While I like that there was a new patch, and I thank the developers for all the work they did to make this happen, I still have some problems with how thinks work now.
I strongly dislike the new target gauge system, I don't understand the intention why the old system had to be changed, and I doubt anyone will explain it to me.
In my opinion the new system is worse than what we had before. That starts with region classifications as yellow, orange, red and purple are no longer true, since the color ring around the level number now only carries redundant, level based information. Like there are now only Arma with red circles in Lagoons of Loria because their level is 200 or lower.
But for a low level character this distinction doesn't help at all since while travel around everything of higher level shows as skull.
So as I travelled around the Lakelands the first time long long time ago, and punched my first Yelk while passing through Resting Water, I instantly learned: Orange creatures are very bad for you!
Now while for a level 35 fighter a Sprightly Yubo at level 46 is a valid target, a Gruff Yelk at level 102 definetly is not, still with the eyes of a level 35 fighter they still look the same, a skull on black background.
So what is the intention of this, encourage players to reach maximum level faster, so they know what they are fighting, encourage to group more to see what dangers are around you, increase mortality rate, because it impossible to guess which black skull is more dangerous?
So I doubt this target gauge system will be reverted to the old system, maybe level based colored rings for skulls would solve the main issue I have with this system.
The new target gauge (Patch 1.5.0)
The new target gauge (Patch 1.5.0)
Last edited by thlau on Wed Jun 10, 2009 7:56 am, edited 1 time in total.
Reason: Added patch number to make the thread 'future safe'
Reason: Added patch number to make the thread 'future safe'
Trini - Darkmoor Rangers
Re: The new target gauge
I'd have to agree, the old system at least gave new players an estimate of every creature's level, all the way up to purple. Now they don't even get an estimate anymore for anything higher than +10 levels (while soloing creatures up to +30 levels is quite feasible). And this in return for more accurate level information for high level players, who don't really need it anymore.
My compromise suggestion would be that for a creature above the +10 levels, it reverts back to the old system of giving you a rough level range.
And yes, since seeing the exact level makes the color totally redundant if it's just "red for all 150-200 critters, regardless of zone", I'd suggest setting that back to the "everything in Loria is purple even if it's below 200" system. At least then it carries the added value of telling the player in which level zone this creature belongs.
My compromise suggestion would be that for a creature above the +10 levels, it reverts back to the old system of giving you a rough level range.
And yes, since seeing the exact level makes the color totally redundant if it's just "red for all 150-200 critters, regardless of zone", I'd suggest setting that back to the "everything in Loria is purple even if it's below 200" system. At least then it carries the added value of telling the player in which level zone this creature belongs.
Re: The new target gauge
I agree, Trini. This change I could have done without, personally.
I think a hybrid version would be a good compromise. Coloured skulls (old colour) if too high, new system if low enough.
You would of course have to make sure the colours were the same in both cases for the same mob.
I think a hybrid version would be a good compromise. Coloured skulls (old colour) if too high, new system if low enough.
You would of course have to make sure the colours were the same in both cases for the same mob.
Re: The new target gauge
maybe even a number of skulls, depending on the old star system?
say a terrifying jugula that is too high lvl for you to see would have a purple circle and 1 skull, an awesome jugula would have 2 skulls (if i'm not mistaking) etc...
say a terrifying jugula that is too high lvl for you to see would have a purple circle and 1 skull, an awesome jugula would have 2 skulls (if i'm not mistaking) etc...
Re: The new target gauge
It seems the new system uses the players highest skill overall. It became quickly apparent that my harvest skill was the benchmark for the new system, and not any of my combat skills, which are significantly lower.
Re: The new target gauge
I agree with this idea, give a rough estimate via color and the exact level if the mob is low enough. And another graphical thing, the new level gauge is pretty 3Dish shaded, but the rest of the user interface is not.
Reduce the 3D effect abit or add a border to it, this way it doesn't fall out of the UI design.
I think basically wehave the following points to consider with the new gauge:
- The game decides for the player. It's not that you only see mobs below you. I was for example level 1 and could see a level 5 Yubo. And with my main the highest skill was 215, but I could see the level 248 of najabs. It looks like there is a certain % added to the current level which is then visible. This leads to the question already raised, who decides what is deadly for a homin and what is not?
- Strenghtening the work of the Community. If the majority of the mobs is unknown to the player there is still the possibility to look it up, sites like BM have pretty complete info on that. It is more work, but similar to mats - if you can't get a certain material you can still look its stats or even location up. The playerbased information systems still make up for missing info.
- Inconsistency. While annoyed at first, the arma example isn't incorrect. Red mobs in a purple zone? Oh yes! Atys is not black / white, for example in Matis blue gingos can be found in yellow zones too. It was more inconsistent before, because the armas were purple but in fact they werent strength / level wise.
Reduce the 3D effect abit or add a border to it, this way it doesn't fall out of the UI design.
I think basically wehave the following points to consider with the new gauge:
- The game decides for the player. It's not that you only see mobs below you. I was for example level 1 and could see a level 5 Yubo. And with my main the highest skill was 215, but I could see the level 248 of najabs. It looks like there is a certain % added to the current level which is then visible. This leads to the question already raised, who decides what is deadly for a homin and what is not?
- Strenghtening the work of the Community. If the majority of the mobs is unknown to the player there is still the possibility to look it up, sites like BM have pretty complete info on that. It is more work, but similar to mats - if you can't get a certain material you can still look its stats or even location up. The playerbased information systems still make up for missing info.
- Inconsistency. While annoyed at first, the arma example isn't incorrect. Red mobs in a purple zone? Oh yes! Atys is not black / white, for example in Matis blue gingos can be found in yellow zones too. It was more inconsistent before, because the armas were purple but in fact they werent strength / level wise.
Re: The new target gauge
Not only sites did profit from this system, the actual "learning/teaching relation" of new and old players is now almost completely gone.chibiarc wrote: - Strenghtening the work of the Community. If the majority of the mobs is unknown to the player there is still the possibility to look it up, sites like BM have pretty complete info on that. It is more work, but similar to mats - if you can't get a certain material you can still look its stats or even location up. The playerbased information systems still make up for missing info.
I did love to trek trough Atys and explain to new players the ways to see if a creature was deadly or not. Now all this is moot.
And in my mind this system effectively discourages Newbes from exploring on their own, for all they see is a Big Wall of Death, once they leave the capital for a stroll round the further countryside.
While it helps finding the right mob for some missions, overall it wasn´t a good idea at all in my mind.
CU
Acridiel
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Re: The new target gauge
Had to remove my vote from somewhere else to put it there. But yeah, I want the old con system back too. Otherwise "Rez by the 2* Cratchas plz !" won't mean anything anymore.
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Sherkalyn.
New Guild Leader of The Exodus Syndicate
:: Most Loyal Fyros Alive :: Neutral Trader :: Crazy Marshmallow Lady ::
The Exodus Syndicate
"Experience Perfection : Unharness Your Power"
__________________
"Ignore the flames or grill your marshmallows on them. Then feed them to the trolls so they keep their mouth shut."
Re: The new target gauge
isnt always about the old players it has become more new player friendly and its what ryzom needed