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Uplayable?
Posted: Sun Oct 17, 2004 12:29 am
by navra
As I sit here in my near nakedness contemplating when my last 2 pieces of armour will disappear, I wonder what I would do if I were not a guild member which provides me with equipment free of charge (that is with the promise of a donation to the guild coffers). It would be extremely depressing to be a solo player in this position; having just lost my 3 day old 'magic amplifier' and all but 2 pieces of armour. I would consider a suicide attempt by leaning on my rapidly deteriorating sword but with my luck the sword would disappear before the deed was complete. If I were a solo player in this situation I would have little other option but to cancel my subscription to the game because it would in effect be unplayable.
I find it difficult to believe that the game would allow equipment to be unusable in a matter of 3 days! Is the game designed to become unplayable for solo players because they cannot afford to keep up payments for rapidly degrading equipment? Although most players have discovered that it is fun to be a member of a guild, there are a large number of people who prefer to go it alone. I admire them but fear that their fate has been sealed if their equipment lasts no more than 3 days.
Something must be done to rectify this situation. I suspect that this is the reason we have been seeing rapidly increased requests for guild memberships lately. However, I fear that those loners who do not wish to join up will simply cancel their subscriptions because they cannot survive. Even with a guild to rely on, the cash reserves will be eaten up trying to obtain sufficient materials to provide for the rapidly levelling fighters and mages. Guilds without a sufficiently large number of harvesters will find themselves in a similar situation. For such guilds the game will ultimately become likewise unplayable.
If Nevrax wishes to see this game last beyond the next 3 months they need to fix this problem immediately. It is one thing to make a game with a degree of difficulty and another to make playing it for any sustained period of time impossible.
Re: Uplayable?
Posted: Sun Oct 17, 2004 12:39 am
by lyrah68
Considering it took me over three HOURS to forage and make ONE suit of light basic style, Choice grade materials Fyros armor and ONE mage amp, I am doubting making anything over Q49, to avoid this obvious BUG.
I am a crafter, I would normally cheer such chances to earn cash, but it is IMPOSSIBLE for a crafter to keep up with decay rates. This seriously needs attention as soon as the Tryker issues do.
Re: Uplayable?
Posted: Sun Oct 17, 2004 1:57 am
by xenofur
i think i'll translate a lenghty dialogue on this topic tomorrow, but i'll give it to you in a nutshell now, for effective teaming follow these points:
- maximum teamrange = 30 , meaning, the lowest char should be at the max 30 levels lower than the highest char, this applies to the skills mainly used in a fight
- similar item lvl range, meaning all the items that are being used in a team should be of approximately the same lvl
- NEVER fight mobs that give 3k XP, chances are they are a huge step higher than you in lvl and could theoretically give like 10k XP, make the effort and find mobs with 2.8k XP
- consider herds of social low lvl mobs as one medium mob, example:
one team of 5 people, ranging from lvl 35-65, one blinder, 3 melee, all mages heal-capable
3 preying ocyx, 3k xp per kill, 80HP drop on all of my equipment, 2-3 minutes per kill
hxxp://ryzom.l9c.org/mobs.php?do=view&mId=17
5 herds of rendors, ranging from robust to grunting, approx. 5 * 800 xp per herd, 5 HP drop on all equipment, 2-3 minutes per herd
Re: Uplayable?
Posted: Sun Oct 17, 2004 1:21 pm
by evalisa
Xeno:
the origanal post was not about teams being unplayable, but the fact that the items decay to fast for the averge guildless player
Re: Uplayable?
Posted: Sun Oct 17, 2004 1:29 pm
by xenofur
please read the post again, he IS in a guild and he DOES team, anyways, i blanked my post since i translated the whole thing and posted it here:
http://ryzom.com/forum/showthread.php?t=3423
and in case i misinterpreted something: players who level solo are not affected by the decay, as they usually only take on mobs in their range
Re: Uplayable?
Posted: Sun Oct 17, 2004 1:52 pm
by loyats
is true my pike has only lost one HP over the last week and a half
Re: Uplayable?
Posted: Sun Oct 17, 2004 2:10 pm
by zzeii
Another note on solo playing...
To truly be solo in a hunter/gatherer type setting, you are forced to produce your own gear, through either gathering of mats to sell to a vendor and purchasing from a crafter, or harvesting up the mats themselves and crafting them. If it takes so long to make the 'ideal' of armor, maybe consider going with something of lesser make. Armor does not have a horrendous impact between grades like armor does. Especially light armor. Weapons, yes can decay fast. If you fight things higher than your level/level of your weapon. If you are using a q50 weapon to fight level 100+ critters, of course their higher quality hide is gonna splinter that quick. If you fight things of your level/weapon Q, it will last a long time. This is more an issue of the crafters not keeping up in level with the combat peeps. Probably because a crafter has to depend on other people to support their craft to gain higher levels, moreso than people concentrating on combat.
If you want to be solo, you will have to either develop your crafting and harvesting, or depend on others to procure your gear, and accept the current market.
If you do craft and harvest, you will have to balance them with the fighting to keep them on par. This will reduce the burden of decay by using appropriate levels of weapon/armor. And once you learn where the materials you need for your gear, getting the required mats becomes much easier, and faster. And as you level forage, it becomes faster, pulling 5-6 mats a go, quickly reduces the time spent foraging, even for making a set of heavy armor.
If you really want to solo, you will have to learn to be independant, and take the time to raise your supporting skills. Otherwise, guilds are the way to go. Just make sure you find one that works to support its members. combatants+harvesters get mats for the crafters, who in turn turn out gear for the others. Simple formula, if you are willing to contribute to the greater good of your guild.
Re: Uplayable?
Posted: Sun Oct 17, 2004 3:51 pm
by lupine04
navra wrote:As I sit here in my near nakedness contemplating when my last 2 pieces of armour will disappear, I wonder what I would do if I were not a guild member which provides me with equipment free of charge (that is with the promise of a donation to the guild coffers). It would be extremely depressing to be a solo player in this position; having just lost my 3 day old 'magic amplifier' and all but 2 pieces of armour. I would consider a suicide attempt by leaning on my rapidly deteriorating sword but with my luck the sword would disappear before the deed was complete. If I were a solo player in this situation I would have little other option but to cancel my subscription to the game because it would in effect be unplayable.
I find it difficult to believe that the game would allow equipment to be unusable in a matter of 3 days! Is the game designed to become unplayable for solo players because they cannot afford to keep up payments for rapidly degrading equipment? Although most players have discovered that it is fun to be a member of a guild, there are a large number of people who prefer to go it alone. I admire them but fear that their fate has been sealed if their equipment lasts no more than 3 days.
Something must be done to rectify this situation. I suspect that this is the reason we have been seeing rapidly increased requests for guild memberships lately. However, I fear that those loners who do not wish to join up will simply cancel their subscriptions because they cannot survive. Even with a guild to rely on, the cash reserves will be eaten up trying to obtain sufficient materials to provide for the rapidly levelling fighters and mages. Guilds without a sufficiently large number of harvesters will find themselves in a similar situation. For such guilds the game will ultimately become likewise unplayable.
If Nevrax wishes to see this game last beyond the next 3 months they need to fix this problem immediately. It is one thing to make a game with a degree of difficulty and another to make playing it for any sustained period of time impossible.
Cerest noted in another thread that the rapid-decay issue has been acknowledged, is being addressed and will be fixed. It's a temporary problem.
Re: Uplayable?
Posted: Sun Oct 17, 2004 4:00 pm
by xenofur
our community manager has slightly different things to say on that :>
according to him the rate of decay will only be reduced slightly
Re: Uplayable?
Posted: Sun Oct 17, 2004 4:31 pm
by evalisa
I wonder what I would do if I were not a guild member
and yea saw your post. very good info