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Re: Q&A Round XV

Posted: Sun Oct 09, 2005 8:59 am
by blaah
mrshad wrote:Does Nevrax know that Resource Tracking does not quite work right?
Are there plans to fix it?
Will it be fixed before, or after, Soon(tm)?
whining mood ?
resource tracking works (worked). aparently there is some problems now (tracking out of season mats), cant confirm it.
it's your who dont understand it.
there is many posts (and Fry has nice wikipedia page about it, check her sig).
do some "digging" in forums.

Re: Q&A Round XV

Posted: Mon Oct 10, 2005 8:20 am
by hugedan
Are you planning on doing any form of online stat monitoring or outpost ownership monitering so you can check on a web page whilst not on Ryzom.

Re: Q&A Round XV

Posted: Mon Oct 10, 2005 9:14 am
by tylarth
With the onset of the Kami - Karavan war. Is faction fame going to be relevant in regard to teleporters it the cost and possible denial of service? Will teleporters be removed by factions. After all when hostilities are 'live' a karavan teleporter and followers just outside of Zora makes little sense if the zorai are pro Kami.

Re: Q&A Round XV

Posted: Mon Oct 10, 2005 11:15 am
by michielb
Is the current emphasis on PvP symtomatic and an indication for the future developement of SoR or can loyal non-PvP players look forward to some meaningful non-PvP related additions to the game? (perhaps even some of the cool features that were annouced in a much earlier stage of developement, you know the ones that made us believe this was not going to be YABMMO (Yet Another Boring MMO))

p.s. sorry if I sound cynical but I'd hate to see SoR go the way of so many MMO's before...

Re: Q&A Round XV

Posted: Wed Oct 12, 2005 1:08 pm
by alyssah
I'm beginning to believe that they are getting tips from Tony Blair about how to avoid answering certain questions.

I have asked before (often) about a bulk reduction for heavy ammo as an interim measure until range gets sorted. How about an answer? For some, heavy range is an important skill required for outposts. Are you going to spoil that for us as well?

Despite what Blaah said, many of us have problems with the resource tracker. I have had GMs say it was a known issue. So when is it going to be sorted?

Re: Q&A Round XV

Posted: Wed Oct 12, 2005 2:08 pm
by blaah
alyssah wrote:Despite what Blaah said, many of us have problems with the resource tracker. I have had GMs say it was a known issue. So when is it going to be sorted?
actually, i think that tracking/prospecting needs some changes. tho, some of those changes can make digging easy (it's sort of fun to pop choice anete in loria, north from lake, ex. kachine spot)

about tracking: Nevrax either needs to make it so that tracker leads you to exact spot where material is (atm it's a border of huge* area where material is) or they need to change tracking description which clearly tells player that tracking will lead you only to that huge* area and its up to you to search that.

* huge are can be 300x100m or something similar _huge_ dimensions. failed assumption is that you can pop choice(for example) everywhere in that area
excellent spots above ground are smaller areas.
- tracking choice, will lead you to wrong corner, you cant pop choice using 360degree/100m range, you think it's broken.
other problem is if there is _a lot_ of different grades/types of mat then it is difficult to pop right material (possibly to do with some rounding server side, so you dont have to be millimeters from source to pop it)
not broken, only somewhat bad implementation.

suggestion to nevrax: take all (limit it to 100, dont want for server to crash) sources in given area that match filter (prospecting plan) and then pop randomly max sources user requested from there.

Re: Q&A Round XV

Posted: Sun Oct 16, 2005 3:38 pm
by svayvti
Any chance of getting a clean thread for QA 16 (XVI)?

Re: Q&A Round XV

Posted: Mon Oct 17, 2005 9:55 pm
by grimjim
Is this new event indicative of how things are going to proceed in the future?

Because if so I'm going to be looking for another game, unfortunately.

Re: Q&A Round XV

Posted: Tue Oct 18, 2005 11:05 pm
by doustin
I am Gurthgor, a 67 lvl warrior, and i just realized that warriors dont have even a chance to kill a mage in PvP. Mages deal even 3k dmg and warriors can have about 5k hp, so Mages kill them in the distance with just 2 hits!. Warriors dont have even a chance to reach the mage and kill it.

It would be necessary a warrior and a fast healer to kill the mage, so 2 players to win 1.

Its even more pathetic, if that is possible, warrior ranged attacks.

So, in the end there are just mages vs mages and with the wars vs Kami and Karavan PvP is even more important.

So, whats this game just have sense if you like mages, and its a PITY cause i like a lot this game but i dont like playing mages. Many ppl like me will left this game soon or maybe will play with a class they dont like much and finally leave.

I am just thinking what to do, one possible great game in one side but just great if you play a mage in the other side.

So my question is, warriors will be really balanced in a near future or not ?

Re: Q&A Round XV

Posted: Tue Oct 18, 2005 11:37 pm
by vguerin
After scrounging around for the quotes from DDC concerning PvP that Jyudas apparently never saw I found something I would like to know more about.

Where is NeWT ?
David Cohen Corval wrote:We also have a fame system and a very cool set of in-game tools to manage the guilds (forum, in-game mailing system, etc.). And I am very happy to say that most of these tools are dynamic in-game / off-game (understand dynamic web publishing). We have also developed a cool “guild web site kit” that we call NeWT (Nevrax Web Tool) which we released in open source. This will allow the guilds to comfortably install their own web site on any web server (php enabled) they have access to and extract a choice of game data to be published on their web site (we thought that it would be nice to have a private part and a public part on the guild’s web site, so we added this aspect to the kit too). But we will not host the guilds’ web sites ; ) (PS : the kit will be finished once the V 1.0 of Ryzom is finished to make sure it really is adapted to the gameplay).