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Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:16 am
by zarzen
That is how it works, indeed. Even though my character is only about level 75 in 2h melee, she did at least 6000dmg on the creature both attempts it took to take it down. How? Well, a good pike and armor piercing, but mostly two dedicated healers on the team. At least I think it was two.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:31 am
by lyrah68
First off, let me REdefine MY definition of "riff raff" these are the immature players that repeatedly ignore the leaders. You are patient with them, but they don't care to learn no matter HOW sage your leaders are, nor how good your advice is. These are the GEMS that are five days in real played game time and "KNOW" this game better than you do (while you have two or three months...or more real life IN game time, and your main character is at least twice the level of theirs).

SOME lowbies, and inexperienced players will:
Listen to leaders
ASK questions when they don't understand an instruction ("Umm what do you mean by assist? I don't understand." THIS inexperienced player would earn a slot on my friends list, due to a VERY good question.)
FOLLOW instructions that make CLEAR sense without asking WHY should I do that? (if the leader is good enough...WHY should never be an issue, WHY is to save your skin, and the skin of others...simple enough)
Not whine about loot, or xp, raids aren't about either to be honest, if you can't take an xp debt...don't go.

As to how to gain XP in raid style invironments, there were MANY ways to learn...first was to group...OFTEN...and learn how agro ranges and multiple pulls/crowd control worked.

Second was to have "mini raids" with higher levels/more experienced players to HELP you (this ASSUMES you want to learn, if you don't want to learn...well, no invite to the biggies).
neofuzz wrote:Q:How does an inexperienced "raider" become experienced?
A:By joining the raids, making mistakes and learning from them.


Well.. in my opinion the game is based around faction rivalry and the competitive events add to the fun.

People should try to be aware that it's still just a game, and you're doing it to have fun. When groups hunting, or in a raid, or in an event, experience difficulties... don't jump up and down and point the finger at eachother like a bunch of freaking idiots. Sometimes these things happen, be mature about it and take it on the chin, have a good laugh and move on. When players carry on like wankers because they had to respawn or their group didn't do as well as a different group in an event... it detracts from the game experience for everyone. If you're that uptight you shouldn't be playing, move on and find something you enjoy, something that doesn't turn you into Jekyl and Hyde.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:35 am
by tetra
lyrah68 wrote:I think that ALL quest loot should be like the mission items that are currently quartered, you need it, you kill it, POP into your inventory. And if they can do it solo, it should not be impossible for them to do it within an raid engine invironment. They would simply have to do the SAME checks that grant xp, if you heal or nuke, or melee, you get xp, if you stand there dumb struck...NOTHING, should be the same for the quest items in raid/event invironment.
This is a problem because of how it works... if you have a group of 3 who have quests for the following
player 1 (leader): kill 6 kipee, collect 4 kizoar flesh, kill 2 of X tribe
player 2: Kill 2 ragus, kill 4 gingo, kill 2 kipee, kill 2 kizoar.
player 3: Kill 8 kipee, 3 ragus, collect 5 Kizoar flesh, kill 2 kizoar, kill 3 of X tribe, kill 5 gingo's

Player 1 completes all of his quests once 6 kipee have been killed, 4 kizoar are killed/give flesh, and 2 of X tribe are killed.
Player 2 completes all of his quests once 8 kipee are killed, 2 kizoar are killed, 2 ragus are killed and 4 gingo's are killed. This is because player 1 got credit for the first 6 kipee due to his quests.
player 3 will get his 8 kipee, 3 ragus, 5 kizoar flesh, 2 kizoar kills, 3 of X tribe and 5 gingo's once.... 16 kipee are killed, 5 ragus are killed, 9 kizoar flesh are collected, 4 kizoar are killed, 5 of X tribe are killed, and 7 gingo's are killed.... this is because player 1 and 2's quests for that kill/part need to be finished completely before player three's quests will even start.

Players 4 5 6 7 8 and 9 would be even more screwed with trying to get their quests done, especially if one of the higher ranked players in the group order goes and picks up another quest since that will again override the lower group order players' quests.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:40 am
by josephm
That looks more like something that needs to be fixed along with Lyrah's idea. Unless you're doing hardcore fame runs, groups typically stay out for quite a while. Because the time to repop a quest is rather significant anyways, I see no problem with everyone getting their quest items and kills at the same time....and if that's going to make things to fast, randomize it. Kinda like teh random loot, but it's just for the quest 'points' that you can't fight over anyways. Totally fair.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:46 am
by tetra
josephm wrote:That looks more like something that needs to be fixed along with Lyrah's idea. Unless you're doing hardcore fame runs, groups typically stay out for quite a while. Because the time to repop a quest is rather significant anyways, I see no problem with everyone getting their quest items and kills at the same time....and if that's going to make things to fast, randomize it. Kinda like teh random loot, but it's just for the quest 'points' that you can't fight over anyways. Totally fair.
Even more fun is when player 1 is standing in town, and player 3 goes out to solo a kipee.

player 1 and 2 get quest credit for the quest kill unless they have no kill kipee quests :p

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:58 am
by josephm
Yeah sorry, I was taking into account what lyrah said in that quote, you'd have to take action just like with xp for the quest to go into effect.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:24 pm
by aelvana
Just to note, for faster targeting of non group members, /target name can be abbreviated to say:

/tar ael

You might even be able to use /ta or /t, haven't tried those and I'm not in game now.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:40 pm
by xenofur
/t name is tell and afaik /t stuff is teamchat, might have been /te tho

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 12:46 pm
by zumwalt
Tetra - Your post didn't have anything to do with tools for event, although its a valid point and has merit in a thread complaining or talking about quests, it has no real added value here in this thread.

Tools are always needed for a good solid structured raid system, this game was initially intended for the abilities of 9 people to do anything as a group provided they hit something within there means.

Now that they have taken a stronger look at larger events and number of player base to complete the events, they need to re-think there tool for sure and alot of good options have been discused in this thread.

Keep the options rolling in, I am sure someone is listening.

Re: We *must* have the tools needed for mass events to not be a cluster****

Posted: Tue Dec 07, 2004 3:01 pm
by xenofur
zumwalt wrote:Keep the options rolling in, I am sure someone is listening.
in short: no
the only informations that get forwarded are those in here: http://ryzom.com/forum/showthread.php?t=5531 and those sent in as suggestion tickets