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Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 4:07 pm
by lawrence
Nevrax has just published the new set of answers to our latest Q&A round.
Xavier wrote: To the menu this week, in no specific order: the ATS, the word
'Ryzom', the configuration files alteration policy, being helped to
complete rites, mobs&stamina, mounts aggro, rites and some background
information.
Link to the Q&A: http://www.ryzom.com/?page=news&id=915

Feel free to discuss!

Note that you still have the opportunity to ask Nevrax new questions. Link to the relevant forum thread: http://www.ryzom.com/forum/showthread.php?t=16039

Re: Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 4:47 pm
by vinnyq
I'm just curious, because one of my pet hates is not being able to zoom out further, and since there is a change we can make that allows it, why does this cause a problem doing it? I havent made the alteration (which i wont describe for obvious reasons), but i find it very frustrating knowing i could, but if i did i would loose all support from the CSR or jolt. Anyone know why this is such a problem? [Submitted by glynnj (EN)]
There are several issues associated to the modification of this parameter, and more generally to any direct alteration of the configuration file:

It would cause issues with technical support; since the options in the configuration file can cause your client to behave differently, allowing the modification would make the work of the CS team - which is already a complex job - even harder.
It would give an unfair advantage to those with a technical background or used to the modification of text configuration files; even if it looks simple, there are less experimented people who would be disturbed by the lack of a proper graphical interface.
Some modifications would give an advantage regarding the gameplay; for exemple, if you're able to zoom out further than the others, you can get a better vision of the scene than the others. Even if this is a minor advantage, it would still not be fair.
Xavier, we already know the reasoning to why editing the config file is bad and would cause major headaches for the support team and we agree with it.

What we actually want to know is, why can't you increase the MAX ZOOM DISTANT a tad OFFICIALLY, allow everybody to have a higher max zoom distant by 5 or 10m or so. Why was the current value decided in the first place, what was the reasoning? Because the current official max zoom distant is way too small for most players, and increasing them a tad officially for everybody would make a lot of people very happy.

Re: Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 5:43 pm
by dc77066
We can complete rites involving rites without having any crafting skill if you get some help from a crafter. Is this the way it is intended to work? [Submitted by mandis (FR)]
Definitely! We designed the rites to allow you to work together, as it is difficult to be good everywhere: there is a lot of specialization branchs. And this is not only true for crafting: you can also seek help for the other types of rites such as the foraging and combat rites.
Thank you for the answer to this. You mention you can seek help for foraging and combat rites as well. Combat rites I understand; group with a fighter and you'll collect the mission mats or credit for the kill as he/she thumps the mob. Being in the same region or undertaking the same task doesn't seem to be a requirement (just like the crafting proxy). But I haven't seen this to hold true for foraging rites. Others can help you find them, prospect or care for you but you must pull your own. Unless I'm missing something or we aren't talking about the same level of "help".
-Raku

Re: Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 5:52 pm
by sehracii
Q&A wrote:
Mobs and NPCs aren't handled the same way as player characters: they don't have stamina, sap or focus pools, only heal points - otherwise it would be too easily exploitable, as a mob without stamina or sap is a lot less challenging.
If draining stamina isn't exploitable in PvP, it shouldn't be in PvE either.

In particular, I think a couple drain attacks would be a great way to make melee combat more interesting. Yes, the mob is less challenging once you've totally drained it's sap or stamina, but the challenge could be getting that far. Melee can always use a little extra bonus so the ability to drain stam so the mob is less likely to hit you or drain sap so it can't use it's special attack on you as much seems perfectly reasonable. It shouldn't be as easy as one attack empties their whole pool (*cough* frippo *cough*) but there's definitely room for the skills.

Re: Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 5:57 pm
by oldmess
dc77066 wrote:But I haven't seen this to hold true for foraging rites. Others can help you find them, prospect or care for you but you must pull your own. Unless I'm missing something or we aren't talking about the same level of "help".
-Raku
When a group of us were all doing the Tryker rite that gives additional foraging time, we noticed that you do get credit if you pull the mat for someone else, but since you had to take most of the items back to the requestor and you can't give mission mats to another person, it didn't matter. You had to pull it yourself if the mission giver expected you to give them the resulting mat.

If the mission doesn't require that you deliver the result to the giver, you should be able to do them in team.

Re: Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 6:36 pm
by magick1
vinnyq wrote:What we actually want to know is, why can't you increase the MAX ZOOM DISTANT a tad OFFICIALLY, allow everybody to have a higher max zoom distant by 5 or 10m or so.
While it can be nice in some cases to have a higher zoom distance, it does have some draw backs, as seen in this screenshot*

To prevent those problems from occurring at least one of the follewing things must be done

- Partial rewrite of 3D engine
- Rework of 3D models

This could lead to a performance hit, and most certainly destract the devs from working on, in my opinion, more needed areas.

* Disclaimer, this picture is an example and in no way reflects how I play the game or that my config file have been changed (except to show a worst case scenario). Nor will I tell anyone how to modify, and how, of the config file.

Re: Q&A Round XI - Answers published

Posted: Thu Jul 14, 2005 10:24 pm
by dc77066
oldmess wrote:When a group of us were all doing the Tryker rite .. If the mission doesn't require that you deliver the result to the giver, you should be able to do them in team.
I'll have to find an available rite to test this... It certainly isn't that way for the ritual tasks or normal missions. Crafting and Combat missions are as described. Forage missions are the odd man out (Delivery and Inspection tasks aren't part of this discussion :) ). I'm not saying they should be easy with arrows pointing "dig here" but after spending two days in Fount looking for Fresh Wild Berries, giving up and TP'ing to Oflovak's Oasis to bring the mission to an end, was a bit frustrating. I'm looking for clarity to the statement made where people can team to complete foraging missions in the same fashion as crafting missions.

-Raku

Re: Q&A Round XI - Answers published

Posted: Fri Jul 15, 2005 6:32 am
by iwojimmy
As I understand it, if the requirements of a mission are completed whilst teamed, by a fellow team member, then that counts as doing the mission. This seems fair and reasonble to me.. you just asked some friends to give you a hand..

As mission mats cannot be traded, fetch-and-return missions have to be performed by the player with the mission - but has anyone tried having someone else dig and return the mats to mission giver ?? Even if that doesnt work (dont think it will, myself :) ), it just means you have to improve your digging skills. Toughen up, princess.

Crafting Missions will certainly benefit from skilled teammates. To do the prerequisites for one of the Fyros armour missions solo, I spent about 270 skill points, and this is in a tree i had been developing. Missions requiring crafting skills outside your expertise are too expensive in SP's to solo.

Re: Q&A Round XI - Answers published

Posted: Fri Jul 15, 2005 9:28 am
by petej
Originaly posted by iwojimmy
Crafting Missions will certainly benefit from skilled teammates. To do the prerequisites for one of the Fyros armour missions solo, I spent about 270 skill points, and this is in a tree i had been developing. Missions requiring crafting skills outside your expertise are too expensive in SP's to solo.
Originaly posted by iwojimmy
Toughen up, princess.

That cuts both ways , missions are only lvl depenant if you dont have the forage skills in the relevant land then why shouldnt a team mate who has be able to get the mats for you ?

Personaly id prefer it if the person who takes the mission needed the correct plans/skills (im grinding hard to make sure i do :P ) but clearly thats not what Nevrax intend , I still think the person who takes the mission should have some involvment with it tho (obviously this wouldnt work for craft) but Forage and kill missions should atleast require the mission taker to qualify for exp related to the task (by caring or healing for example)

Re: Q&A Round XI - Answers published

Posted: Sun Jul 17, 2005 5:13 pm
by cielchan
I really like the idea of another homin supporting the mission/rite taker. Ryzom is about teamwork isnt it?