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Constructive Feedback on Patch 1

Posted: Thu Nov 04, 2004 2:06 pm
by btamilio
Overall, I am very impressed with the changes in Patch 1. It's definitely a very different game than it was Tuesday, but I don't think that's a bad thing. The patch is quite a lot of changes to take in at once, however, which I think many players are overwhelmed with.

Anyway, here are some hopefully constructive thoughts:

1. The increased critter damage / decreased critter hit points and increased critter level / decreased critter exp is NOT self balancing. The game is suddenly very hard to solo. Even if you can kill something that gives 1.8-2k experience (Which used to give 3k) solo, you have to sit between each one.

I understand the idea here is to group, but not all players have the time to commit to a group.

Soloing would be possible again if you could use your heal spells on yourself. Not just the "Self Heal" lines, but the castable heals to patch yourself up between pulls.


2. The NPC Merchants are a boon! However, it seems the NPC basic materials, though available from Q10-100+, run out of stock. If this is not a bug, this is not a good thing. It is impossible to supply crafters on player harvester/drops only. It was impossible for me to level crafting, as no mats of any kind were available around Q30-Q40.


There are some minor issues like aggro ranges (Clopper Hill?) which I'm sure which will be worked out, but on the whole, I do think this is a good patch, but I think it's a lot for players to handle all at once.


Others: Constructive Feedback on Patch 1? Be civil ;p

Re: Constructive Feedback on Patch 1

Posted: Thu Nov 04, 2004 2:25 pm
by jjm152
btamilio wrote:Overall, I am very impressed with the changes in Patch 1. It's definitely a very different game than it was Tuesday, but I don't think that's a bad thing. The patch is quite a lot of changes to take in at once, however, which I think many players are overwhelmed with.

Anyway, here are some hopefully constructive thoughts:

1. The increased critter damage / decreased critter hit points and increased critter level / decreased critter exp is NOT self balancing. The game is suddenly very hard to solo. Even if you can kill something that gives 1.8-2k experience (Which used to give 3k) solo, you have to sit between each one.

I understand the idea here is to group, but not all players have the time to commit to a group.

Soloing would be possible again if you could use your heal spells on yourself. Not just the "Self Heal" lines, but the castable heals to patch yourself up between pulls.


2. The NPC Merchants are a boon! However, it seems the NPC basic materials, though available from Q10-100+, run out of stock. If this is not a bug, this is not a good thing. It is impossible to supply crafters on player harvester/drops only. It was impossible for me to level crafting, as no mats of any kind were available around Q30-Q40.


There are some minor issues like aggro ranges (Clopper Hill?) which I'm sure which will be worked out, but on the whole, I do think this is a good patch, but I think it's a lot for players to handle all at once.


Others: Constructive Feedback on Patch 1? Be civil ;p
Sorry, but soloing is *not* feasible right now. Something that gives me around ~600 experience points can kill me in 3 shots. Yes, 3 shots. I have 1550hp when playing "as a caster" and 1850 hp when playing in my heavy armor.

I was getting hit for *750* points of damage a whack.

I kept going lower and lower down the XP ladder until I found something that wouldn't kill me over half the time, that wonderful creature was:

The Hard Kipee.

It only did a mere 800 points of damage to me through my choice QL100 heavy armor and netted me a grand total of 39xp.

I'm sure if there were two of them there I would have died.

Here is a constructive statement:

Take the man who decided to put these combat changes into the game and never, ever, ever, let him get anywhere close to a keyboard so long as he lives.

Re: Constructive Feedback on Patch 1

Posted: Thu Nov 04, 2004 2:32 pm
by cjharker
btamilio wrote:2. The NPC Merchants are a boon! However, it seems the NPC basic materials, though available from Q10-100+, run out of stock. If this is not a bug, this is not a good thing. It is impossible to supply crafters on player harvester/drops only. It was impossible for me to level crafting, as no mats of any kind were available around Q30-Q40.
This one might solve itself with the selling of player goods. I know I sold a bunch of quality 30-40 mats last night in Fairhaven, so I'm guessing the market might soon be flooded. I love the increased sorting options and the ability to set your own prices. I wish the NPC vendors did have unlimited of all mats, just at higher prices, because I was buying quality 50 mats to make quality 20 products.

Re: Constructive Feedback on Patch 1

Posted: Thu Nov 04, 2004 2:45 pm
by eschiava
My character is pure melee (at least she is now, after the respec) and is at level 43. I tried fighting the gingos/ragus outside Yrkanis last night, solo, as will be be case many times in this or any game as family requires my presence elsewhere much of the time.

I immediately noticed that the mobs were doing much more damage than before the patch, no problem, I'll just be more careful with pulls and make sure I don't get mobbed by 3-4 at a time. This strategy worked fine, and meant that I was forced into a slower pace and allowed me to heal between pulls without downtime. All good so far, but...

I hate the faster pace of combat! I find that anything I am capable of killing I do in just a very few hits, there is no time for selecting attacks any more, in over an hour of play I probably used my attack after dodge and attack after crit like 3 times total, other than that it was mostly increase damage, bleed, increase damage, mob dead.

Combat is now over so fast that it doesn't seem fun any more. So, from a pure melee player perspective, I'm very disappointed with the new patch.

Re: Constructive Feedback on Patch 1

Posted: Thu Nov 04, 2004 3:14 pm
by parisg
I understand that the game should me made harder.

The extreme dmg increase and the lower HP of mobs is not the way to go. Nevermind that it is impossible to find XP it also makes the battle into a first hit dealt - winner kinda thing. I enjoyed that I was able to use different actions throughout the game. If I am only able to take/give 3 hits before the battle is over it takes any fun out of the battle. I just do not have the time to select the different actions anymore.

Yielding different qualities makes it a lot harder to harvest for anything useful. I used a huge amount of time to harvest materials for my equipment (every ten levels) and grinded on store mats. Now I understand I am not able to grind with a reasonable amount of time at higher levels. It also will take me weeks to get me new equipment.

Please understand that Harvesting is not real fun when u have to do it for a prolonged time. I do not have a problem with harvesting 2, maybe 3 days for the equipment *excitment for my new armor* but weeks of grinding makes it unreasonable.

What I am most concerned though is the amount of bugs that haven't been addressed/ have been introduced

- Decay rates a still high (I know, topic of controversy)
- It is not possible to get items of Mektoubs at certain times.
- Items still do not show the dodge/parry modifiers. I have an armor of dodge, so I know it exists. It is just 0 in the info window. It makes it hard to compare/select items at the vendors though.
- Mobs respawn immideatly after being looted. How am I making my way through them now?

I am frustrated that the developers did not take the time to FINE-tune the balance and address known bugs but had the time to introduce

- an MP3-players which bonks out of the program and has no playlist, which means I am still using winamp.
- an new sitting animation
- changes in the sound, making yubos sound like gingos (anyone else paranoid)

These are the observations I made in the time I was playing after the patch. I am just lvl 20 with that char (I dont dare to touch my 50 right now).

All I am asking is to concentrate on the NECESSARY changes and being a little bit less intrusive.

Re: Constructive Feedback on Patch 1

Posted: Thu Nov 04, 2004 6:55 pm
by hdaniels
I've played or beta'd just about MMORPG ever out, starting with MUDS and The Realm, and going through to today, even most of the "sleepers". I've always made a wishlist of what I wanted a game to be, and SoR comes very close to fulfilling that list. I've been playing about 8-10 hours a day since I bought it. I craft and harvest, use magic and fighting. I'm still on newb island cuz I kept remaking chars until I found what I wanted.

I don't like the changes in harvesting. The areas exhaust a lot quicker, and it's much harder to prospect and find anything worthwhile. The cost of buying mats at the vendors is higher, making it much more difficult for a newbie crafter to afford crafting, thus it takes longer to raise crafting skill. To offset some of the cost, the price of crafting skills should have lowered like some of the other, but it didn't, at least at the early levels. But, it looks like they have already addressed some of these issues. And I look forward to the balance.

When my friend and I started the game, we said "Man, we feel so powerful". We were blowing through monsters with ease. And, I wondered how there could be enough content on the newbie island to raise you to a decent level to get to the mainland and survive. I like the changes in monsters for the most part. I would have liked if they raised the challenge as they did, but kept the experience earned. That would have been a better balance. That way, it makes it just a touch harder for everyone (no free rides here), and yet worth it to play. Tha way, grouping would also be a good option. Although, we grouped yesterday with a warrior because he now needed healers, and we were doing quite well.

They removed magic amps from venders. So, as a newbie, I had to spend 10K to buy two sets of amps for me and my friend. OUCH! And please please please... fill the empty vendors. Why put out twice as many vendors then not put anything on them? *OR* designate ONE of two vendors as a player vendor that will only sell player made/harvested items, and leave the other vendor totally NPC.

WHAT is with the lag? This is my BIGGEST beef. The game runs hard enough on some systems. Yesterday, I died several times because of lag. Now, sorry guys, but NO ONE will tolerate sudden lag after a patch in a game that wasn't laggy before. Even turning down a lot of my graphics options didn't make a difference, so what did you do? This, in my opinion, needs immediate attention.

Okay, I love the resale option on venders. Personally, I've made twice as much money just by selling my harvested/dropped mats. I recovered my 10K within an hour. This is a great idea!

Some people (me included) now can't get their windows to fade/unfade on mouseover. Please, this is annoying when your windows start to pile up.

Can't add people to friends list in many cases.

The "TEAM" channel gets interference. YES, I was in my team channel, I switched tabs back and forth. And I kept hearing other people on it. NO, I wasn't on the USER channel, I was on TEAM. They couldn't hear me and my team, but we could hear them.

Some titles aren't showing over peoples heads anymore.

What's with the magic amplifiers? No self-respecting magician would put something so big and clunky on their hands. Though the clubs weren't all that great, can't we get something cool looking like some time of wand or staff that goes along the sci-fi idea? LOL.. lightsabers even?

That's my general take on the patch. I like a lot of stuff that was done, and some stuff needs to be fixed.