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Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 8:49 am
by philu
. Your mektoub packer's inventory has been increased from 64 to 256 slots, enjoy
Am I missing something? When I looked my packer still had the same size inventory and was still as full!
. When a mob or a character dies, it still stays as your main target and in the contextual menu updates. You won't have to target the dead corpse.
Fantastic, that was always annoying. Did take me a few minutes to get used to not having to reselect though!
[ T R A D E]
. There is now more options available when dealing with a merchant:
- the player can set up a percentage of margin when using a merchant to sell to other players.
- prices are now displayed twice : one takes fame into account, the other not.
- the price difference between an item sold to a player via the vendor and to a NPC is now displayed.
- a player doesn't have to use the checkbox to choose between selling to the NPC or allowing the NPC to sell the item for him. Instead, there will be two different buttons, explicitly labeled. The one to sell to the merchant only can be activated by hitting the Enter key, the one to let the merchant sell the item to other players can be activated by Shift-Enter keys.
Am I the only one who found the new interface a little confusing at first?
. You can now consult the weathercast on your map (written on the top of the window).
Darn I missed that! Very useful in Fyros!
In general I like this patch more than I liked (or not!) patch 2.1
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:07 am
by sark92
Yes I noticed no change in my packers but they did say slots not bulk so I need to look closer on that one.
Confused at the sale screen Id say but only with my first sale then I saw how they worked it.
Opinion a complete waste of time, having to fiddle with a % button instead of just typing how much I want to charge is a pain, The difference between selling a Supreme item or a mob mat means a clicking session with the mouse, with all the bugs around I would have thought they would have spent more time sorting those first.
To be honest I want it back the way it was I found no problem with it, who did
The time weather notice is no use in Prime Roots, Seasons change and the weather but it still says the same thing.
Also they said less agro mobs in PR this I did not notice, had a look around the ToT and it still looked the same, but again I have to spend more time on that one.
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:11 am
by rakavich
Its number of different items on a packer that increased not the ammount in bulk or weight that increased..
Trade window is a bit slower for selling the 10000000000000 Jewelry items you have to sell after a crafting session but is better overall
and the PvP in PR sucks
No i did not get ganked and not I did not go looking for people to kill but My guild and others were doing a trip to get Zorai TPs Fount>Bounty beach>PR ( forgot name
)>Zorai
and the not being able to heal people not in your group or guild made the trip harder than it would have been before.. But we did make it with only a few accidental Friendly fire happenings
Personally dont think that a total PvP area like that is needed as we bumped into a few harvesters there and guess what we did not kill them as we know how hard harvestingin PR can be.. also by killing them means less PR mats for sale or PR Coloured items for sale...
Consentual Guild v Guild maybe but free for all nah cant see it playing a big part on this server if any..
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:25 am
by philu
Ah that makes more sense then about the packer.
I tend to agree about PvP, don't see it being a huge thing. Apart from a few people who shall go unmentioned (you know who you are, no not you, YOU!
), I think a lot of people will stear clear of PvP. I for one will not be entering ANY PvP areas, which is sad because it means there'll be areas I may never see in game
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:30 am
by sark92
rakavich wrote:
Trade window is a bit slower for selling the 10000000000000 Jewelry items you have to sell after a crafting session but is better overall
I don't see how a slower method of selling your items can be better please explain, I found no benefit to the new sale screen at all, so I am very interested in how it makes my life in Ryzom better.
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:38 am
by dazman76
rakavich means that the window is slower due to you having more small items in your inventory (there is a large exchange of data when you visit a merchant, I have horrible lag until I switch the filter to something like Ammo Jacket). Obviously this point is only relevant if you have lots of items in your bag.
However, at the same time the sell window is better, as the information is more clearly laid out, and makes a bit more sense - i.e. you can set profit marging rather than a resell price, which makes fair selling of mutliple items easier (i.e you always charge 10% for your items).
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:40 am
by rakavich
sark92 wrote:I don't see how a slower method of selling your items can be better please explain, I found no benefit to the new sale screen at all, so I am very interested in how it makes my life in Ryzom better.
Slower coz no rapid click/enter possible ( well i could not do it anymore)
and better coz it explains thing more and the % button means you can fix a "standard rate" for your Quality Sales
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:47 am
by dazman76
rakavich - move your mouse over the Sell to Players and Sell to NPC buttons - you'll see that pressing Enter sells to players, and Shift+Enter sells to NPCs
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 9:56 am
by rakavich
dazman76 wrote:rakavich - move your mouse over the Sell to Players and Sell to NPC buttons - you'll see that pressing Enter sells to players, and Shift+Enter sells to NPCs
Ahha cool thanks
did not have lots of time to play with it as I was off on a trip to Zorai for most of evening
Re: Patch 2.2 First thoughts
Posted: Wed Dec 22, 2004 10:03 am
by lebanni
not wanting to launch a nuke festival, but where is the content? :/
are we to dungeon hack for x months? waiting for what?
on a positive side,
things i would live to have ingame include :
- random drops of excellent/supreme mats (rare) in loot so you don't always loot crap
- random chance (small) of extracting mats one level higher, so i DONT have to go PR to find excellent mats
- hitting a move key intterupt casting like ctrl-s (run away run away! )
- a solo area after 4 ways (mobs 100-150, nodes 150)
- "concentration" mode when crafting : crafting takes twice as much time, failure % reduced
- a damned SOUND when node goes toxic cloud : harvesting tedious enough AND on top of it you must watch screen constantly else you die (bah)
- player keeps selected when dead for healing
- buffs
- more info on mobs (approx GLOBAL level)
- xp bonus while soloing / when away from game
- unique items or if unfeasible, crafting critical successes (gives random 1-10 bonus so all crafted items with same mats won't have same stats)
- dungeons! raids! quests! (but with unique items / abilities, else pointless)
keep in mind i don't play often it's from a casual player point of vue... so no boss mobs "content" for me, no prime root.