Good patch...
Posted: Thu Nov 04, 2004 1:27 pm
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?
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?