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Re: Here we go again....did anyone know that since the last patch...

Posted: Tue Aug 16, 2005 6:41 am
by mafuhu
svayvti wrote:... I would hope it would get some kind of response.


Same here, but I still think that fame should be a statistic which effects the reactions of NPC etc, not something to determine my possible actions! How do I tell if another player is in my faction anyway, or am I missing something?

Re: Here we go again....did anyone know that since the last patch...

Posted: Tue Aug 16, 2005 7:46 am
by rushin
mafuhu wrote: How do I tell if another player is in my faction anyway, or am I missing something?

when you goto a FvF area players factions are displayed, this doesnt apply in the roots as it's GvG. Guild alliances are planned soon(tm) so i would imagine the idea is for aliiance healing in GvG zones when this is patched in.

Re: Here we go again....did anyone know that since the last patch...

Posted: Tue Aug 16, 2005 8:13 am
by holina
Mmmh. While I agree that inviting dead people into a team seems stupid, so does the fact that I can attack team members.

And this change is just that aswell. Stupid. I'm sorry, but it is.


IF it would have been implemented along with the other proposed PVP changes (like flagging etc.) it would have been good. Makes sense that if you are PVP-enabled you can't heal other non-allied PVP-enabled people. And those who are PVP-disabled could heal anyone who is also PVP-disabled. Would be ok.


It is true that for some changes it's better to do them in steps, but this isn't such a change! This must be patched to live as a whole! Testing and step-by-step introduction can be done on the test server.

I really really hope that they were just testing it and forgot to take it out of the code that was patched to live.


You don't release ATM software that lets you get money from your card but doesn't require PIN codes... some people might get angry :p

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 12:43 am
by smolfine
gecker wrote:When you compare Aen to Lixie (Tryker boss in Enchated Isle), Aen was way easier. Now it sounds like Aen is more comparable to Lixie. Still even if it was considered exploitable, there should have been something about it in the patch notes, like the devs did with the named mobs.


i dont know if u can even compare aen and lixie;P aen has now bcom even harder it seems, lixie would follow u, aen gives up over 40m
They can gladly make her harder, but not so hard that she cannot b beaten

_____________________
Pappasmurf
Master of Pain and Cleaver
Member of The Nexus
And in need of aen armor

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 12:47 am
by smolfine
I know that she "can" b beaten :p but its just 2 hard.
I mean, ppl dun even wanna try find the new tactics :(
Tried 2 gather a team 2 make a new 1..... asked : 40
joined: 2
Why r ppl so affraid 2 try and find out how 2 kill her??

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 12:55 am
by sprite
smolfine wrote:I know that she "can" b beaten :p but its just 2 hard.
lol, last time she got changed, ppl complained "shes impossible!" I then saw a team of 5 take her down; took em a while, but they managed it before my very eyes (and no they weren't all 205 in everything). I'm sure someone will figure out the new way to take her down, and ppl will manage to get me a replacement suit... err I mean ... ;)

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 1:52 am
by madnak
The problem is that any challenge that a small team of 250s can't face requires a server event. There really is no grey area. If Aen can still be killed by a team of 5, the problem is still around. But if it takes a server event to take down Aen, that is equally pointless. Either way, I don't see this as a good change.

Moreover, as long as killing Aen is realistic, she will be camped and killed. Even if it takes 3 teams to take her down, we will still see it happen every time she spawns. It'll just be more annoying. I think trying to counter the "uber loot" problem by making it harder to get is almost always a bad idea.

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 2:19 am
by aylwyne
madnak wrote:The problem is that any challenge that a small team of 250s can't face requires a server event. There really is no grey area. If Aen can still be killed by a team of 5, the problem is still around. But if it takes a server event to take down Aen, that is equally pointless.


I think there's a problem in Ryzom combat in that there's not much strategy to it at this point compared to what I've seen in the other mmorpgs. I'm not including strategies like dragging some mobs to a guard or something like that but strategy in how the skills are used. Right now, it feels like combat mostly boils down to spamming nukes and heals.

I think part of the problem is because of the weakness of afflictions against mobs that are much above your level and most of the time, you're fighting mobs above your level to get any kind of decent xp.

I also think there's a lack of interesting combat skills that could be used strategically. There are things like fear and sleep to deal with adds, however, due to the difficulty linking, you're often better off just spending the time nuking the first mob so you can move on to the add.

I think if afflictions get some attention in the patch cycle, they could end up with a system where combat is more strategic and less about numbers. Just increasing the chances of a link would be the first step. But adding other cool afflctions would help too, such as make an enemy turn to your side, weaken an enemy to certain damage types, draw off an enemy by itself without aggroing its friends, etc.

I think back to my last game (Earth and Beyond). There was a triggered mass combat encounter we nicknamed the "fishbowl". Over time, a fairly involved strategy evolved to finish the encounter. It involved healers and repairers setting up camp in the corners and pulling out wounded teammates, a lead team calling targets, rezzers running rescue missions, etc. Without the tactics, you didn't win the encounter, regardless of numbers. With the tactics, you could get away with 5 or 6 full teams. I just don't see something like that happening with the current combat system.

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 7:52 am
by mmatto
aylwyne wrote:I think part of the problem is because of the weakness of afflictions against mobs that are much above your level and most of the time, you're fighting mobs above your level to get any kind of decent xp.


I agree. Other big problem with afflictions is that caster is required to maintain one link and he can't do much else if he actually gets link. Many affliction spells give nice tradeoffs like slow one opponent movement rate but sacrifice one caster maintaining link. Especially when mob is most likely at melee distance already when link is finally formed.

In general, Ryzom lacks team encounters where you have to fight multiple mobs to get somewhere or something. You can pull mobs one at time and only excitement comes if some adds wander in battle. I can think only supreme bosses, bandit bosses, kitin lairs and bandit/npc camps. These are either not available most of the time (=camped), not giving out any rewards or multi-team encounters.

Re: Here we go again....did anyone know that since the last patch...

Posted: Wed Aug 17, 2005 1:05 pm
by sehracii
aylwyne wrote:I think part of the problem is because of the weakness of afflictions against mobs that are much above your level and most of the time, you're fighting mobs above your level to get any kind of decent xp.


I'll agree to that too. And expand on it. I'd also say that melee should have more status-inflicting skills to help add tactics to battle.

Right now, the easiest way through most battles is lots of damage and lots of heals. And we all know elemental is hands down best damage, as it should be. But that leaves little room for anything else, as they would take away from those two roles and offer little in it's place.

Combat needs to be slowed down a notch, and affliction and status inflicting skills need to be reliable and more varied.

DA has a total of *3* skills in it's entire 200 levels (and sleep is just a cheap useless knockoff of stun, so 2?). Yet I still find the skills to be of immense utility on any mobs of my level or lower. Of course you have to go up 50 levels in a mid-size team. I can land hits on any mob in the game in a few tries, but it's much too unreliable to base strategy around. It's always the others on nuke'n'heal, and if affliction links hold the fights are easier.

Getting winded here, but basically-
You can depend on nukers to do damage.
You can depend on healers to keep your tanks full.

And that's it.

The coming "Rebalancing" changes should make it so you can depend on melee to take the hits, as right now I wouldn't say that's true when mob specials still take them down so fast (another reason there's little strategy currently)

The next step is being able to depend on afflictions and melee to control the battle in some way.

I'll also note that we should be able to expect ranged fighters to do damage too. ;)