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Patch1 Issues

Posted: Fri Oct 29, 2004 6:02 pm
by ctusk
The new magic amplifiers require Craft=>Melee=>CloseCombat=>MagicAmplifier crafting skills.
The magic amplifier can be used as a melee weapon inflicting blunt damage on the Fight=>Melee=>CloseCombat=>AdvancedCloseCombat=>HandToHand skill branch.


You are kidding me , right? What about those of us that spent the last weeks after release leveling 2-handed craft to make magic amplifiers? Start over?
Is this a joke?

What are you planning to do with the electric spears that require 2h-pike crafting and make 1h lances? Screw every crafter over again and make em require 1h-lance crafting now?

Sorry if I seem a little agitated here, it might just be from spending 300 hours+ doing the most boring thing one could imagine (foraging to craft) only to be totally screwed in the end since the great "bug fixes" going in totally disregard the existing playerbase.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:10 pm
by mikwana
Well, here's an interesting thought... it's not going to change all those magic amplifiers that already exist, so make a bunch?

On the other hand, while your skill levels arn't being reset, you'll get all the skill points back at least.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:13 pm
by ctusk
mikwana wrote:Well, here's an interesting thought... it's not going to change all those magic amplifiers that already exist, so make a bunch?


That would be awesome, if I *could* make a bunch. Unfortunately there is currently no skill tree for them above lvl 100, and even with lvl 150 crafting the highest you can make are lvl 110 amps at 60% chance, lvl 120 at 40% chance and then it goes down the drain. This was reported weeks ago - action taken: none.

How a blatant error like this can ever make it through beta even truly amazes me. And the solution taken finally is more than disencouraging.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:27 pm
by spaero
As I recall, skill points are getting reset, which would mean your SP refund can be used to make <AMPS(Gloves)> but from a different and newly selected skill tree.

ctusk wrote: This was reported weeks ago - action taken: none.


I think this is an illegitimate and unfounded statement. The apparant solution is in the yet to launch Patch1 which they had been working on during that time.

ctusk wrote: How a blatant error like this can ever make it through beta even truly amazes me. And the solution taken finally is more than disencouraging.


I agree with you in that it impacted the upper levels signifigantly up until now, so have other issues. It would seem that at the very least, it was addressed in the first major patch we are getting next week.


I personally welcome this change. It certainly is your right to post your frustrations, but the real test will be after the patch when we all adjust and relearn. I enjoy adventure and discovery.

I plan to begin immediately crafting for Gloves in earnest and then will I be able to accuratley compare Amps Tree vs. Gloves Tree.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:39 pm
by shrike
First off, keep cool. Long, easy breaths.

Magic gloves will stay where the magic amp is now. They count as closecombat weapons, but there is no colsecombat weapon crafting tree, just like there is no piercing weapon crafting tree. Just 1-hand, 2-hand and the single weapons after lvl 100.

@spaero: Do you have any clue about crafting? Having no SP to buy the gloves plans is the least of his worries and not his problem. But that his lvls 50-100 in 2-hand weapons could become worthless because he thinks magic gloves are in another crafting branch.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:40 pm
by moriant
Sure, he'll get his SP back.. but he WONT get the XP back he leveled up 2h crafting with. Now he has to level up 1h weapon crafting to be able to get the new magic glove tree when the 1h wep crafting tree splits at 101.

I guess I'm lucky in the fact that I have leveled up both 1h and 2h weapon crafting up to 101+, but I can definitely understand why ctusk is posting what he is.

Several people posted WEEKS AGO (myself included) asking what was going to happen to the craft trees when this change went into affect. All we got were crickets in response.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:41 pm
by ctusk
spaero wrote:As I recall, skill points are getting reset, which would mean your SP refund can be used to make <AMPS(Gloves)> but from a different and newly selected skill tree.


The skill point reset does have NOTHING to do with this issue.
You will have to spend another 300 HOURS to level up another SKILL TREE and in the progress you will get new skill points for that tree ANYHOW.

The skill point reset is a joke, nothing more nothing less. Most of us didn't misspec their characters in the first place and it will have ZERO effect for them. It covers the changes made to existing skills somewhat but does in no way do anything about the more serious issue of CHANGING WHOLE SKILL TREES.

So if the ryzom fan club on this board could for a second take off their rose colored glasses and look at the issues from an objective point of view you would maybe come to realize how serious they are, especially for those of us that have invested a significant amount of time into the game in order to level up.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:43 pm
by billg1
This I understand to well. I feel for ya.

They nerfed taunt to. Another skill that worked just fine and wasn't broken.

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:47 pm
by gules
Magic gloves will stay where the magic amp is now.


Problem 80% solved, right? Yay?

Re: Patch1 Issues

Posted: Fri Oct 29, 2004 6:49 pm
by zzeii
moriant wrote:Sure, he'll get his SP back.. but he WONT get the XP back he leveled up 2h crafting with. Now he has to level up 1h weapon crafting to be able to get the new magic glove tree when the 1h wep crafting tree splits at 101.

I guess I'm lucky in the fact that I have leveled up both 1h and 2h weapon crafting up to 101+, but I can definitely understand why ctusk is posting what he is.

Several people posted WEEKS AGO (myself included) asking what was going to happen to the craft trees when this change went into affect. All we got were crickets in response.


Unfortunately it appears that there will be a new 51-100 branch in melee craft, 'close combat' which will cover magic amps (and regular staff/dagger as well I imagine). Which while this does suck for those who are persuing dagger(possibly) and magic amp(definately) you still can stock up on mats to grind the skill up. 9k mats for 30 levels was a rough estimate. You can easily get to 80+ off from store bought mats, and you can hold over 19k mats on your packers. So within a day after patch 1, get your magic glove craft skill easily up to 140+ making q150 amps. And that is just on your own. Now if you have a guild to back you, then I'd imagine a number of them (especially the mages) would LOVE to help you gather mats so that they could use their higher level spells with an amp. Thereby making the gathering of mats for the grindfest that will happen after patch that much easier to accomplish.

Now to just prepare yourself for the patch, 4-5 days to gather those mats, sounds like fun to me! Then again, I'm already stockpiling for the occasion ;)