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Re: Patch1 Issues

Posted: Fri Oct 29, 2004 10:50 pm
by josephm
Right...so aside from magic amps, which I guess what this thread should have been titled...other patch 1 comments?

I'm curious about these stores. I think it's kind of lame that we can have 100 items and it goes into a continental pool. I was hoping for something like 3-5 items and each store owner had his own inventory. It would certainly take the monotonous tone of each town, especially if you knew that a particulary amp maker was hanging around that town while they leveled up harvesting or something.

Hopefully not everyone will abuse the 'yes put this up for resale' ticket with raw mat merchant crafted items! ewwww.....

I don't really like magic amps just because it takes away our glove slot. Now how is THAT an upgrade? We're loosing armor and a +stat slot. I think the high homin councils or whomever is in charge should have consulted the Karavan about taking some logic 101! They do look kinda cool though :)

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 10:52 pm
by zzeii
josephm wrote:Right...so aside from magic amps, which I guess what this thread should have been titled...other patch 1 comments?

I'm curious about these stores. I think it's kind of lame that we can have 100 items and it goes into a continental pool. I was hoping for something like 3-5 items and each store owner had his own inventory. It would certainly take the monotonous tone of each town, especially if you knew that a particulary amp maker was hanging around that town while they leveled up harvesting or something.

Hopefully not everyone will abuse the 'yes put this up for resale' ticket with raw mat merchant crafted items! ewwww.....

I don't really like magic amps just because it takes away our glove slot. Now how is THAT an upgrade? We're loosing armor and a +stat slot. I think the high homin councils or whomever is in charge should have consulted the Karavan about taking some logic 101! They do look kinda cool though :)


Actually the magic gloves will be worn over your current gloves, using the weapon slot so you wont lose out on the extra stat slot.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 11:01 pm
by billg1
ctusk wrote:Good point Z . What about releasing a game to the public and have them pay $50 + $14.95 per month before *implementation* ?

That ok with you?

For me it's not, and honestly, I am tired of bending over and just "accepting" it. The only way the producers will learn is by loosing their customers.


Dont forget to mention

Missing stanzas in certain craft lines
Incorrect Stanzas in craft lines
Incorrect xp given for crafting certain blueprints

None of which has even been commented on let alone fixed. Instead you now have an entire rework of magic amps that people worked on to find it was an entire waste of time and effort.

People do not enjoy wasting there time when there here to have fun and enjoy the game.

You will be missed Urog

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 11:09 pm
by kamagi
Personally I think that the latest round off MMORPG developers have badly misjudged the amount of nerfing and fixing that most players are now willing to put up with after release.
I know there a some people who will post saying all MMORPG's have to be released in a sort of beta quality and it gets better after that gradually.
Well I for one disagree - its time (and I think most players will vote here with their wallets - not just with Ryzom but all new MMORPG's) that developers woke up to their potential customer's current expectations.
We do NOT want major changes to the RULES after release!
Tweaking, sure, but NOT major rule changes.
Maybe it will take the failure of some more of the current MMORPG's for this to sink in but it will happen - maybe over the next year or so.
There will be a hell of a lot of MMORPG's by this time next year.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 11:40 pm
by zumwalt
my oppinion is that they leave the current tree in place, and arch off of it, as it stands, with the whipe of stanza's here is the end result

you as a crafter can now change from tryker to homin armor crafting if you want, which was not available to you until you earned enough levels to get to yrk.

fair? no

true you earned those points, in your land for your items, now you can completely change your progression tree

same goes for everything else, harvesting crafting etc

say you originally focused on melee and spent some points in spell casting, now you get all those back, but in the begining you didnt' take a starter pack for crafting, so there is 50 points in melee you spent

now you can use those 50 points that you originally used to start casting and use it in melee

i would have arched off the current tree and made new branches, as people continued to level then they could choose to purchase in those branches at a reduced point rate based on there level

at the designed way they are proposing to do on wednesday means, in theory, you can totally rewrite your characters progression, restricted only by the points re-imbursed

and there is no guarantee they are not going to do this again and build yet a new tree, meaning another stanza reset, and new arches

also harvesting is going to be reduced in exp, where as they have already done this one other time practically having the exp gained and seems to have also doubled the exp needed to level

to me, its to much to change once the game goes live, fine in beta, do this all you want, not live

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 11:50 pm
by billg1
Another thought

If amps are going into a whole new tree that no one has that means all the mages out there will have no staff for quite some time, and I know many mages 100+ even 150+

Now if this is going to be the case, and im not sure

Thats just stupid.

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 12:56 am
by shaded
Magic Amplifier Standard description:


Medium Q Magic Amplifier description:


And the appropriate skilltree that is available once you reach level 50 in Melee Weapon Crafting:

So, for mages that only craft for themselves there is no more reason to level 2h melee weapons just to craft some higher level staffs.

The Medium Q Stuff looks like this:



In Action:



Re: Patch1 Issues

Posted: Sat Oct 30, 2004 4:32 am
by zeguso
At first sorry for my bad english .
There is a new tree , closed combat , fine .
But if you craft amps , you diddn't get any xp beyond lvl 50 .
The tree remains faded out and won't get highlited .
I think the mages arn't happy with amps around quali 70 max .
I tested that with my transfered crafter on the ATS .
Maybe its possible to get that tree working with a new crafter the will brake the lvl 50 , starting from 0 , but with an ''old'' Crafter atm it isn't possible .

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 5:12 am
by aelvana
They look silly IMO. I'd rather not wear them, but... :P

Re: Patch1 Issues

Posted: Sat Oct 30, 2004 5:24 am
by raynes
ctusk wrote:The skill point reset does have NOTHING to do with this issue.
You will have to spend another 300 HOURS to level up another SKILL TREE and in the progress you will get new skill points for that tree ANYHOW.

The skill point reset is a joke, nothing more nothing less. Most of us didn't misspec their characters in the first place and it will have ZERO effect for them. It covers the changes made to existing skills somewhat but does in no way do anything about the more serious issue of CHANGING WHOLE SKILL TREES.

So if the ryzom fan club on this board could for a second take off their rose colored glasses and look at the issues from an objective point of view you would maybe come to realize how serious they are, especially for those of us that have invested a significant amount of time into the game in order to level up.


I'm very confused here. Why exactly will anyone have to spend 300 hours to build up anything? That doesn't make any sense.

When the patch goes into effect there will be significant changes in the skill trees. Because of that all players will have thier skill points put into a pool and start at 0 skill wise. In addition the stats of HP, stamnia, focus, and sap will also be set back to level 1. This is becuase they were increased by using skill points.

So lets take harvesting for example. Lets say you are at level 70 the night before the patch. After the patch you will log in and harvest will have 700 skill points for you to spend. You will still be at harvest level 70. They aren't setting all players back to level 0. It will simply be as if you made it to level 70 and never spent your skill points.

Now all you have to do is spend those 700 skill points in the areas you previously had. If you want to plan to get a certain skill, find it, right click on what it is made of. Then write down all the skills it takes to get to that skill. Then simply spend the points on those skills.

If the skill that you were an expert at is gone. There is going to be a new one in it's place. You simply spend the skill points on that new skill to get it to the level that your other skill was at. You will not have to level up a new skill slowly just because it's a new skill.

Now how exactly will players have to spend all this time building up skills again?