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Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 2:58 am
by josephm
I think you've missed the point. First off I was looking at it from a business stand point. Those seem the most logical things that I can think of why there is relative in action. You think I
don't want ranged fixed? I was the first crafter in our guild to say 'I've got dibs on ammo'.
I think that misinterpretation led your responses to focus against me. For instance #1. Yes I think that ranged is like staring at a wall
now and #2 I think that even if damage and everything were fixed that it
would still be like staring at a wall. Just because you are effective at killing things doesn't mean that it's going to be very exciting. So please reinterpret and respond in kind
What I'm also trying to get at is that yes, the one person who left doesn't matter. Tetra, nor the four or other five (figuratively) people who believe ranged is a top priority do not matter. Strictly from a business stand point. Because for every person who believes this is a number one priority there are hundreds of people who believe there are a hundred other things that need fixing well above ranged.
Just as an example, imagine everyone who plays in a big room. Cerest is at a podium and asks, "how many of you think outposts is a top priority? show of hands" nearly everyone is going to raise there hand.
Then Cerest asks "in lieu of the first question you are allowed to raise your hand a second time and it will change your vote..how many of you are in favor of range being revamped as top priority?" ....do you really think you're going to get a room full of hands over
outposts?
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 3:57 am
by tetra
cerest wrote:As long as this thread stays on topic and discusses ranged fighting I'll allow it to stay open. I will not allow it to get as out of hand as the thread on the ATS, there's no need for that.
Lets see here...
December 9, 2004 : Major Patch Preview
Major Patch Preview:There will be a major patch on December 14th. This patch provides a number of improvements to the game and introduces the first of the three sets of Chapter 2 features.
The patch highlights include :
- Three major new 'bosses' who, when defeated, yield unique new equipment to their opponents
Noise has been made about how bosses are still being fixed for the better and there has been evidence of this- New hairstyles and tattoos available from the NPCs about town
they work- Theme music for the different towns
it works- New 'tougher' pack animals available from the merchants capable of withstanding the attacks of bigger adversary
It has been said in no uncertain terms that there would be additions added in the future such as more expensive lighter food and faster better mounts.- A set of important landscape collision improvements for the Fyros territory
- A revamp of the parry systems and of shields in the game
not only has it been said that this is still being reviewed, but there has actually been requests from nevrax for input about shields and their current role- A first set of improvements to range combat
It's amazing that someone could claim a "fix" is taking months to realize that during focus beta, when the +hitrate bricks were removed and the base speed for melee was raised, but ranged remained unadjusted... then taking the same bricks with the same lack of description beyond some code... the fix went on and "improved" things though by ramming these bricks through despite the multiple threads in multiple languages saying that these bricks were a bad thing for ranged. Nevrax went even further with this wonderful fix and ignored the long time posts from beta till then saying that ranged needs hundreds more shots for the amount of mats it uses, and interpreted it as "ranged needs 16 extra shots per craft"- A revamped graphics for some of the common scenery in towns and villages
- In-game mails and forums - having been absent for some weeks, these are now back
- A set of features for events that include event chat channels, faction-based PvP, and more.
Things have been done about just about everything on that list since that patch, with the exception of ranged. Given the lackluster halfassed pathetic "fix" for ranged, I'm amazed they even bothered to call it a fix.
Since that "first set of improvements" that was shoved through despite the folks saying it was a bad thing for ranged, ranged has been tweaked in amazing and incredibly thoughtful ways over the last several patches.
1. The title for some levels of ranged crafting was messed up, it has been corrected.
2. The +hitrate bricks
(that players said were a bad thing for ranged and made one of the major problems for ranged a larger issue) were given proper descriptions.
As to the person who suggested that I submit a ticket to a GM, I take screenshots of all of my lovely conversations of GM's regarding ranged for my own memory. I'm not going to post them because I do not feel they are something that should be moved from a private conversation to a public one. The GM's have no ability to do anything about ranged beyond stick something in their reports. The GM's themselves are tired of listening to me and have said many times that there is nothing they can do and they have no idea why nevrax seems incapable of doing anything to fix ranged except lower the hitrate in patch 1, revert ranged to an earlier state it had beta, and give ranged an extra 16 shots per craft.
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 4:06 pm
by lariva
On the flip side of the coin - running & shooting at the same time is a big plus; shooting for 1200 dmg at level 60 at 31 HPM is also nice.... not too many shots, but rather nice.
xenofur wrote:oh great, now we're comparing pvp and pve. alright, i'll cut the crap and offer a challenge for you: make a new character, any deck-out you wish and level range fight to 50, post a screenshot of your skill trees and tell us wether you think anyone could have fun with that. then i'll concede that range is not broken.
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 4:32 pm
by xenofur
lariva wrote:On the flip side of the coin - running & shooting at the same time is a big plus; shooting for 1200 dmg at level 60 at 31 HPM is also nice.... not too many shots, but rather nice.
show me a screenshot of that weapon and it's ammo, i'd like to have that too ôô
upload-space here:
http://exekutor1.ex.funpic.de/futallaby/ryzom/index.htm
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 5:52 pm
by lariva
Supreme Autolauncher.
pm lenox for a screenshot (assuming he still has it)
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 6:18 pm
by xenofur
uhm, auto lancher, huh? how many shots of that can you carry? 50 shots? let's see, that makes for about ... 1 minute and 36 seconds of hunting. after that a downtime of half an hour to get new ammo, wow, i'm impressed, real fun. o.o-b
let's see, a mage has slightly higher cast time, a damage output of about 400 per cast and a down time of 2-3 minutes + he can replenish the sap easily if teamed.
sorry, can't say that's balanced in any way
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 6:25 pm
by tetra
lariva wrote:On the flip side of the coin - running & shooting at the same time is a big plus; shooting for 1200 dmg at level 60 at 31 HPM is also nice.... not too many shots, but rather nice.
you were told that this was
simply untrue in the ats forum and ran away with your tail between your legs when you were unable to produce facts.
YOU ARE REPEATING A LIE... STOP IT
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 7:23 pm
by plarfman
tetra wrote:you were told that this was
simply untrue in the ats forum and ran away with your tail between your legs when you were unable to produce facts.
YOU ARE REPEATING A LIE... STOP IT
ack that red even makes me angry to look at. You dont have to be so harsh dang we all freinds here. Lets not turn this thread into what the ATS thread was.
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 8:41 pm
by josephm
plarfman wrote:ack that red even makes me angry to look at. You dont have to be so harsh dang we all freinds here. Lets not turn this thread into what the ATS thread was.
Lies! I hate you!
I can see how an auto launcher would do that, and Xeno you seem to accept the possibility and have disputed it's usefulness for hunting. What about pk? no way a level 60-99 mage will stand a chance vs the auto launcher. That is of course assuming they have no ranged immunity stanza or it was used.
Maybe ranged would shine more if people brought their packers to assorted camps in PvP areas (or at least had stables there). Granted it needs PvE balance. That doesn't mean there isn't a terrible advantage in pk. Once outposts (ahh the missing element) are introduced and should they possibly have stables, we can see how things roll. That's assuming outposts have stables! if not please add some for camps that we can use when our fame is high enough!
Re: ranged needs to be fixed.
Posted: Thu Jan 27, 2005 8:45 pm
by tetra
plarfman wrote:ack that red even makes me angry to look at. You dont have to be so harsh dang we all freinds here. Lets not turn this thread into what the ATS thread was.
he was told in the ATS thread that there is no way no how ever that autolaunchers would do 1200 damage at level 60, people posted the damage calculation formula for autolauncher ammo and I posted a screenshot of
QL100 choice autolauncher of damage ammo. He came back here and started stomping his feet about how uber ranged is because someone told him something that simply can not exist ever while acting like it was true.