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Re: Q&A Round XI
Posted: Thu Sep 08, 2005 9:44 pm
by thebax
Xavier wrote:
The berserk action increases the damage you inflict to your opponent of a small amount of hit points, but in exchange inflicts you damages every 4 seconds while it is active. The duration is 20-35 seconds, and the the amount of damages (inflicted on the opponent and on yourself) is between 10-45 - it depends on the level.
So you're quite right, the effect is tiny here.
I probably should have posted this here to begin with
Tiny effects. (a pause to let the titters die away)
While some tiny effects do have a use, such as was mentioned previously, using daggers with beserk, others are not only useless, but possibly suicidal.
Such as last Q&A's bit about blunt weapons and the "slow" power.
I have a choice when setting up my stanza's for my maces. I can use two of these three powers: Accuracy, Increase Damage, and Slow.
If I do not use accuracy, I usually miss, heh, or at least miss enough that Slow and Increase Damage are rendering a lower damage output per minute than Slow and Accuracy. So, I always use Accuracy for my hunting stanzas.
Reminder: Slow lasts for 5 seconds, and slows the mobs attacks by 10%
If I alternate using one stanza with Accuracy and Slow, with another that has Accuracy and Increased Damage, I can keep the mobs attacks slowed for the entire fight (providing I do not run out of stamina or health :/ ). However, the net result of this is that over the course of the fight, the mob does 10% less damage, while I do 25% less damage, a losing equation. We are much better off just using Increased Damage, as a dead mob has it's damage output reduced to 0% (not counting yelks and the like )
I wonder if this obvious error in the game will ever be fixed, so that it will at least be as good as the "Bleed" stanza, if not the "Ignore Armor"? Perhaps by increasing the 5 second duration to be the same as bleed, or at least increasing the amount of "slowness" to 25%, so that we at least remain equal to our opponent in deficit.
OOC:
Re: Q&A Round XI
Posted: Fri Sep 09, 2005 5:03 pm
by xenofur
http://www.ryzom.com/forum/showthread.php?t=13906 <- Dates. is that still going to happen or was it scrapped?
Re: Q&A Round XI
Posted: Thu Sep 15, 2005 10:52 am
by rushin
questions about outposts:
will there be a fame requirement for the guild to take/challenge an outpost? (ie for an outpost in Zorai would need say 50 Zorai guild fame, 25 Kami fame)
Following on from that, if a guild wants to take an empty outpost and work with the tribe controlling it will they need a high fame with the tribe to do so?
If an outpost is occupied by a guild is the area surrounding it PvP all the time or just during the attack and defense phases of a challenge?
What ruleset will the PvP around outposts take? same as PR GvG or something different?
Are you planning to enable all outposts when this feature goes live or just a select few? if just a few will it follow the same pattern as rites, with low level ones initially and higher level in future patches?
Will alliances have a time limit or last for as long as the leaders want, and will there be a max number of alliances allowed per guild?
If guilds enter an alliance does this carry over into the GvG zones, allowing members of all guilds invloved to heal each other without teaming?
Re: Q&A Round XI
Posted: Thu Sep 15, 2005 11:06 am
by sprite
rushin wrote:will there be a fame requirement for the guild to take/challenge an outpost? (ie for an outpost in Zorai would need say 50 Zorai guild fame, 25 Kami fame)
Following on from that, if a guild wants to take an empty outpost and work with the tribe controlling it will they need a high fame with the tribe to do so?
Following on from these two, are the "original" NPC owners of the outposts members of one of the current tribes? If so, will taking an outpost (ie. killing all of the occupiers) seriously damage your fame with the tribe in the region?
I think it has always been assumed by a lot of people that you will have to have good fame with the tribe in the region you want your outpost in... will this be the case?
Re: Q&A Round XI
Posted: Fri Sep 16, 2005 12:37 pm
by philu
Given the current problems with healing in the PR where it's not possible to heal out of team, how is healing going to work in these Outpost battles?
Will we be able to heal out of team? More specifically, will we be able to heal anyone in our Guild?
Re: Q&A Round XI
Posted: Fri Sep 16, 2005 9:24 pm
by sprite
The rewards for one of the rites is a "common" axe plan that can have any racial mats used in it. Admittedly the axe itself looks pretty bad, but it is quite handy. Are there plans for similar common plans to be made available to us, perhaps even something as nice as a common amp plan? (no specifics expected in this answer, but if you could say whether this kind of common crafting plan is likely to show up again, it would be nice

)
Re: Q&A Round XV
Posted: Mon Sep 19, 2005 4:37 pm
by lawrence
FYI - We'll be going through the next batch of questions shortly. In case you'd like to ask us any additional questions before we pass them on internally, you can still submit new questions today, during the evening.
Re: Q&A Round XV
Posted: Fri Sep 30, 2005 11:23 pm
by xenofur
something to which i have to date(and that's 9+ months now) have never gotten a proper answer: why were the fluff cloud from beta removed?
Re: Q&A Round XV
Posted: Sat Oct 01, 2005 12:37 am
by ajsuk
Since the new patch (83) we've had our healing and nuking ability's cut dramaticly in an attempt to balance PvP. This is fine, however it seems mobs have remained massively overpowered. Surely if we're to receive power drops, mobs should too accross the board?
The trek my guild ran today (post patch) for some new guild members was a bit of a nightmare, we were barely hitting the high-end creatures.

Aen The Desert Blade
Posted: Mon Oct 03, 2005 4:15 pm
by larwood
I am posting this in hopes that Xavier will read it, or someone who can talk to the dev's.
Last night, a full team with most having a 250 combat skill decided to try the new and "reballanced" Aen.
To make a long and tedious story short, she is much more than a challange... she is basically impossible without a team of 200+ lvl 250 players.
Here is my reasoning.
When you get within 20 meters of Aen (taunt range) her supporters spawn. There are about 10 groups of 6 (60) that remain in place, and use magic and ranged attacks. Another 4 to 5 groups of 6 (25-30) supporters that will follow the taunter until' he/she tastes the sweet desert sand.
Now, each one of these supporters is the stregnth of a Named Boss (1 black star on red). Which means, any one of them would take the attention of at least 2 players or equal or greater strength (at a minimum). So, at a minimum it will take 180 players to kill all of Aen's supporters. The fact that getting 180 players to log onto Aripostle at the same time is staggereing... so count that idea out. And even if you got 100 or so players, which might have a chance... how will you distribute the loot?
So killing her minyons is out of the question, which leaves us with the option to taunt her away from them, and bring her to a place, where a team can beat her to death (like it used to be).
It used to be, you could taunt aen, hit invuln... and start pulling her. When invuln goes away, you die. At this point, Aen and her supporters leave combat and start marching back to the camp... but you send in another taunter, using speed increase to catch up to her, then that person taunts, hits invuln... and completes the 2nd stage pull. With this second taunt Aen comes, but her guards continue back to camp... so you could take advantage of her and get her armor.
I understand that this was too easy, and exploitable in the past... i'll get to that.
Now, the problem with trying the 2-stage taunt... is that Aen will not go more than 50 meters from her camp. She leaves combat at 50 meters, whether the taunter is dead or not. Her supporters have a 100 meter aggro range, so fighting her 50 meters from camp is a hopeless cause.
We tried having a taunter at the 50 meter mark, to taunt Aen when she leaves combat... but she will not be taunted till she returns to camp again.. all the while her supporters are blasting the tarnation out of you.
We tried using multipe initial taunters, some to pull her guards, while the other pulls Aen... but the 50 meter issue is what makes it impossible.
So here is my suggestion about Aen.
Because her armor is so desired and valueable, it needs to be a challenge to get it. But not impossible.
It needs to be able to get for a single team, this is to avoid the problems that would arise with trying to choose who will get the armor when many players participate.
She needs to either be able to pull away from guards.. or
Have fewer guards, to make it possible to kill them with a single team... or
Be a lot stronger, more damage in her attacks, and fight alone.
The team that initiates combat will get the armor (to avoid kill-stealing).
Her spawn is not in the same place.. its all over the lvl 200 regions of Fyros.
You have a timer once combat is initated... and after that timer is up she 'poofs'.
These are some ideas... but something needs to be changed. Her armor is too valuable to be unattainable. Why have her if nobody can usefully kill her?
Or will the same thing happen to her that happened with Pei and Sergio? Just take away altogether.
Thanks, please take this into consideration. I think its an important issue.