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Re: Q&A Round X - Answers Published
Posted: Fri Jul 01, 2005 3:59 pm
by geezas
When can we expect emotes and titles to take note of the sex of our char's? [Submitted by rushin (EN)]
Not in the near to middle term. As previously said, while there are many features we would like to see in game, we have to stay focused. We can only do so much at one time, so were trying to remain focused right now on the major promises we have made in the past, such as the outposts.
If it is that difficult to change something simple like he or she in reference to a object I'm scared of your code
Why not make a /me does blabla next to these straightjacket emote type things ?
Re: Q&A Round X - Answers Published
Posted: Fri Jul 01, 2005 4:05 pm
by geezas
The solution for healing is not a solution but a big nerf, if you didn't want chars to heal so much why did you make the mobs hit harder after patch 1?
I understand that it is difficult to balance things but I suggest you give up on balance. there will alway's be a 1 combination that outkills the other and players will use that combination. Players are in it to win not to play your balance game...
Re: Q&A Round X - Answers Published
Posted: Fri Jul 01, 2005 4:16 pm
by geezas
Will we be getting raids back? [Submitted by martinr (EN)]
Ahh, another question regarding events! It's always touchy to answer such a question without spoiling the story (and I'm not even talking of having to face Ravna's wrath

). So I'll only discuss a technical side-point here: one of the reasons why we haven't run invasions lately was a stability issue. We have created some hard-to-catch server crashes with the last invasions, and we were reluctant to launch new ones before we had fixed the problem. Some work is being done on it currently and as soon as we have nailed the crash bugs and tested the fixes, well start holding invasions again.
I thought most bugs where to be removed in the spring clean? lets see, outposts, winter cleaning for bugs, ryzom ring, summer cleaning for bugs, somewhere beginning 2007 there will be a working raid engine again ? prove me wrong please! The invasion event was a verry cool thing (besides being poorly executed, in the wrong place where I went (bb) then GM's spawned our guards so the work for a week was USELESS) and more of those events with more fluid controll over the game map and a bit more intelligence from the people iplementing it would be verry welcomed instead of a pvp thingy for 50 more hp or whatever bonus there is in a outpost.
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 4:24 am
by iwojimmy
I will admit to bias here.. I have no interest in PvP in Ryzom, so will react hostilely to anything which 'improves' PvP at the expense of the rest of the game.
The healing nerf strikes me as a kneejerk reaction, which will flow on throughout the game. For example, a single healer will not be able look after a party anymore, as they wont be able to risk switching targets. this requires more healers in the party.. and healing is not a popular role. result.. greater frustration with the game. Having to stay on one target encourages 'duoing', but not with melees, as you need someone who can heal you back. result.. more Eles, fewer melees..
Instead of making sweeping changes to the entire game, try to fix the actual problem.
These suggestions would be very hard for Nevrax to implement.. but how about making it Tactical.. create an Anti-Healing aura that fighters could use to prevent people near them being healed.. encourages them to close with the spellcasters -lockdown/jamming effect- or a long range anti healing affliction. I used to dabble with GuildWars, and they have a huge variety of countermeasures to deal with healing..
More options, not less.
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 11:22 am
by b00ster1
The reason why the heal spells are so powerful goes back to the introduction of Chapter 1; we wanted to give you a chance against the mobs which were more powerful at that time [..] Since then, we have fixed the mob strength issue, but we haven't changed the power of healing spells
Looks, as not many remember PrePatch 1 healing... After Patch 1, damage dealed by mobs, has seriously undergone changes, aside simplification of play, but nobody has changed "players Heal/Dmg", and healing remains is quadruple increased.
And elemental magic.. well, I shall not go into details...
And my opinion, Heal (and Elem) should be nerfed! [
No 'class restriction = Mages can have much HP + deal big dmg using 'max spells' + instant HP/Sap heal by healer = too fast leveling = max lvls in easiest (atm) trees = moaning "What to do now"/Cancelled subs/etc..
Even if we shall see in the future, jewels with big resists, mentioned in the last letter - mobs cannot put on it]
PS. I'm too AoD, and after Patch1Fix (AntiPatch 1) had no especially problems solo to finish Elemental up to 250 using choice q160/q180 amp...
With healer lvl>100, it was just "relax" pressing few keys.
Therefore now, when Supreme Q250 items are accessible to players, IMHO, Healing power (and Elems dmg) is way too powerful
making sweeping changes to the entire game
Not new changes tho, this is still roll back ;)
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 12:00 pm
by basicart
I thought Ele did same DMG now as it did in beta. Mobs still do more dmg then pre patch 1 and have more HP otherwise people would be soloing alot more like they could back then. Bomb was also nerfed into uslessness and was another reson why heal was boosted
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 12:11 pm
by b00ster1
Mobs still [..] have more HP
Carnivores have less, much less.. Due to this and is fast killing=fast xp=fast lvls hunting carnivores, cuz you killing mob before it reach you, and few secs later you pulling next mob with full hp/sap (...heal power) and after killing mobs spawn you toss 1-2 dbl missile heals at healer.....
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 12:15 pm
by basicart
Yes but no way does it compar to how we used to hunt Great Kibans in Fyros at lvl 50+ using 1 healer with heal bomb. If they nerf something they have to give you something in return otherwise people get anoyed and leave
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 12:24 pm
by mmatto
If some role is nerfed, especially this much, it really requires some additions to it. Some examples: healing wings, usable AoE spells, over time healing, maybe combined AoE+over time..
One alternative nerfing strategy would be adding cool down timer for double missile spells, not long but to prevent just spamming of max spell. This would nicely nerf bit both elementals and healers. Might be bad idea too, dunno.
Re: Q&A Round X - Answers Published
Posted: Sat Jul 02, 2005 12:42 pm
by b00ster1
If they nerf something they have to give you something in return
I agree.. I rephrase: Magic should be changed.. (tho Enviroment was changed already, but Magic not...)
would be adding cool down timer for double missile spells
There was few good ideas, like more expensive 'dbl missile' spells cost, or change of credits that magicians have been forced to use timecredits with 'dbl missile'.