Page 3 of 4

Re: the patch and darwin's theory

Posted: Mon Nov 08, 2004 10:33 pm
by trosky
jjm152 wrote:That explains all. French Canadian :(
Can you explain that a little more ? are you racist or is it a joke (if it is I dont find it funny...)

Re: the patch and darwin's theory

Posted: Mon Nov 08, 2004 10:35 pm
by cerest
jjm152 wrote:That explains all. French Canadian :(
Be nice. I happen to know and love many Canadians.

Re: the patch and darwin's theory

Posted: Mon Nov 08, 2004 11:02 pm
by jjm152
cerest wrote:Be nice. I happen to know and love many Canadians.
Canadians are great people.

Re: the patch and darwin's theory

Posted: Mon Nov 08, 2004 11:22 pm
by isabow
I don't understand why ppl are comparing so many mmo's with each other. In all the games I've played, I have personally found each one to be uniquely different.

I'm not saying SoR isn't a great game - I'm just simply asking a question about why, if it's so good, are people dropping like flies? I've played SoR pre- and post- patch and have found that pre- patch was at a level I could play and stay on for hours enjoying the small nuiances that the lower levels provided. I can't comment on higher level playing as I wasn't on that long prior to Patch 1.

One of the draws to SoR was the fact that this is supposed to be an ever-changing environment. That, I can handle and am intrigued by. However, I expected these "changes" to be subtle and unnoticable and not to have my characters locked-down so hard in Patch 1 that I can't play in newbie-land without a Battallion of Special Forces to help me kill that weanling yubo just waiting in the desert dunes. 1/2 health by one karate chop from a yubo isn't my idea of fair or fun. So I'm off to spend my points in getting my health up to the max newbie level to try and stand at least a fair chance with the high-stepping yubo. All at the expense of my other stats having to wait their turn until I can rack up enough points to get them onboard.

WoW and EQ2? Dunno about either so all your comparisons probably have some basis. Yes, CoH dev's were up on the forums and they did a good job, however, a lot of the beta ideas weren't implemented or even considered and ppl were tired of the wash-rinse-repeat live gameplay which we suggested in beta that this style be greatly reconsidered. Talk about no content! You have basically the same character as anyone else with no loot or special inspirations to get you to a unique status. The devs didn't listen and CoV is expected to be more of the same. Fun and fast - yes. Changing and evolving content - not really (unless there's been massive changes since I gave it up a couple of months ago)

Just trying to figure all this out. I'd like to play but if I have to spend all my points on health and stamina leaving me completely unbalanced in other character aspects, then what chance will I have?

/pushes coffee cup away

Re: the patch and darwin's theory

Posted: Mon Nov 08, 2004 11:32 pm
by jjm152
isabow wrote:Just trying to figure all this out. I'd like to play but if I have to spend all my points on health and stamina leaving me completely unbalanced in other character aspects, then what chance will I have?

/pushes coffee cup away
Er, yes - This is my major complaint about this patch. I am glad someone else is seeing it too. The issue isn't that things are impossible to do, its that a great deal of depth and variety in the game has been taken away from the players.

For example, here is how to play a melee character:

1) Get Heavy Armor ASAP.
2) Get a two handed weapon. Other weapons are not as desirable since enemies have fewer HP so you just need to kill them in a couple hits fast.
3) Purchase Max HP
4) Purchase some STA, but not too much since you probably won't use more than 3-4 attacks a melee anyway.
5) Buy either increased damage or accurate attack. The other moves are more or less worthless since your opportunities to use them are practically nill.
6) Fight enemy below your level.
7) Spam increased damage for the win.

This has very little to do with the XP rate or difficulty of the enemies in the game and has a great deal to do with making everyone conform to a specific mold. In my mind, it completely goes against the concept of even having the wide variety of skills available to every player if only a small subset of them are actually even worth using.

And don't even get me started on magic... it's easily in worse shape under this new system than melee is.

Re: the patch and darwin's theory

Posted: Tue Nov 09, 2004 12:45 am
by thexdane
i see some people agree that the game was too easy however the pendulem has swung almost too far in the other direction in certain aspects. however they ARE trying to fix it.

now if they weren't interested in what we had to say then nevrax would NOT have these boards nor would they have community liasons. it's an action speak louder than words. they would also not have test servers for us to pre-test patches and such, from my guildmates who did some testing the patch changed a lot from when it was first implimented. so yes the devs DO listen to us. the devs use the test servers more than the live ones because well devs TEST and tweak and don't really play, their fun is from tweaking the code not playing the game.

as someone else mentioned earlier, nevrax is in france and therefore most of the devs probly speak french and possibly they speak english but it's probly not a job requirement, that's why they have Cerest and the like. i'm sure they have someone to translate stuff for them.

as for the newbie island thing, i remember yubos being pretty tough when i first started out. you also have to look at what skills you are raising for melee.

fighters gain strength, constitution, stamina and metabolism as well as increased damage and accurate attacks. this is why they often tank in groups because they have the most hps.

mages get more intellegence and wisdom as well as more spells and tougher spells. mages generally are weaker at low levels but get really tough at higher levels. ever noticed in most settings mages are weak and frail? this is because they spend more time on strengthening their mind instead of their bodies. mages are generally the backup in a group.

as for the darwin part of the post, darwin's theory is not the survival of the fittest. it's the survival of the most capable to adapt. there is usually 2 waves of evolution that happens.

first one is the ones that are most willing to adapt, ie those that don't leave for "greener pastures" such as eq2 and wow, which will have the same problems if not more. tho wow might be less of a problem because blizzard does make a good product.

second wave is when the most able to adapt are left over then the ones that are most capable to adapt after that. these are the people willing to stick around and wait out the storm.

yes it sucks that i get taken out by gingos and ragus. it's something we all thing should change in one way or another. the thing is they ARE trying to change it and they ARE fixing stuff.

so why not just be patient and not do stupid things. yes now we have to plan our attacks and also group to take out large mobs, which is the way things should be.

we should not be looking at what's done but actually what's happening and i think that there's a lot happening to try and even things out.

those that think eq2 and wow will be their white elephant will be sadly mistaken. nothing is perfect nor can we get everything that we wanted, life's not perfect, just be happy with what you have now instead of what you did have or what you want.

now i'm not totally happy with the game but i'm pretty darn happy and i'm especially glad that the devs and nevrax are giving us this voice so that we might be heard.

tho i will say one last thing. being a dev is a REALLY hard job especially when you have a large audience screaming that they want this and that and complain when it's not what they wanted. really try being a dev and make your own game and then you'll be very happy with what nevrax is doing.

so once again i'm saying thank you to the dev and nevrax as well as Cerest for putting up with all of us and our crap that we're dropping in their laps. keep up the good work guys and hopefully things will be balanced shortly.

Re: the patch and darwin's theory

Posted: Tue Nov 09, 2004 1:49 am
by isabow
thexdane wrote:
as for the newbie island thing, i remember yubos being pretty tough when i first started out. you also have to look at what skills you are raising for melee.
Ok, this was my point actually. Pre-patch I was pretty much balanced out in my stats. Post-Patch I'm having to spend too many points to get max health just to be able to kill a stupid yubo. Again, I've played a lot of games so I know about spending points wisely.

Why should I have to max out my health points in newbie land? It should be that when I'm portalled to the mainland, I should be starting out pretty equal in my stats with a heavier emphasis on the specialization that I've chosen. I understand if I'm a fighter, I should have more health points. But if I'm a crafter working in my team as a crafter (while others in my team are fighting to get me my mats), why should it be that my health should be max'd just in case I needed a yubo skin and my team wasn't around to help me out?

/grabs coffee again

Re: the patch and darwin's theory

Posted: Tue Nov 09, 2004 2:09 am
by isabow
thexdane wrote:
as for the newbie island thing, i remember yubos being pretty tough when i first started out. you also have to look at what skills you are raising for melee.
Ok, this was my point actually. Pre-patch I was pretty much balanced out in my stats. Post-Patch I'm having to spend too many points to get max health just to be able to kill a stupid yubo. Again, I've played a lot of games so I know about spending points wisely.

Why should I have to max out my health points in newbie land? It should be that when I'm portalled to the mainland, I should be starting out pretty equal in my stats with a heavier emphasis on the specialization that I've chosen. I understand if I'm a fighter, I should have more health points. But if I'm a crafter working in my team as a crafter (while others in my team are fighting to get me my mats), why should it be that my health should be max'd just in case I needed a yubo skin and my team wasn't around to help me out?

/grabs coffee again

Re: the patch and darwin's theory

Posted: Tue Nov 09, 2004 3:00 am
by thantos
isabow wrote:Ok, this was my point actually. Pre-patch I was pretty much balanced out in my stats. Post-Patch I'm having to spend too many points to get max health just to be able to kill a stupid yubo. Again, I've played a lot of games so I know about spending points wisely.

Why should I have to max out my health points in newbie land? It should be that when I'm portalled to the mainland, I should be starting out pretty equal in my stats with a heavier emphasis on the specialization that I've chosen. I understand if I'm a fighter, I should have more health points. But if I'm a crafter working in my team as a crafter (while others in my team are fighting to get me my mats), why should it be that my health should be max'd just in case I needed a yubo skin and my team wasn't around to help me out?

/grabs coffee again
LOL Isabow...

Re: the patch and darwin's theory

Posted: Tue Nov 09, 2004 3:17 am
by isabow
thantos wrote:LOL Isabow...
hehehe...sorry thantos...tooooo much coffee makes for double vision and double posting hehehehehehe