Page 1 of 1
Sum It Up Folks
Posted: Thu Nov 04, 2004 9:00 am
by stellus
It's apparent that a lot of people are very dissatisfied with Patch 1.
So we should probably put all of our thoughts into one summed up thread with the things we are displeased with most. Here's some things that I can think of off the top of my head:
- Monsters' Damage Output - viewed as completely absurd. Some of us feel that there was nothing wrong with combat to begin with, so why change it? It's becoming a real pain, literally. There's no reward for the amount of risk gone into fighting anything. A Lv. 90 Close Combatant is getting torn to shreds by a low level Vigorous Clopper.
- Harvesting - We like how you tried to reorganize the skill tree and make Harvesting more closely associated with Crafting, but some of the mechanics you changed around has made it gruesome. Once again, Harvesting wasn't neccessarily broken, so why touch it? The original Harvesting mechanics were very enjoyable.
- Material Vendor Prices - Expensive. There's a giant hole in our pockets.
We love the game and wish to continue playing it, however it has become increasingly frustrating with this new patch. It's only been the first day and a lot of my guildmates have logged off in disgust. We're worried and hope you take some time to reevaluate your design decisions.
Re: Sum It Up Folks
Posted: Thu Nov 04, 2004 9:21 am
by dchoi06
Ok ill be the first to admit, harvesting was too easy to powerlevel. The way Nevrax went about adjusting this was really stupid and over excessive. They made an entire branch of play nearly unplayable IMO .
By just having parts of the patch such as...
a) lock the modes (thus you are not guaranteed to get the highest ql nor the max amount of mats)
b) disallow harvesters to back off the source once they begin to extract
c) lowering the XP a BIT (not as much as the Patch has done)
..would have sufficiently made leveling harvest slow down a great deal.
And plz dont say harvest is "fine," because if that is true why is every server of Ryzom on every board have harvesters who are really upset about this? And why is the dev team fixing this problem? For that exact reason, its a PROBLEM.
Re: Sum It Up Folks
Posted: Thu Nov 04, 2004 9:22 am
by dchoi06
Sorry for putting this under ur thread stellus, it sounded u were just as frustrated as i was
.
Re: Sum It Up Folks
Posted: Thu Nov 04, 2004 9:25 am
by jjm152
This is how I would sum the patch up:
This patch is the biggest steaming pile to ever crap its way onto my desktop.
Seriously, they need to roll this stuff back today. Just remove the darn thing. Put everything back on the test server and have a complete do-over, but this time they need to *actually listen to the testers*
I mean, for instance, the mob difficulty changes:
Honestly, was anyone *not using blind*? Blind had to be the number 1 culprit for people fighting stuff 60-70 levels above them and winning. It would seem to a rational person the solution then would be to *fix blind* not make it so a Hard Kipee completly sodomizes someone 40 levels higher than it in QL100 heavy armor.
A *rational* person would have fixed blind, then waited and seen how people were leveling. Still leveling too fast? Why is that? Adjust.. tinker... repeat.
Instead we get a slew of changes that seem to not have been thought out at all and DEFINATELY were not sufficiently tested.
Today was probably one of the worst experiences I have ever had with a MMORPG to date. This tops anything Verant ever did to annoy me by a degree approaching infinity. I have no idea who was incharge of making all the decisions about rebalancing in this patch, but they need to be reprimanded and as I stated in a previous thread, pelted with stale crossaints until they cry.
As of today I can effectively solo monsters that give me a grand total of 39 XP. If I am lucky they do about 400 pts of damage to me, if I am not lucky they do close to 1000 before I defeat them. If I attempt to kill anything even remotely close to my level I am just playing a crapshoot with the random number generator to see who comes up with the "You lose" faster. Given the severity of the death penalty and how fast that "You lose" comes up I might as well not even bother playing.
Seriously, how can a Hard Kipee do 800 pts of damage to someone wearing QL100 heavy armor made from choice mats. The protection factor was 50% and the damage resistance was 162. The armor is even crafted with max dodge bonuses to boot!
All that for a totally awesome 39 XP.
The developers need to step up to the plate and fix this fiasco now. I am not going to give them any more of my money for this circus and I know I'm not the only one.
Re: Sum It Up Folks
Posted: Thu Nov 04, 2004 9:54 am
by bullough
stellus wrote:
[list]
[*]Monsters' Damage Output - viewed as completely absurd. Some of us feel that there was nothing wrong with combat to begin with, so why change it? It's becoming a real pain, literally. There's no reward for the amount of risk gone into fighting anything. A Lv. 90 Close Combatant is getting torn to shreds by a low level Vigorous Clopper.
no pain no gain, but saying that i do realise that people are getting quite ratty, but only because its so different from the old system, give it time guys