ATTN NEVERAX: Roll back the mob difficulty

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YellowSnow
Posts: 19
Joined: Thu Sep 16, 2004 7:09 pm

ATTN NEVERAX: Roll back the mob difficulty

Post by YellowSnow »

The new mob difficulty is ridiculous. I think the reason why they made mobs more difficult is to stop people from leveling so quick. If that is they case, why dont they just re-scale the XP requirments between levels. For example if level 40 melee requires 100k XP to reach level 41, raise it to 300K or something that would match the devs desires. I would be totally content leveling slower as long as I could play the game I loved before patch 1.
Woudnt this be a better move than totally changing the game play after only 1 month? Some of the cancellers might even cancel their cancellations ;)
dpkdpk
Posts: 105
Joined: Thu Sep 30, 2004 1:42 am

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by dpkdpk »

YellowSnow wrote:The new mob difficulty is ridiculous. I think the reason why they made mobs more difficult is to stop people from leveling so quick. If that is they case, why dont they just re-scale the XP requirments between levels. For example if level 40 melee requires 100k XP to reach level 41, raise it to 300K or something that would match the devs desires. I would be totally content leveling slower as long as I could play the game I loved before patch 1.
Woudnt this be a better move than totally changing the game play after only 1 month? Some of the cancellers might even cancel their cancellations ;)
It's actually possible to level slower even after Patch 1. The secret is to fight lower level monsters. :)
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YellowSnow
Posts: 19
Joined: Thu Sep 16, 2004 7:09 pm

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by YellowSnow »

dpkdpk wrote:It's actually possible to level slower even after Patch 1. The secret is to fight lower level monsters. :)
I didnt say I WANTED to level slower, I said I would be content leveling slower IF they re-introduced the original gameplay that everyone loved.
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keriann
Posts: 299
Joined: Sun Oct 24, 2004 2:05 pm

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by keriann »

YellowSnow wrote:I didnt say I WANTED to level slower, I said I would be content leveling slower IF they re-introduced the original gameplay that everyone loved.
I agree there is alot of difference between having to kill 30 scowling gingos to level (instead of 10) having a fighting chanche.... or have to kill 780 yubos to make it.

one can be adventurous, the other is simply... plain boring and stupid.
-Hell has no fury like an agry kitten.
dpkdpk
Posts: 105
Joined: Thu Sep 30, 2004 1:42 am

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by dpkdpk »

keriann wrote:I agree there is alot of difference between having to kill 30 scowling gingos to level (instead of 10) having a fighting chanche.... or have to kill 780 yubos to make it.

one can be adventurous, the other is simply... plain boring and stupid.
I'm getting the same XP for SG's as I did before, I wonder, why are you getting 1/3rd?
guhack
Posts: 27
Joined: Thu Sep 23, 2004 8:48 pm

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by guhack »

This was my first thought after Patch 1. Why in the world would they turn from one spectrum to the next, when it be far less offensive to players with the changes they did make.

Neverax is a new company, but you'd think that at the least, they would have learned from other MMOG's experiences & difficulties.. or maybe that doesn't transend continental boundries?

My 2 cents
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isabow
Posts: 74
Joined: Mon Oct 18, 2004 2:00 am

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by isabow »

guhack wrote:This was my first thought after Patch 1. Why in the world would they turn from one spectrum to the next, when it be far less offensive to players with the changes they did make.

Neverax is a new company, but you'd think that at the least, they would have learned from other MMOG's experiences & difficulties.. or maybe that doesn't transend continental boundries?

My 2 cents
Actually, you'd think Nevrax would have learned that experienced players are posting on their forums and placing the bug reports. We (the players) aren't all amateurs and, I, for one, would appreciate being taken seriously.

That is, when I'm not being silly. :)
spaero
Posts: 119
Joined: Thu Sep 30, 2004 11:18 pm

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by spaero »

I don't think there will be much more talk about Mob difficulty in the short term. There is an obviously high attrition rate and that is serious in the opening stages of a game that comes out as the underdog to major other launches in nearly the same time period. SoR's history is already being written and you do not have to be a certifiable prophet to foretell the possible future if this situation is not immediatley and radically reversed.
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YellowSnow
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Re: ATTN NEVERAX: Roll back the mob difficulty

Post by YellowSnow »

spaero wrote:I don't think there will be much more talk about Mob difficulty in the short term. There is an obviously high attrition rate and that is serious in the opening stages of a game that comes out as the underdog to major other launches in nearly the same time period. SoR's history is already being written and you do not have to be a certifiable prophet to foretell the possible future if this situation is not immediatley and radically reversed.
Not sure who's trying to be a prohpet here, but I was just trying to think of a way they could get the playability of the game back to a level that the players enjoyed. Neverax can still do that AND slow the leveling down.
They best way they can do that is to rescale the XP between levels.
If you have a different or better idea, please do share.
kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: ATTN NEVERAX: Roll back the mob difficulty

Post by kisedd »

YellowSnow wrote:Not sure who's trying to be a prohpet here, but I was just trying to think of a way they could get the playability of the game back to a level that the players enjoyed. Neverax can still do that AND slow the leveling down.
They best way they can do that is to rescale the XP between levels.
If you have a different or better idea, please do share.
My suggestion is to reduce the damage that carnivore argo mobs do. These seem the be the most problematic. Damage should be reduced by about 20-50% to start with. Some of these mobs need to have their attack rate reduced as well. Getting hit 3 times before you even can turn around is too much. I was with a healer today. She didn't even have time to move a few feet away and cast a spell before I was dead.
Carnivores tend to hunt in packs and guard choke points. Difficulty should be set up so that players can fight these groups. It should not be impossible to travel around your own lands. Soloing and group play should both be possible. I really enjoyed fighting little packs of gingos in the magic gardens even when they were lower levels. The same packs exist now, they just maul you instead.

Herbabores should also have their damage reduced, but by less 10-20% to start with. I have far less problems fighting many of the herbavores with a healer than I do carinvores. Need more solo friendly type herbarvores in every zone that people can fight too if they wish.

Right now damage is so much that there is little time to try differeent tactics. Healers have to spam hp heals all the time to keep up with the damage, and fighters pretty much have to spam their most damangin attack to kill the mob asap.

Not all weapon damage is balanced. Double dagger damage lags seriously behind two handed weapons. Faster weapons that do less damage should use less stamina per attack and should also let their speed make up for their lack of damage.
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