Old Ryzom and New Ryzom

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martinr
Posts: 160
Joined: Thu Sep 30, 2004 11:59 am

Old Ryzom and New Ryzom

Post by martinr »

Ok, looking at the feedback from all the patching lately. I guess you could sum up that very few have liked the changes to combat, and harvesting.

I have heard good feedback from guildmates about the harvesting but the combat and subsiquent death penalty is annoying quite a few. Mainly because they log in with 500k dp, and log out with the same dp or higher.

The fix.

Make combat what it was before the patch. Fights were long yes, but hey, they were do-able. New people could level up. You wanna stop people levelling on higher end kitin, raise their health and damage.

Lots of people liked the harvesting before patch too, make it what it was before the patch. You wanna stop people using mode manipulation, take that out.

They will still have the original coding from pre-patch, so re-integrate that code into the patch, with the stuff people like from Patch 1. Which would probably mean regaining all skill points again.

Players happy and stay. Nevrax happy coz they still get happy people paying for the game.


I have to say i prefer the mini-patch to patch 1, but prefer old ryzom to new ryzom. So basically if old ryzom was patched to have the handy features of patch 1 and mini patch, isnt that a good thing?

Ill still play til its reached its end (hopefully not a bad end)
jeffhill
Posts: 56
Joined: Wed Sep 29, 2004 9:20 am

Re: Old Ryzom and New Ryzom

Post by jeffhill »

Many are so used to the idea of reaching level 250 by xmas time, and the new horror of actually having to now use *strategy* instead of clicking the mob and going semi-afk while 1 person spams blind has now hit home.

The way the game is balanced now is definately better long term.

Yep, when HalfLife 2 comes out I'm getting myself a trainer so i can just run through the game and kill everything the first time.. I want it to be fun, and I don't want to think, and I don't want to redo any battles at all. And now I have levelled in Ryzom as quick as possible and my short term gratification has been satisfied. Too bad I ruined any long term enjoyment prospects of the game for myself by not wanting a challenge.
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martinr
Posts: 160
Joined: Thu Sep 30, 2004 11:59 am

Re: Old Ryzom and New Ryzom

Post by martinr »

Not being a power-leveller, i had no intension of reaching lvl 250 by christmas, ill get there when i do. Its the everyday fun of the game, and the friends i have made, that make this game for me.

For me, i explored a lot, i fought in between crafting and harvesting, to pass the time and to enjoy it. The past three days, my dp has gone down, then back up to where i started. That would be understandable if say, i had lost my mind, and decided, yes i can solo Torbaks and Cuttlers, but its the things that i have levelled up enough to take, that are killing me now. And if i survive and do kill them, what do i get? a nice message saying "You earn no xp" or "you gain 10xp in two handed piercing"

I knew what i couldnt fight, and what required teaming to do, so i avoided getting into fights i wouldnt survive. However, atm its at the point, i dont know what i can take. Fight a baying ragus, get down to half health, then notice another two have spotted you. The free ticket back to town.

Without the blind thing, the old combat system would not have required an overhaul. Kipuckers and Ocyx would have decimated the group. Heck, even Grunting Raspals proved a challenge sometimes.

The kind of deaths people are experiencing now at thier levels are the kinda deaths they should experience if they extend their borders too far.

Cuttlers should be hitting for 400 - 600 damage a time, you shouldnt be able to fight them. Thats accepted. What isnt really is the same scenario for lower creatures.

The town areas, are the next step on the difficulty ladder of the game. Once you run out of xp on those, you travel further, and further each time. The old combat system (although exploitable with blind) allowed this. :)

Thats my opinion on it.

I think what we want is the old combat system, but yeah, fix the blind issue.
parisg
Posts: 70
Joined: Fri Sep 24, 2004 12:45 am

Re: Old Ryzom and New Ryzom

Post by parisg »

jeffhill wrote: the new horror of actually having to now use *strategy*
What strategy?

Fights are over in less than 5 hits one way or the other. I have no use for stamina anymore because I can easily cover the expenses for Inc Damage. My 2nd line mage has trouble selecting his spells before the fight is over. I understand making mobs harder but I don't understand the speed of the current fighting.
animd
Posts: 51
Joined: Sat Sep 25, 2004 4:21 am

Re: Old Ryzom and New Ryzom

Post by animd »

I agree, the speed of the fights is waaaaaaaaay too quick, everything happens in a matter of seconds. I don't understand why a Baying Ragus that was previously hitting me for roughly 50 HP (with 15-20 HP being absorbed by my armor) now hits me for 250-300 HP every time. Sure I can kill him in 2-3 hits but it takes 2 of his hits before I can click on the button to activate my attack. This is extremely deadly when you are aggro'd and it takes you a sec to figure out what is killing you and turn to face them, click on them to select and click on your attack button. The fastest I could do it was after 2 hits from the beast. This makes it extremely tough just to get an attack off even if you have a perfectly capable character. I one case I was dead before I was even able to select the beast to be able to attack them. I do believe that the beasts were a little under powered but quintupling to sextupling the attack power is not the answer. On top of that when I did survive the XP was terible 28 XP, Any beast of lower level that I fought would give me none. What are my fighting options at this point? almost nil unless I have a couple of healers backing me up which then we can split the 28 XP, woohooo! I hope they fix it to a much more manageble level doubling the attack power to say 100 HP would be more than acceptable to me, othewise I am not sure I will be around after this month's subscription runs out.

I do like that Nevrax appears to be making some adjustments to the melee part and I personally think the harvesting revamp was a good thing. In all I liked most of the stuff from patch 1, but why the need to make it so difficult? If those beasts are going to be that hard at least raise the XP and shorten the self heal timers. I thought people on the forums were exagerating before I logged in, now I know them to be true which is disheartening.

Just my $.0000002

-AnimD
Out of Cavern
daleknd
Posts: 102
Joined: Sat Oct 02, 2004 9:45 pm

Re: Old Ryzom and New Ryzom

Post by daleknd »

martinr wrote:Ok, looking at the feedback from all the patching lately. I guess you could sum up that very few have liked the changes to combat, and harvesting.

I have heard good feedback from guildmates about the harvesting but the combat and subsiquent death penalty is annoying quite a few. Mainly because they log in with 500k dp, and log out with the same dp or higher.

The fix.

Make combat what it was before the patch. Fights were long yes, but hey, they were do-able. New people could level up. You wanna stop people levelling on higher end kitin, raise their health and damage.

Lots of people liked the harvesting before patch too, make it what it was before the patch. You wanna stop people using mode manipulation, take that out.

They will still have the original coding from pre-patch, so re-integrate that code into the patch, with the stuff people like from Patch 1. Which would probably mean regaining all skill points again.

Players happy and stay. Nevrax happy coz they still get happy people paying for the game.


I have to say i prefer the mini-patch to patch 1, but prefer old ryzom to new ryzom. So basically if old ryzom was patched to have the handy features of patch 1 and mini patch, isnt that a good thing?

Ill still play til its reached its end (hopefully not a bad end)
With the new harvesting system I find myself gettng a much higher quantity of materials but usually at well below the maximum quality that I am used to seeing. This means less experience over time but I can live with it. I actually like having to keep a closer eye on the bars and be ready to put in some care actions instead of the way the old system worked.

Combat definitely needs some adjustment.

Dalwin
humble forager of the Fyros
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