ATS - Live Characters Now Available

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stellus
Posts: 356
Joined: Thu Sep 23, 2004 8:38 pm

ATS - Live Characters Now Available

Post by stellus »

Just logged onto the ATS and it seems as if they've given us our Live characters to play around with on the Test Server. I also noticed the "Delete" button has been moved away from the "Play" button.

Other minor (yet major) changes I've noticed is that it's easier to window, minimize, and maximize the game. There's also some fresher sounds. The Raw Sources popping up sound crisper =)

Oh and the Armlet of Atys now has a cool glow in its wrist area. VERY cool.

I can't wait for this patch to go live!
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

stellus wrote:Just logged onto the ATS and it seems as if they've given us our Live characters to play around with on the Test Server. I also noticed the "Delete" button has been moved away from the "Play" button.

Other minor (yet major) changes I've noticed is that it's easier to window, minimize, and maximize the game. There's also some fresher sounds. The Raw Sources popping up sound crisper =)

Oh and the Armlet of Atys now has a cool glow in its wrist area. VERY cool.

I can't wait for this patch to go live!

Also looks like the crafted items now are named after their mat modifier. I'm standing here looking at Tashok Boots of Durability, or Ry-Tashok Gloves of Lightness, etc.

I very much like it so far.

- N
kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: ATS - Live Characters Now Available

Post by kisedd »

Go out and try fighting. Mobs do "significantly more damage". In the magic garden noobie zone this isn't much of a factor. Bascially when you fight something one on one, you are going to get hurt badly. No more packs of gingos will you fight, they will just tear you up.

When I moved to the fleeting gardens, the one star "easiest" mobs in the zone were doing over 350hp a hit. A scary gingo could kill me in just a few hits. I'd mabye get 1 or 2 hits in on it.

If this stays in game, I don't know what I'll do. Combat just doesnt seem fun at all. No more pulling groups of critters, one will be more than a match for any tank. I guess this is their way to increase downtime, slow down the levelings etc.
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

kisedd wrote:Go out and try fighting. Mobs do "significantly more damage". In the magic garden noobie zone this isn't much of a factor. Bascially when you fight something one on one, you are going to get hurt badly. No more packs of gingos will you fight, they will just tear you up.

When I moved to the fleeting gardens, the one star "easiest" mobs in the zone were doing over 350hp a hit. A scary gingo could kill me in just a few hits. I'd mabye get 1 or 2 hits in on it.

If this stays in game, I don't know what I'll do. Combat just doesnt seem fun at all. No more pulling groups of critters, one will be more than a match for any tank. I guess this is their way to increase downtime, slow down the levelings etc.
See this is the first thing that is going to bother me, if it does increase downtime significantly. So far things have been great, but if they start changing what people are PRAISING about the game, then I dunno...

- N
uncus
Posts: 106
Joined: Sat Oct 02, 2004 12:02 am

Re: ATS - Live Characters Now Available

Post by uncus »

kisedd wrote:Go out and try fighting. Mobs do "significantly more damage". In the magic garden noobie zone this isn't much of a factor. Bascially when you fight something one on one, you are going to get hurt badly. No more packs of gingos will you fight, they will just tear you up.

When I moved to the fleeting gardens, the one star "easiest" mobs in the zone were doing over 350hp a hit. A scary gingo could kill me in just a few hits. I'd mabye get 1 or 2 hits in on it.

If this stays in game, I don't know what I'll do. Combat just doesnt seem fun at all. No more pulling groups of critters, one will be more than a match for any tank. I guess this is their way to increase downtime, slow down the levelings etc.
Great - so the people who managed to sneak into other continents before the kitin patrols and now this have an even BIGGER advantage over the rest of us. The thing i liked best during beta was exploring...never gonna happen now :(
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vguerin
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Joined: Wed Sep 22, 2004 6:13 pm

Re: ATS - Live Characters Now Available

Post by vguerin »

Since our main fighters are 80+ levels from max (250) and we could pretty much take any mob out in the game, something had to be done. Only the kitin patrols with their goofy aggro radius and hive mentality stopped us from doing whatever we wanted. We have got to give it a chance to see how the balance is now, though they have made many mistakes in the past they have also fixed some things that were wrong.

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kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: ATS - Live Characters Now Available

Post by kisedd »

vguerin wrote:Since our main fighters are 80+ levels from max (250) and we could pretty much take any mob out in the game, something had to be done. Only the kitin patrols with their goofy aggro radius and hive mentality stopped us from doing whatever we wanted. We have got to give it a chance to see how the balance is now, though they have made many mistakes in the past they have also fixed some things that were wrong.

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I don't debate that soemthign should be done at the higher levels. A level 150 guy shoudn't be killing L250 mobs. Blind was adjusted as were other spells. (Supposedly)

Mobs should scale up however. A level 60 guy only has so many hp and if he finds a level 70 mob, should not die instnatly. Damage has to be reasonable. A scary gigo , and vigilent kipee just would tear me to pieces at level 60. 3-4 hits and I"m dead in heavy armor. Gingo already have super warp run speed. You can't escape. So now if you argo it, instant death pretty much. You can't even tank it for a little bit and hope some helps arrives. You will be dead in seconds. If you argo a few raspels, the fight will be over in seconds. No tank can absorb the damage unless he is super high level and pretty much over the power of the zone.

I thought the low to mid level damage was pretty good. Some mobs you could in crease a little bit, but the damage increase in some cases seems to be more than 5-10 times what they used to do.
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

vguerin wrote:Since our main fighters are 80+ levels from max (250) and we could pretty much take any mob out in the game, something had to be done. Only the kitin patrols with their goofy aggro radius and hive mentality stopped us from doing whatever we wanted. We have got to give it a chance to see how the balance is now, though they have made many mistakes in the past they have also fixed some things that were wrong.

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Nope. Sorry. When a level 63 melee dies to a single Growling Clopper AFTER having a full health heal, then it's just NOT RIGHT.

- N
khayne
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Joined: Thu Sep 23, 2004 9:21 pm

Re: ATS - Live Characters Now Available

Post by khayne »

You've forgotten to mention that they have less hp.
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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: ATS - Live Characters Now Available

Post by neiana »

khayne wrote:You've forgotten to mention that they have less hp.
Unless I messed up somewhere..

SO DO WE.

- N
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