craft ql90 @ lvl 82). My understanding is that XP requirements are flat in crafting about 30k per level. I get about 3.5-4k a hvy vest craft! have I missed something?)
Harvesting - a graduated ql extraction, with a more risky harvest (compared to a peak and trough XP gain and NO RISK HARVESTING).
Fighting - higher risk (increase damage) increase requirement on grouping and dependancy on magic, reduced solo opportunities, but removes the lvl 80+ fighter can kill everything in the game.
Magic - the death of blind and birth of stun. Wider range of available spells. Improved heal and damage. Pretty gloves!

Packer fixes - no more dead packers, the harvesters crafters bain!

A full skill reset, a chance to move you skills about and create new leveling chances.

Same patch, different spin.
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shazzy
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Re: Excitement about Patch One

Post by shazzy »

borg9 wrote:I found out today the crafting plans have had the SP costs reduced. Jewels for example are now 40SP not 100SP, as well as boosts being cheaper to buy.
Now THAT is fantastic news. I have been trying to get my jewelrycraft up and found them way to expensive. That is definitly something to look forward to. :D

Nice to see some positiveness about the patch.
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art3an
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Re: Excitement about Patch One

Post by art3an »

@ borg9

nice with someone giving another view point of the upcoming changes. Our board have, however, been quite low on the flaming compared with the NA one.

To a priori review the affects of a patch of this magnitude very often (in a mmorpg context) proves over-dramatic. In my own, personal view, the patch will bring a clear net gain for us, the players, in the long term. But, I will not KNOW that until the patch have been live for some time. Should it prove differently, a change/redesign would have to be be called for.

Though, there is one thing currently lacking in SoR: a channel for communication between the player base and the devs. Dedicating a couple of hours once every week/every second week for the devs to answer questions from the players would be a good thing.

Several other mmorpg´s have such communication, allowing players to discuss with the devs future changes and a chance to affect the design of new features/change design of current ones.

This could be achieved either through the use of an ingame chat-channel, irc-meetings, or just plain and simple, a community manager gathering questions on the boards and deliver them to the dev team.
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shazzy
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Re: Excitement about Patch One

Post by shazzy »

art3an wrote: This could be achieved either through the use of an ingame chat-channel, irc-meetings, or just plain and simple, a community manager gathering questions on the boards and deliver them to the dev team.
Fantastic idea!
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borg9
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Re: Excitement about Patch One

Post by borg9 »

art3an wrote:@ borg9

nice with someone giving another view point of the upcoming changes. Our board have, however, been quite low on the flaming compared with the NA one.

To a priori review the affects of a patch of this magnitude very often (in a mmorpg context) proves over-dramatic. In my own, personal view, the patch will bring a clear net gain for us, the players, in the long term. But, I will not KNOW that until the patch have been live for some time. Will it prove counter productive to the game, then change must be called for.

Though, there is one thing currently lacking in SoR: a channel for communication between the player base and the devs. Dedicating a couple of hours once every week/every second week for the devs to answer questions from the players would be a good thing.

Several other mmorpg´s have such communication, allowing players to discuss with the devs future changes and a chance to affect the design of new features/change design of current ones.

This could be achieved either through the use of an ingame chat-channel, irc-meetings, or just plain and simple, a community manager gathering questions on the boards and deliver them to the dev team.
Form past experience with the FBT and Betas:

The devs/gms read almost everything on the forums. They have the advantage of knowing fact/fiction.

I have found that there is very little feedback from them directly. I have access to the ATS, but I am yet to load and use it. (don't have enough time to play, let alone test these days)

I would love to see the following:

Dev chats: after main release of a large patch to the ATS, after giving a little time to the players to check it out.

Hints: short posts about up and comming features.

Background: we have had a new backgound document since release. (g006 was the last I think)

Stanza lists on the website: It would be great to have you login id linked to you highest level character, allowing you to read up and plan offline your character progression. Linking it you you ingame level, will avoid spoilers.

XML character data feed: Everyone loves to show off allow us to create sigs with our character details.

These things will expand on an already great game. People don't like being kept in the dark. However sometimes when we are given the information, they don't read it.
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Neun

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