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Re: Speedy advancement...
Posted: Wed Oct 27, 2004 7:54 pm
by Mekos
A number of people posting on this thread metioned what they perceive to be a problem with "leveling to fast." I'm kind of curious, what else is there to do in a game without content except grind away levels? Use it is a pretty instant messenger? Leveling right now is the ONLY goal in the game. Well, it would be nice if there were other things to do, but that seems a long ways off with patch 2...
Re: Speedy advancement...
Posted: Wed Oct 27, 2004 9:10 pm
by korin77
bizango wrote:This may be heresy, I don't want a max damage sword and max dodge armor because I don't like the tradeoffs from other stats. Using all harvested stuff, BigShell is not very durable. ViscSap, MotegaWood and GulatchOil are not very durable. See the connection with degrading?
I believe the wide variety of materials is available so people who think about what they are doing can truely optimize their gear for their style of play. For example on my blade, I'd use some Kizoar Stinger to add some durability. I'd use other mats to enhance Speed and Opponent Dodge bonuses. There are web resources under development that can help you decide - look at
http://www.lafekafe.com/ryzom/index.php for example.
Good mats are not all dug from the ground. If the fighting community were to bring their parts back to the crafters, the crafters would not need to depend so much on the Harvesters. Hopefully, the Patch One player merchanting plan works well enough to make this viable.
The problem with quartered mats from normal mobs is that their stats are terrible across the board, There might be a high stat associated with the item... I.E. clopper shells have high protection. Its not enough to justify the other stats being almost 1/2 of the foraged mats. The better Item would include choice or excellent mats from named mobs. Which are either camped or not readily available. They are also only of specific levels so would not be feasible for certain levels of crafting. I.E. Death clopper has choice mats great for armor. But it only is ql 50 so does no good for anything above ql 50. I wish they brought back the choice/excellent mats to normal mobs randomly so that at least crafters will have it more readily available to make stuff out of like beta.
Re: Speedy advancement...
Posted: Wed Oct 27, 2004 9:54 pm
by bizango
korin77 wrote:The problem with quartered mats from normal mobs is that their stats are terrible across the board, There might be a high stat associated with the item... I.E. clopper shells have high protection. Its not enough to justify the other stats being almost 1/2 of the foraged mats. The better Item would include choice or excellent mats from named mobs. Which are either camped or not readily available. They are also only of specific levels so would not be feasible for certain levels of crafting. I.E. Death clopper has choice mats great for armor. But it only is ql 50 so does no good for anything above ql 50. I wish they brought back the choice/excellent mats to normal mobs randomly so that at least crafters will have it more readily available to make stuff out of like beta.
As for Fine Quartered vs Fine Harvested, there is no difference. They all have one good stat and two disadvantaged stats and the percentage bonus/penalties are the same.
I agree about availability though, the Choice and better mats start too high up the mob level ladder. One thing I remember seeing early on, was that using hand-to-hand or daggers (controlled damage) was supposed to give you better chances of higher quality quartered mats. A Roaming Yubo always seems to drop Fine mats, no matter how hard I try. As it seems to be now, there is no incentive to use smaller weapons.