[Q&A] Answers to questions from the boards - 2005-08-18
Posted: Fri Aug 19, 2005 4:15 pm
Q&A: Answers to questions from the boards - 2005-08-18
A short one this week: prospecting messages, potion-like consumables, the concentrate and slow stanzas, Ryzom in wide-screen and finally damage absorption are all of it.
If you're on holidays, print the Q&A and bring it with you on the beach; this is a summer one, better appreciated in front of the see with your sunglasses on and a cocktail in your hand.
Cheers!
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If you still think we are wrong here, do not hesitate to discuss the issue with a GM when it happens (write a ticket in-game), it will be investigated if there is something unusual. However, be sure to check the explanation on this Q&A (6th question) before reporting the issue.
As a side note: the only extension coming in the middle-term is the Ryzom Ring. It only brings you *tools* to impact the game, not new game features. There will be new game features, but they will be introduced as regular updates, not (at least for the moment) through an expansion.
My 5 cents regarding vocabulary.
About the concentrate stanza: when you get hit during a spell invocation, the game system looks at two different values - your skill level in the branch of the spell you're invoking and the skill level of the attacker's weapon/spell. The two are compared using a table similar to the ones I've detailed in previous Q&As (see for example the third answer of this one) to determine the chances to get your spell invocation broken.
When you use the "concentrate" stanza, the level difference is increased. For example, if your skill level is 170 and your opponent's weapon skill is 200, the difference is -30. Since we are increasing this difference, the value looked at in the level table would be -30+25=-5
- resulting in lower chances to get your spell broken.
Last but not least, please explicitly notify the CSR of the modified state of the configuration file during any contact you have with them - they will need to have it in mind to be able to help you. Thanks!
The "slow" is effective for 5 seconds (renewed every hit), and slows down the actions by 10%.
We'll improve the contextual help to make it more understandable.
The scale with the resistance is on the absorption cap for the jewels; the percentages aren't impacted, but there is a maximum hit point level (your skill level plus the added quality value of your jewels).
However, for the heavy armors, the increase of the absorption limits should be light; we won't make drastic changes.
A short one this week: prospecting messages, potion-like consumables, the concentrate and slow stanzas, Ryzom in wide-screen and finally damage absorption are all of it.
If you're on holidays, print the Q&A and bring it with you on the beach; this is a summer one, better appreciated in front of the see with your sunglasses on and a cocktail in your hand.
Cheers!
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Yes, these messages should all be correct.Are the prospecting messages all correct and can we trust them?
[Submitted by Janta (FR)]
If you still think we are wrong here, do not hesitate to discuss the issue with a GM when it happens (write a ticket in-game), it will be investigated if there is something unusual. However, be sure to check the explanation on this Q&A (6th question) before reporting the issue.
We have not abandoned the idea, it should come with the Episode 2 to be precise - even if it still has to be confirmed.Where are you at with the "potion-eggs" discussed in the past and introduced for Easter? Have you abandoned the idea of using potions or can we hope to see it when the expansion comes for example? [Submitted by Neiher (FR)]
As a side note: the only extension coming in the middle-term is the Ryzom Ring. It only brings you *tools* to impact the game, not new game features. There will be new game features, but they will be introduced as regular updates, not (at least for the moment) through an expansion.
My 5 cents regarding vocabulary.
Bit by bit, I guess I will end up writing a whole manual. Fair game!Can we have some additional details on the "concentrate" stanza? [Submitted by Bobocop (FR)]
About the concentrate stanza: when you get hit during a spell invocation, the game system looks at two different values - your skill level in the branch of the spell you're invoking and the skill level of the attacker's weapon/spell. The two are compared using a table similar to the ones I've detailed in previous Q&As (see for example the third answer of this one) to determine the chances to get your spell invocation broken.
When you use the "concentrate" stanza, the level difference is increased. For example, if your skill level is 170 and your opponent's weapon skill is 200, the difference is -30. Since we are increasing this difference, the value looked at in the level table would be -30+25=-5
- resulting in lower chances to get your spell broken.
I've asked the CSR team about it and they agreed to an exception to allow the modification of the configuration file for this particular case. However, if it causes any issue, the rule could be reversed. And you will also need to keep a backup of an unmodified configuration file at hand, as the CSR team could ask you to restore it if you run into trouble."Quote: Originally Posted by Xavier --- There are several issues associated to the modification of this parameter, and more generally to any direct alteration of the configuration file"
I have a Wide screen monitor. I found the following area that states: // This is the actual aspect ratio of your screen (no relation with the resolution!!). Set 1.7777 if you got a 16/9 screen for instance. My question is: Is this modification a violation? Even if the directions are posted in the file? P.S. I have not done it but would LOVE to see Ryzom in wide screen mode. [Submitted by mimir1 (EN)]
Last but not least, please explicitly notify the CSR of the modified state of the configuration file during any contact you have with them - they will need to have it in mind to be able to help you. Thanks!
Hum, there should have been some miscommunication somewhere here - our apologizes. The range weapon system *will* be reworked in the future, but there is no work being performed here at the moment, and I have no date to give you. Keep an eye on the Under Consideration section; we'll definitely want to get your comments on this topic then, so we'll include the info there.I was told by GM that the range weapon system was under investigation to make it more appealing as a trade. How far has this progressed??? [Submitted by alyssah (EN)]
The effect is tiny, that may be the reason why you haven't noticed it.I would be interested in knowing if the stanzas "slow" of the 2h & 1h mace work in PvE and PvP or if they still don't work when used, only for critical strikes, where you wouldn't actually need a stanza. If they work, how or when do they have an effect? Like bleeding always when you hit, or only at certain events? [Submitted by zhidao (DE)]
The "slow" is effective for 5 seconds (renewed every hit), and slows down the actions by 10%.
Armors only absorb *melee* damage. Currently, magical damage is unabsorbed, so the maximum here will change from 0% to 80% - and no more. Also, the values you currently see in your character information window are resistance values, and are not related to the absorption.". Adding absobption of magic or melee special hits from mobs" 1. This point suggest to me that with armour it will be possible to get absorption to 100% by combining armour and jewels or does the 80% rule apply? In which case, the 3-4 max covered by jewels, can be added to by armours, covering the other 3-4. Does this apply to all armour types? Is it scaled for Light/Medium/Heavy? Will this scale with the ql of the jewels? (Currently you get the resist base on the ambers used regardless of ql) [Submitted by borg9 (EN)]
We'll improve the contextual help to make it more understandable.
The scale with the resistance is on the absorption cap for the jewels; the percentages aren't impacted, but there is a maximum hit point level (your skill level plus the added quality value of your jewels).
The dividing factor in PvP made high quality armors useless, since the maximum damage you could inflict was much lower while the armors kept the same properties. It also resulted in very long fights between melee warriors, and addressing that point is definitely part of our goals here."12. Increasing the absorption limits of armors" Sounds good in theory, Is this not going to counter the changes made in point 8? Is this purely to help Melee kill light armoured foes more easily? Pike + ignore armour is therefore still the PvP weapon of choice? Will it be raised to the point where CC/1 handed are almost useless against an armoured foe? [Submitted by borg 9 (EN)]
However, for the heavy armors, the increase of the absorption limits should be light; we won't make drastic changes.