I like it, really I do... plenty of nice things have been added. I like the guild emblems, the music while loading, the new look on gloves (even if I would have liked to have the option of keeping the wands too), the sitting animation, and all the neutral things that don't change anything to the game balance
BUT... the Risk vs Reward.... how long did they plan that one? When I see a mob, I try to gauge if it is worth attacking; other games had the basic idea of green to red/purple cons where white was usually a monster of your level, that was 'soloable' and would give you 'good' xp for the kill, but you were still advised to hunt several blue ones . Ryzom is a different game, the con system is weird, they changed it again... So I am there, standing in front of a mob, and trying to 'balance' the outcome: on one hand, 400xp, on the other, 12k dp... now where's the middle line, what is the probability of getting the xp or the dp? 80% towards the dp... do I want 400xp that bad? No.
The risk vs reward also applies to harvesting... but enough threads about that I guess.
The patch's pretty good overall... but the risk is too lethal and the reward pathetic to motivate me to do anything but sit and chat. Or die happilly laughing at the situations where one lag spike / crit from the mob wipes the entire group and we can't even revive anybody...
it feels like playing tennis with hand grenades, character skill and player skills should be important, but the deaths I have seen were extremely violent and sudden and mostly from tough luck... what's the point?
Good patch...
Re: Good patch...
i agree with that...i feel the same.
Re: Good patch...
If they were to increse the xp on more dangerous mobs(have more xp for gingos and such), than the equivalent level herbivour it might balance out the risk to die to a aggro mobhivewasp wrote: BUT... the Risk vs Reward.... how long did they plan that one? When I see a mob, I try to gauge if it is worth attacking; other games had the basic idea of green to red/purple cons where white was usually a monster of your level, that was 'soloable' and would give you 'good' xp for the kill, but you were still advised to hunt several blue ones . Ryzom is a different game, the con system is weird, they changed it again... So I am there, standing in front of a mob, and trying to 'balance' the outcome: on one hand, 400xp, on the other, 12k dp... now where's the middle line, what is the probability of getting the xp or the dp? 80% towards the dp... do I want 400xp that bad? No.
Re: Good patch...
brid54 wrote:If they were to increse the xp on more dangerous mobs(have more xp for gingos and such), than the equivalent level herbivour it might balance out the risk to die to a aggro mob
My problem is not with the XP gain... it's mostly to the lightning fast rate at which we die. Spells are not cast faster than before, it's not faster to equip a weapon and be able to fight back, our hitpoints didnt increase a iota, ...
Which means, where a fight could last 2 minutes with 30 weapons swings,emptying your stamina, having some misses etc...
... has become a short fight where any miss on your part means much more, you need to deal damage, heavy and fast or die. Or at least a way to survive a bit longer.
XP vs DP is an issue, I'm not one to ask for more XP since fights are shorter that'd mean more XP much faster than before which goes against a good balance for a long term mmorpg. But at least make fights where people feel they're not dependant on luck more than they are on their character skills and player skills.
There's nothing worse than feeling like no matter what you could have done, there was no way you could survive an encounter that doesnt even net you 3k xp...