Re: A question to all of those complaining about combat...
Posted: Mon Nov 08, 2004 6:14 am
2000xp for a dehydrated slaveni
This is the community forum for Ryzom.
https://bb.ryzom.com/
This is a concern that you won't see many of the Ryzom-fanboi brigade addressing. They are pretty much purely fixated on proving that you *can* kill something (anything!) for experience at this point.guhack wrote:Something I did not see mentioned here is your downtime to fight another mob while going solo. If I want to take a risk I likely could solo a mob for 1-2k experience (as some are suggesting) but what is your risk vs. reward vs. dowtime?
At 116 Pike with HP armor & jewelry I have 2250 hp's & Self Heal for 1.2k. Going after the experience some are, is doable, but risk would be nearly 50% especially considering how mob damage increases exponentially while character HP is linear. This is not including 5+ minutes of downtime afterwards.
My 2 cents
jjm152 wrote:This is a concern that you won't see many of the Ryzom-fanboi brigade addressing. They are pretty much purely fixated on proving that you *can* kill something (anything!) for experience at this point.
The fact that:
1) Your success rate has decreased and the death penalty has stayed the same.
2) That the downtime is completely horrendous.
cannot make it into their equations because it sheds an unfavorable light on the recent design decisions made by the developers.
However, I agree with you - The risk/reward scenario in this game is completely out of whack. If perhaps there was too much reward for very little risk post patch, the developers have swung in the complete opposite direction where now there is too much risk and not enough reward.
Personally, when I die (and it happened even prior to this patch) I would like for it to be because I messed something up. There should atleast be an illusion in this game that the decisions the player makes at the keyboard have more of a factor on the outcome of a battle other than, "There is a monster I can defeat, lets hit it with attack #1 until it dies".
Right now however, that is not the case. A great deal of combat is left up to the wimsy of the random number generator. You cannot even with a modicrum degree of accuracy determine which experience giving mobs in this game you can defeat on a regular basis.
I have gotten lucky and defeated 1500 xp mobs with little difficulty, and then against the same mob moments later been sent packing. I have been decimated by 39xp mobs faster than 1000xp mobs. My tactics are the same - indeed they need to be the same since combats are so short and brutal now there is no time for doing anything but using your most damaging attack in succession.
There are so many obviously poor design decisions that went into this patch that it honestly baffles me that people cannot admit that perhaps Nevrax needed to test this quite a bit more before pushing it live. I mean, it would seem that at the very least the two subsequent emergency patches in a row would dictate that their original premise is not unassailable.
Instead, they call opinions like this flames and whines and cheerfully poke their heads back into the sand after they are done patting each other on the back.
I frankly, do not get it.
I don't know what part of, "I cannot defeat anything my own level" I can make any more clearer.raynes wrote:Actually the more I fight things, the more sense the new systems (yes systems) make. One thing that people seem to be ignoring is the new systems that lets you know what level a mob is. This is very important to combat now. Here is what I have found so far. The stars on the mobs are levels of 10. Each background color represents an area. That area is setup for a certain level.
So in Witherings (land of the Zorai). The Cities of Intuition are level 0-50. So a one star mob would be between level 10 and 20. Two stars between level 20 and 30, three stars between 30 and 40, and four stars between level 40 and 50.
Maiden Groove is level 50-100. So one star would be between level 50 and 60. Two stars between levels 60 and 70. Three stars between level 70 and 80. Four stars between level 80 and 90.
My level ranges might be a bit off, but that is the general idea. I found this out becuase at level 71 I am getting 1000xp for a 2 star mob. I am assuming that 1000xp means you are fighting at your own level. When I hit a three star I got 2000xp. Which would make some sense as it's 10 levels above my own. A four star I got my ass kicked as well I should, its 20 levels higher than my own.
Now having said all of that. If you fight mobs at your star level, you will have almost a 100% success rate at killing. You will also be able to kill a decent amount before having to recharge. IF you try to kill higher than your level your success rate and downtime change accordingly.
After really playing with it, it's very obvious what the devs had in mind. First they wanted people to fight mobs at their own levels. Second they wanted people to go out and fight a wider range of mobs.
Take the time to learn it, and you will see it's not this horrible mess people are making it out to be.
I am ok with slower leveling, I am not ok with not being able to have the opportunity to use my abilities or cherry picking monsters below my level for easy XP.aelvana wrote:It's one thing to prove that it can be done. Now that I know it's not that hard in heavy, I'm inclined to argue if someone says it's not possible.
It's a lot slower with downtime, and that's a different point, yes. Nevrax's only mistake was letting us get used to much faster EXP beforehand.
Even scaryier - There are ways to slow down leveling without making the primary component tof a MMORPG (combat) frustrating.svayvti wrote:Nah, there are still a few mobs worth decent exp that aren't instant death.
Regardless combat is seriously messed up and we have a lot of people here on the forums living in denial trying to abuse anyone who disagrees with them.
If combat is so great, why the mass exodus? Are people willing to pitched the greatness of combat to an almost empty server population?
If discovered day one before most others who are now late raving about it that I could solo stuff for exp still. But...
It isn't rewarding
and it isn't fun.
Why is leveling speed more important than fun and a happy player population?
svayvti wrote:Nah, there are still a few mobs worth decent exp that aren't instant death.
Regardless combat is seriously messed up and we have a lot of people here on the forums living in denial trying to abuse anyone who disagrees with them.
If combat is so great, why the mass exodus? Are people willing to pitched the greatness of combat to an almost empty server population?
If discovered day one before most others who are now late raving about it that I could solo stuff for exp still. But...
It isn't rewarding
and it isn't fun.
Why is leveling speed more important than fun and a happy player population?