A minor kvetch about things wot don't seem right
Posted: Wed Jul 06, 2005 4:29 pm
Been playin awhile, mostly diggin and craftin, but I've at least flirted with every skill branch. Thar be a few things I've encountered dat don't sit well in each.
Harvesting-
Why is it, with speed,rate, and Q all set at gentle, terrain and mat spec on both pros an' extract, plus absorb source damage, with no time bonus (ie. de mildest dig possible) source life and/or stability drop faster den de time remainin', so yer gonna kill yer source, or blow yerself up witout cp? Iffin yer gonna sacrafice about half de possible mats frem yer pull, as well as de skill point investment (representing hours o' tedium) yer in yer rights to expect not to screw up, which is wot a blow-up or source death is.
E'en in de Desert, whar I be a master digger, iffin I tracks fer only excellent major resin and/or major lining, I be almost alla time directed to a standard material field wherin thar be basic-choice resin. After months o' diggin, an de title o' "Master" aren't I at least supposed to be competent?
Crafting-
with a 95% chance o' success (1 out o' 20 bein a failure) I git (an dis be based on craftin results fer de past month or so) about 1 success out o' 4 trys, or a 25% success rate. HUH ?!?! Wit a skill o'er level 240 in MA vests iffin I makes 20 Q100 vests, it breaks down like dis, on average: 5 at Q100 (yayyy) 15 degrades (read: mats dat, wer dey higher, and thus more likely to degrade, myself or others possibly spent hours gittin too, wer lucky enough to find, wore down wot gear we had, and quite possibly died several times gittin, not to mention de MASSIVE amount o' time in diggin, huntin, an grind-craftin dat went into achieving my craftin level, those mats, gone, wasted, shot to de abyss, a big FU frem de powers dat be). Additionally, an untold number o' total failures, which I don' mind much 'cept fer de loss of time (2 secs ain much, but it can rilly add up)
Magic-
Ele is fine, cept dat vampirisim be completely pointless, but dis be adequately covered in another thread.
Madness, now dats all mucked up. Wer foolin aroun, an went out to see iffin de stanzas and int/wis frem a higher magic level wuld help me level me rather sad Off Aff o' 55. Tried it out first in WoM both wearin MA an LA wit max range an castin time credits fer level 127 in magic, an e'en after usin me self heal, hadda finish orf level 59 izams wit me axe, as ALL me Sap wer gone, an I had gone thru 2000-2500+ health +self heal 1400 an de birdies wer down less den 1/4 o' thar health each an ev'ry time. Dat werna werkin. so I went fer lower mobs. 3star clopper I culd do, fer xp sumwhar aroun 95, not rilly enuff... Finally wound up tryin Sprightly yubos, which, iffin I self healed sumtime durin de fight, an gots lucky wit me rolls, I beat about half de time wit madness, given me Sumwhar in de high 700's fer xp. Blech. Between de number o' times mobs resist de spells an de teensy tiny amount o' damage dey takes as compared to de amount dey deliver, it seems fairly pointless, mebbe useful in a group fer extra skill points, but dats it, just a xp leechin spell.
Sleep, fergit it. I'll puke if I start talkin 'bout de sleep spell.
Fightin-
We all knows de problems wit ranged, but melee seems almost good enuff to incorporate inta a game yer gonna charge money fer, 'cept fer a cupple tings. Level 20 fighter vs. level 250 mob= damp smudge whar de fighter used to be, an de mob COMPLETELY untouched. Level 250 fighter vs. level 20 mob= dead mob, an de fighter havin takin negligible damage, healed in seconds. Sounds fair, at first glance, but up de numbers. 100 level 20 fighters vs 1 level 250 mob= 100 damp smudges, and de mob might, mebbe, be down a teensy fraction o' it's hit points, you might e'en see a dark line at de end o' it's health bar. 100 level 20 mobs vs 1 level 250 fighter= lotsa dead mobs, an 1 dead fighter. Wer we nekked an unarmed, dis wuld be acceptable, but de whole point o' arms an armor be not to merely to even de playin field, but to gives us an unfair advantage. Intelligence has proved itself over an over agin to be stronger den any muskal, an' faster den any sinew on Earth. Fer it to be otherwise be not only unfun (you know, de point o' a game?) but illogical an patently ridiculous
Unarmed combat, btw, do it e'er git any better? Or is max damage at 250 rilly 190-sumptin, 1 hit ev'ry 4 seconds? Dat canna be right. An' didna ya used to be able to at least use de slow power when ya werna wearin' amps?
I be lookin forward to de outposts, rings, new rites, etc. as much as anybudy, dat be homin nature. But thar be tings wot needs doin first. De above, as well as finishin de rites wot alot o' us has wasted our time startin, de broked TPs all o'er de place, game freeze affer TP, etc. Wot goods it gonna do drawin in new customers, iffin a greater number o' old customers git fed up? Don' git me wrong, I'll prolly keep playin meself, fer awhile at least. Mebbe cause de CSRs, innefectual as dey be, haf fooled me wit thar diplomacy (tho dey seems genuinely nice, jus unner-powered an' unner-informed). Mebbe cuz I rilly hopes dat all de pesky, an a few game brakin, problems git fixed, an Ryzom finally moves beyaond de point o' "potential", an becomes a place whar homin vs. mob becomes a point o' adventure, not dread, an whar mastery in diggin or craft actually means dat yer good at it, an' can provide fer others, not dat yer jus a higher level destroyer o' mats.
I know dis be long, an I know it be strongly werdified in spots, but dis haf been buildin fer months, an', as I counts many on Atys amongst me friends, iffin ya canna kvetch to yer friends, wot's de point?
*deep, cleansing breath* I alredy feels better, who's up fer sum good Tryker brew?
Harvesting-
Why is it, with speed,rate, and Q all set at gentle, terrain and mat spec on both pros an' extract, plus absorb source damage, with no time bonus (ie. de mildest dig possible) source life and/or stability drop faster den de time remainin', so yer gonna kill yer source, or blow yerself up witout cp? Iffin yer gonna sacrafice about half de possible mats frem yer pull, as well as de skill point investment (representing hours o' tedium) yer in yer rights to expect not to screw up, which is wot a blow-up or source death is.
E'en in de Desert, whar I be a master digger, iffin I tracks fer only excellent major resin and/or major lining, I be almost alla time directed to a standard material field wherin thar be basic-choice resin. After months o' diggin, an de title o' "Master" aren't I at least supposed to be competent?
Crafting-
with a 95% chance o' success (1 out o' 20 bein a failure) I git (an dis be based on craftin results fer de past month or so) about 1 success out o' 4 trys, or a 25% success rate. HUH ?!?! Wit a skill o'er level 240 in MA vests iffin I makes 20 Q100 vests, it breaks down like dis, on average: 5 at Q100 (yayyy) 15 degrades (read: mats dat, wer dey higher, and thus more likely to degrade, myself or others possibly spent hours gittin too, wer lucky enough to find, wore down wot gear we had, and quite possibly died several times gittin, not to mention de MASSIVE amount o' time in diggin, huntin, an grind-craftin dat went into achieving my craftin level, those mats, gone, wasted, shot to de abyss, a big FU frem de powers dat be). Additionally, an untold number o' total failures, which I don' mind much 'cept fer de loss of time (2 secs ain much, but it can rilly add up)
Magic-
Ele is fine, cept dat vampirisim be completely pointless, but dis be adequately covered in another thread.
Madness, now dats all mucked up. Wer foolin aroun, an went out to see iffin de stanzas and int/wis frem a higher magic level wuld help me level me rather sad Off Aff o' 55. Tried it out first in WoM both wearin MA an LA wit max range an castin time credits fer level 127 in magic, an e'en after usin me self heal, hadda finish orf level 59 izams wit me axe, as ALL me Sap wer gone, an I had gone thru 2000-2500+ health +self heal 1400 an de birdies wer down less den 1/4 o' thar health each an ev'ry time. Dat werna werkin. so I went fer lower mobs. 3star clopper I culd do, fer xp sumwhar aroun 95, not rilly enuff... Finally wound up tryin Sprightly yubos, which, iffin I self healed sumtime durin de fight, an gots lucky wit me rolls, I beat about half de time wit madness, given me Sumwhar in de high 700's fer xp. Blech. Between de number o' times mobs resist de spells an de teensy tiny amount o' damage dey takes as compared to de amount dey deliver, it seems fairly pointless, mebbe useful in a group fer extra skill points, but dats it, just a xp leechin spell.
Sleep, fergit it. I'll puke if I start talkin 'bout de sleep spell.
Fightin-
We all knows de problems wit ranged, but melee seems almost good enuff to incorporate inta a game yer gonna charge money fer, 'cept fer a cupple tings. Level 20 fighter vs. level 250 mob= damp smudge whar de fighter used to be, an de mob COMPLETELY untouched. Level 250 fighter vs. level 20 mob= dead mob, an de fighter havin takin negligible damage, healed in seconds. Sounds fair, at first glance, but up de numbers. 100 level 20 fighters vs 1 level 250 mob= 100 damp smudges, and de mob might, mebbe, be down a teensy fraction o' it's hit points, you might e'en see a dark line at de end o' it's health bar. 100 level 20 mobs vs 1 level 250 fighter= lotsa dead mobs, an 1 dead fighter. Wer we nekked an unarmed, dis wuld be acceptable, but de whole point o' arms an armor be not to merely to even de playin field, but to gives us an unfair advantage. Intelligence has proved itself over an over agin to be stronger den any muskal, an' faster den any sinew on Earth. Fer it to be otherwise be not only unfun (you know, de point o' a game?) but illogical an patently ridiculous

Unarmed combat, btw, do it e'er git any better? Or is max damage at 250 rilly 190-sumptin, 1 hit ev'ry 4 seconds? Dat canna be right. An' didna ya used to be able to at least use de slow power when ya werna wearin' amps?
I be lookin forward to de outposts, rings, new rites, etc. as much as anybudy, dat be homin nature. But thar be tings wot needs doin first. De above, as well as finishin de rites wot alot o' us has wasted our time startin, de broked TPs all o'er de place, game freeze affer TP, etc. Wot goods it gonna do drawin in new customers, iffin a greater number o' old customers git fed up? Don' git me wrong, I'll prolly keep playin meself, fer awhile at least. Mebbe cause de CSRs, innefectual as dey be, haf fooled me wit thar diplomacy (tho dey seems genuinely nice, jus unner-powered an' unner-informed). Mebbe cuz I rilly hopes dat all de pesky, an a few game brakin, problems git fixed, an Ryzom finally moves beyaond de point o' "potential", an becomes a place whar homin vs. mob becomes a point o' adventure, not dread, an whar mastery in diggin or craft actually means dat yer good at it, an' can provide fer others, not dat yer jus a higher level destroyer o' mats.
I know dis be long, an I know it be strongly werdified in spots, but dis haf been buildin fer months, an', as I counts many on Atys amongst me friends, iffin ya canna kvetch to yer friends, wot's de point?

*deep, cleansing breath* I alredy feels better, who's up fer sum good Tryker brew?