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Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 4:29 am
by randoid2
The ONLY REASON you are getting the quick "we're going to fix it" responses from the devs is the vast number of people that have canceled.

Remember this patch was running on ATS for 2 weeks and everyone there was complaining about it.

Did the devs listen? no

Now that accounts are being canceled we are told it will be fixed. The initial plan for fixing harvesting is a joke. "Instant regen of focus when done"? That removes any need for focus regen. Do i get all those skill points back that I spent on focus regen?

Nevermind, I just venting. I've already canceled.

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 5:59 am
by drech
And there has been no word on combat that I've seen.

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 6:34 am
by bizango
I'm not cancelling, I'm patient and I'm still having fun. These devs seem to be sensitive to what their audience desires and there is evidence that changes are in the process.

Look back at the threads about how fighting types are outlevelling their support classes. Well, now it is harder for fighting types to continue on their gravy train, but it seems too hard now.
drech wrote:You accept whatever shoddy thing comes along hoping it will get better. What impetus do the devs have to make things better when you are willing to pay for the lowest possible quality of product...
Well, what impetus do the devs have for fixing a game for the people who no longer play it? As soon as you cancel your account, your opinion is irrelevant.

On the other hand, if you are so frustrated that you are not having fun, you should seek your fun elsewhere. Come back in a few months after the initial growing pains are just memories.

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:08 am
by drech
bizango wrote: Well, what impetus do the devs have for fixing a game for the people who no longer play it? As soon as you cancel your account, your opinion is irrelevant.
I hear this argument a lot. This is an easy way to hide your head and not deal with the arguments because, in this case, there is no argument that can be made pro-patch that doesn't sound idiotic. It's blatanly obvious how screwed up it is.

It's easy to blow me off when there's nothing you can say that can withstand not only my arguments, but 90% of the player base.

So go ahead and think my opinions are irrelevant. You know who doesn't? Nevrax. They are very interested in the opinions of people who cancel, much much more than the opinions of people who blindly kiss their ass. Know why? Because with our opinions, the game gets better and they attract more players.

You can thank us when the servers have a population and balance has been restored.

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:18 am
by kamagi
well put drech - when I unsubscribed I filled out some info on why I did.
I have no interest in playing something that isnt fun at the time.
I feel pretty neutral about it at the moment - quietly happy and content now Im not trying to make Ryzom fun.

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:43 am
by ostaff
I still love the game, but I do have to agree with the majority on this. Nevrax made their move way too fast without enough testing. If their test player base said NO WAY.. they should have stopped it there. An idea is great.. but it won't make money which keeps the game up. If you don't have the money backing your fixed costs, you're not going to be able to keep your wonderfull idea up and running.

I find the problem pretty simple. They came out with these changes too quick, and are experiencing the reprecussions for that mistake. Rather they get a second chance is up to the player base as a whole. No matter what I think, my attitudes and thoughts of the game will not change that fact. They have to satisfy enough customers to keep the game running, if they don't... it was a nice game. If they do, then the game will keep going on for those who still find enjoyment with it.

That is the key to anything. If you don't enjoy it, it's not worth your investment and it's time to move on.

Dimlok <- 100% Tryker. Fun is the Tryker Way!

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:48 am
by rodrigoq
This patch is garbage.

I was getting bored due to lack of content before the patch, now I just can't stand to play. I tried, for 6 hrs to have fun.. in the end i just logged and probably won't be on till I see a major change to make things fun.

This reminds me of Horizons and AC2..

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:53 am
by russek
I'm just sad to see how they ruined a game that was fun to play :(
Hope they can fix it soon, like for tomorrow !!

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:57 am
by aelvana
The changes are all awesome. The game seems a lot more balanced. All that needs some fixing is solo EXP and harvesting. Harvesting changes are inc, and I'm sure solo will be fixed as needed in great fashion as usual from Nevrox.

Re: Cast your Vote on Patch1

Posted: Thu Nov 04, 2004 7:58 am
by martinr
Ok, where to begin.

There are probably an equal amount of good things and bad things.

The trade system.

GOOD: Sell your mats, and you get more money later if someone buys them.

BAD: Mean players will ruin this. For today, i saw a Kitin Larva for sale. This baby is like the Raw Mat you get when you begin with crafting skills, it can be used to craft ANYTHING and its a great mat, 90% level on every bar. But the person who sold it to the vendor, put a resale price of 2.5 million dappers on it for ONE mat. Not sure how you get the Kitin Larva, and not wanting to find out. But surely 2.5 million for one mat is too much for it. And for a suit of heavy armour made from Kitin Larva means that you spend 325,000,000 dappers on making the thing. :D

Other than that - The trade thing is a good way of making cash, if its used right.

SUGGESTION: Set the resell limit to three times the amount you sold it to vendors? You would still make a profit at a reasonaly price.

Fighting.

GOOD: The creatures have less health. went on a travel and took down Baying Gingos and Hard Kipee in an 8th of the time it used to.

BAD: Everything hits double. What was wrong with the fighting in the first place? Ok, so there were groups of beasts that could be used for power-levelling. Couldnt they have made the difficulty of beasts on an incremental scale? And if its so much harder, why does the XP remain the same?

SUGGESTION: Put fight back to what it was. However, increase the difficulty of some creatures to reflect how they should be. Or rethink the xp. Coz new players are going to have a hard time getting anywhere.

Harvesting.

Never liked harvesting so no good points to make about it. However i have to do it for crafting, and can see the frustration the mainstream harvesters will have, and without those, where do the supreme mats come from?

Im presuming, they had planned it this way, for team harvesting, but what about those who dont have, or want to be in a guild. What are they supposed to do?

The problem was that harvesters had mode manipulation. So that could have been removed WITHOUT the overcostly focus use. Why punish all in such a way, because a few used the manipulation thing?

SUGGESTION: ?? dunno, make it like it was without the mode showing or allowing you to change it. At least give a chance to get 1 mat of the quality you are looking for. I had times where there was 3 digs where as soon as my pick touched the ground the forage was destroyed.


Dont know enough about magic to comment on it. But am sure that the same applies, both good and bad.


Apart from that, there are many useful changes to interfaces and stuff and some nifty features, but i think that they do need to look at it again, re-think the difficulty scale, and implement a half way between that will keep the players happy, and allow the progress that the devs are after. Im sure its not that difficult to scale. I mean look at it this way. Theres a dog thing, one person should be able to take it no problem. But a large Kitin, that SHOULD be a team effort and the changes to difficulty should be directed at those big things, not to all the little scrawny beasts.

Just think back to when you started off, the yubo was the only thing you could start off on, anything else meant death to you. Thing now is, a LOT of things means death.

Slow progress through the land is reasonable and expected, but sticking up a 400 foot deep trench filled with lava and broken glass round Yrkanis is not the way. :)