Ellu all.
I'm a long-time MMORPG player, and have recently (as in 3 days ago), stumbled across Saga of Ryzom.
I don't really know much about the game, though I am spending time reading the forums, but I was drawn to it as I am a huge fan of crafting (playing a crafter in SWG and Ultima Online) and heard that crafting was an integral part of the SoR player experience.
So far, after maybe 6-7 hours play, I'm enjoying the game. I downloaded the client, and from what I can tell, I can stay and experience the lowbie game on the starter island, and then subscribe to access the higher level content off the initial start place.
I absolutely love the crafting mechanism in the game, I hope very much later on I can find many different materials to make some unique and interesting items.
I'm interested to know to what degree I can "solo craft". My vision, is a vast skill repertoire in Crafting and Harvesting, with an area of specialisation in crafting, coupled with two things: an effective soloing offense (nothing to take down huge mobs and other players, but enough to generate kills and thereby mats with) and then a support line magic ability, so if I do get into groups, I can offer some healing, or debuffing for example. I'm quite interested in Ranged Offense - In SWG I played a Ranger, and in Ultima I played an Archer so I'd love to extend that to ranged weapon lines in Ryzom.
Does what I've said sound reasonable, or is later play - for example - very much forced grouping? (Don't get me wrong, I'd expect to group and hopefully join a guild, but I'd like to be able to hop in game, go hunting and get to crafting without having to always group to do so).
May I also ask if there are any recommendations as to crafting lines that are currently undersupplied in game? (I'm on a server called Aritsople I think). I'd love to be able to make a niche in the Crafting Community and really build a reputation therein. I would guess IF I go Ranged, I may be advised to take Ranged Weapon and Ammo crafting (assuming it exists, I think it does), but if there are any underrepresented areas you'd recommend I'd love to hear.
Other than that, I'd just like to say "Hello", and thank you for reading! My plan now is to explore the starter island fully, do as many quests as I can to gain some vital experience, and then probably next week sometime, head over to the mainland (I'm assuming I can simply subscribe and relog back in and have access to it).
I've been training Melee and Magic but not really spending the Skill points, saving them up really till I know more, Harvesting I've been buying various necessary skills and putting what other points I had into Will for better regeneration, and Craftingwise, I really can't recall, just "Crafty" stuff really! I think so far I'm about level 10 in Combat and Magic, and level 20 in Crafting and Harvesting, so I've got a lot more to learn yet.
The community in game seems generally maturer than most MMO's I've played, and my gut feeling is, the combination of a small playerbase and a crafting-centric economy will make it a very friendly and fun place to be.
I'll let you know how I'm progressing over the next few days, and any advice anyone can give me as to how to maximise my experience based on my playing style preferences would be great!
Thanks chaps, and see you in game!
IGN: Camby.
Hi, from a new player.
Re: Hi, from a new player.
Welcome aboard!
My advice is to spend your skill points as much as possible (you can't always max them out of course) on the stat "upgrades". So for combat you want HP, stamina, and their regens. For crafting and harvesting you want focus and focus regen, and so forth.
You will find for instance, that the improved harvesting is great (more sources, more time to dig, more units dug per source), but, it takes a lot of focus to run those things, and you need some amount of focus and regen, or you won't be able to power your own really great skill.
Likewise with combat, you can have awesome attack skills, but if the enemy can one-shot you because you still only have 100 hit points, those attack skills are for naught. Or if you can't run them because you don't have enough stamina to use them, they are going to waste.
As I have gotten substantially over 50 (92 in desert harvest, 77 in 1H and close combat, etc) I have started adopting the rule that the stat upgrades need to be more or less kept in line (as best I can) with my current level. So if level 90-95 allows you to buy say (guessing here) "Will 16", then by level 95, and preferably a bit before, that's what I want.
You will also find a lot of skills are not immediately necessary. For example, I still don't have "prospecting knowledge" because I haven't needed it... as a Jeweler I only look for seeds and amber, and I have amber and seed specific prospection already. So I can just use those, and if amber or seeds are not available, I pop nothing, and who cares? I don't want the other stuff anyway.
So... you want to tailor your skill picks to your taste, but again, I highly recommend getting those stats boosted as high as you can for each skill level and stat type -- again, depending on your needs.
C
My advice is to spend your skill points as much as possible (you can't always max them out of course) on the stat "upgrades". So for combat you want HP, stamina, and their regens. For crafting and harvesting you want focus and focus regen, and so forth.
You will find for instance, that the improved harvesting is great (more sources, more time to dig, more units dug per source), but, it takes a lot of focus to run those things, and you need some amount of focus and regen, or you won't be able to power your own really great skill.
Likewise with combat, you can have awesome attack skills, but if the enemy can one-shot you because you still only have 100 hit points, those attack skills are for naught. Or if you can't run them because you don't have enough stamina to use them, they are going to waste.
As I have gotten substantially over 50 (92 in desert harvest, 77 in 1H and close combat, etc) I have started adopting the rule that the stat upgrades need to be more or less kept in line (as best I can) with my current level. So if level 90-95 allows you to buy say (guessing here) "Will 16", then by level 95, and preferably a bit before, that's what I want.
You will also find a lot of skills are not immediately necessary. For example, I still don't have "prospecting knowledge" because I haven't needed it... as a Jeweler I only look for seeds and amber, and I have amber and seed specific prospection already. So I can just use those, and if amber or seeds are not available, I pop nothing, and who cares? I don't want the other stuff anyway.
So... you want to tailor your skill picks to your taste, but again, I highly recommend getting those stats boosted as high as you can for each skill level and stat type -- again, depending on your needs.
C
Sandaara
[Light Armsman] [Close Fighter]
[Defensive Magician]
[Desert Forager] [Forest Forager]
[Jeweler Apprentice]
[Light Armsman] [Close Fighter]
[Defensive Magician]
[Desert Forager] [Forest Forager]
[Jeweler Apprentice]
Re: Hi, from a new player.
Welcome to Atys, Camby
Or if you meant experience points, then for crafting be sure to upgrade your craft skills whenever you can rather than learn a new plan or branch.
Since everyone is able to try and learn every skill branch, I don't think there are any really undersupplied market sectors. Except maybe ammo, which is an extremely lucrative trade. Although by now perhaps I have told that particular story to enough SWG refugees that the ammo market is now swamped and I can afford to buy the stuff rather than learn to craft it Being a consumable means ammo will always have a market, I think, as will HP jewellery which is semi-consumable. But really, I'd recommend specialising in whichever craft grabs you as something you want to learn to make, and ammo and jewellery are both non-visible items.
Take every opportunity to try stuff beyond your known preferencesCamby wrote:...any advice anyone can give me as to how to maximise my experience based on my playing style preferences...?
Or if you meant experience points, then for crafting be sure to upgrade your craft skills whenever you can rather than learn a new plan or branch.
Since everyone is able to try and learn every skill branch, I don't think there are any really undersupplied market sectors. Except maybe ammo, which is an extremely lucrative trade. Although by now perhaps I have told that particular story to enough SWG refugees that the ammo market is now swamped and I can afford to buy the stuff rather than learn to craft it Being a consumable means ammo will always have a market, I think, as will HP jewellery which is semi-consumable. But really, I'd recommend specialising in whichever craft grabs you as something you want to learn to make, and ammo and jewellery are both non-visible items.
Re: Hi, from a new player.
Hi Digriz,
Just to attempt to answer of few of your queries not yet covered - soloing up to high levels in any area is far easier in this game than most, mainly due to the absense of high level instanced dungeons and quests that force you to find groups. I've only briefly dabbled with crafting so far so I don't know all the detailed specifics, but apparently the named mobs drop some rather nice mats and if you want those you'll need a group to kill them, but that doesn't in any way hinder your ability to increase your skills on your own.
That said, foraging is much easier if you pair up so that 1 person digs and 1 careplans, and xp in other trees is much faster to come by in groups because you don't have any downtime. It still doesn't stop you going it alone though if that's what you want to do. I spend probably 70% of my playing time solo fighting or digging.
Regarding community maturity, yes you're right, but you'll find that is even more the case on the mainland. Due to the appeal of a completely free trial you get all sorts appearing on the island and some attempt to drag it down to WoW levels on occasions. I haven't seen that happen at all on mainland so if you approve now, you'll be even more impressed after subscribing and moving across. I did add a few people (not many though) to my ignore list while on the island, but haven't had any reason whatsover to add any of the subscribed players to it, and given that I can be easily irritated that's really saying something. It's a brilliant community to play with.
Although I haven't done much crafting yet, I do intend to, it's a great system and much better than any other I've come across.
If you're going to be doing your own digging (which is definitely recommended if you want to make a decent amount of money), levelling up 1 fighting branch to increase your HP is essential, not least because you'll take some serious damage at higher levels when you're digging and your node blows up lol. If you've got 500HP and an exploding node hits you for 2K you're going to be respawning and getting a death penalty !
Lastly, regarding ammo, I was put off ranged because it's so expensive if you're buying your own ammo. I don't know about anyone else, but the people in my guild that are levelling up their ranged skills make their own ammo and I think that's the most popular way to go. Certainly makes sense or you're throwing serious money away left right and centre just for the sake of avoiding a bit of digging. My intention is to start levelling ranged when my foraging is at a higher level and I can farm ammo materials quickly.
Have fun
Q
Just to attempt to answer of few of your queries not yet covered - soloing up to high levels in any area is far easier in this game than most, mainly due to the absense of high level instanced dungeons and quests that force you to find groups. I've only briefly dabbled with crafting so far so I don't know all the detailed specifics, but apparently the named mobs drop some rather nice mats and if you want those you'll need a group to kill them, but that doesn't in any way hinder your ability to increase your skills on your own.
That said, foraging is much easier if you pair up so that 1 person digs and 1 careplans, and xp in other trees is much faster to come by in groups because you don't have any downtime. It still doesn't stop you going it alone though if that's what you want to do. I spend probably 70% of my playing time solo fighting or digging.
Regarding community maturity, yes you're right, but you'll find that is even more the case on the mainland. Due to the appeal of a completely free trial you get all sorts appearing on the island and some attempt to drag it down to WoW levels on occasions. I haven't seen that happen at all on mainland so if you approve now, you'll be even more impressed after subscribing and moving across. I did add a few people (not many though) to my ignore list while on the island, but haven't had any reason whatsover to add any of the subscribed players to it, and given that I can be easily irritated that's really saying something. It's a brilliant community to play with.
Although I haven't done much crafting yet, I do intend to, it's a great system and much better than any other I've come across.
If you're going to be doing your own digging (which is definitely recommended if you want to make a decent amount of money), levelling up 1 fighting branch to increase your HP is essential, not least because you'll take some serious damage at higher levels when you're digging and your node blows up lol. If you've got 500HP and an exploding node hits you for 2K you're going to be respawning and getting a death penalty !
Lastly, regarding ammo, I was put off ranged because it's so expensive if you're buying your own ammo. I don't know about anyone else, but the people in my guild that are levelling up their ranged skills make their own ammo and I think that's the most popular way to go. Certainly makes sense or you're throwing serious money away left right and centre just for the sake of avoiding a bit of digging. My intention is to start levelling ranged when my foraging is at a higher level and I can farm ammo materials quickly.
Have fun
Q
Re: Hi, from a new player.
hi
digging and crafting are excellent solo activities, and really no easier in a team than solo. infact you learn lots more survival skills if you solo -)
to make the absolute best equipment you will need to do 2 things:
1) become a PR digger (yay, its the most fun place to dig by a long way)
2) supplement your supreme dug mats with ones from bosses. getting these requires a team but when you are rich or have nice things to swap try the bazaar for exchanges, or join a guild and get people to hunt them for you
have fun.
digging and crafting are excellent solo activities, and really no easier in a team than solo. infact you learn lots more survival skills if you solo -)
to make the absolute best equipment you will need to do 2 things:
1) become a PR digger (yay, its the most fun place to dig by a long way)
2) supplement your supreme dug mats with ones from bosses. getting these requires a team but when you are rich or have nice things to swap try the bazaar for exchanges, or join a guild and get people to hunt them for you
have fun.
rushin ~ asleep
Re: Hi, from a new player.
Many thanks for the reply, and to the kind person who I had a chat with in game.
Right now, I just see so much potential for fun in these Stanza things, making up your own skill combinations; very unique idea to me!
I think i still need to do a lot of reading up, and that's my next step. Thanks again for any advice, and I'm sure I'll have more questions on the way soon.
Right now, I just see so much potential for fun in these Stanza things, making up your own skill combinations; very unique idea to me!
I think i still need to do a lot of reading up, and that's my next step. Thanks again for any advice, and I'm sure I'll have more questions on the way soon.
Re: Hi, from a new player.
You "can" be the player you want to be... You will have to invest in all the HP/focus/MPA/speed you can, to have any real chance tho. Your gonna work harder, but this build is how I started on Atys after release... I was totally a digger/crafter for a long time. I rushed to level 235 forest, switched to PR until it was 210, then mastered forest. By then I could make Q200 swords (but only wield Q110) and Q150 armor.
I then diversified a bit and now I dabble in a lil of everything...
I then diversified a bit and now I dabble in a lil of everything...
WWJD - What Would Jena Do ?
DoubleTap - Disciple of Jena - Karavan Champion
Matis Medium Gladiator Champion
Melinoe - Atys Harvesters
Matis Medium Gladiator Champion
Melinoe - Atys Harvesters
WWJD - What Would Jena Do ?
Re: Hi, from a new player.
*smiles* i am the evil kami twin of doubletap then, only the roots grabbed me at about lv30 forage and i was a lv200 pr digger before magic or fight hit 100
rushin ~ asleep
Re: Hi, from a new player.
Bah, all these specialists around In the 1 1/2 years that I've been playing, I've 'rushed' to lvl 219 desert foraging (plus lvl 137 forest to give me a supply of supreme mats from Nexus), lvl 209 jewel crafting and lvl 208 2h mace meleeing. Only the magic is lagging behind a bit at lvl 130 healingrushin wrote:*smiles* i am the evil kami twin of doubletap then, only the roots grabbed me at about lv30 forage and i was a lv200 pr digger before magic or fight hit 100
Just to say that when digging, if you are willing to hunt out the spots, some pretty reasonable equipment can be crafted from excellent mats, especially as you learn the intracacies of mixing a bit of fine with the sup/exe to get good 'overall' stats on an item.
Also, as DT has done, it is easier to dig a second area to high lvl once you have the skills from another, my forest forage goes very quickly, as I can dig more mats per source, more sources and at a high Q than I would be able to do if it was my 'best' skill.
Zok
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality.
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality.
Re: Hi, from a new player.
"Pretty Reasonable Kostomyx Helmet", pffft, that's a grade I've not yet seenandypur1 wrote:... some pretty reasonable equipment can be crafted from excellent mats ...