Idea for availability of quartered mats
Posted: Wed Jan 05, 2005 1:53 am
I was looking over material statistics and it seems like harvested and quartered mats compliment each other in many areas. For example, the good dodge mats are harvested while the good parry mats are quartered. Another example is for magic focus. Harvested mats give good cast speed boosts while quartered mats give good power boosts.
The problem as I see it is that there's a severe lack of choice and above quartered mats. As far as I've seen, these are only available from boss mobs.
Then I remembered something from the Ryzom manual that I think would help:
"The quality of material received while quartering is dependent on the way that the creature was killed. Hand to Hand combat is the most delicate way of slaying a creature and will yield the highest quality resources."
That's perfect! Why isn't it like this?
I feel that regular mobs (not bosses) should yield basic, fine, and choice, depending on how it was killed. Boss mobs should yield excellent and supreme. That way, the availability of quartered mats is similar to harvested in that the regularly available sources will yield basic-choice and the rare sources will yield excellent and supreme.
I think this would also give more meaning to the close combat skill. Right now, I feel that close combat is more for extra skill points than any real use in a fight. I mean, if I use my fists or dagger, I use my stamina up WAY faster because of the high swing rate yet do far less damage. If I really want to be effective in a fight, straight close combat doesn't seem like a practical answer. Yet if it was the only way to get choice quartered materials, then it would have some purpose.
Additionally, there could be some quartering skills you could learn to increase your chances of gaining better mats. Perhaps you could optionally choose to just do a "quick quarter" like is there now and get basic or fine or you could choose to use your "quarter" skill and spend focus and time quartering the mob, similar to harvesting a resource node.
The problem as I see it is that there's a severe lack of choice and above quartered mats. As far as I've seen, these are only available from boss mobs.
Then I remembered something from the Ryzom manual that I think would help:
"The quality of material received while quartering is dependent on the way that the creature was killed. Hand to Hand combat is the most delicate way of slaying a creature and will yield the highest quality resources."
That's perfect! Why isn't it like this?
I feel that regular mobs (not bosses) should yield basic, fine, and choice, depending on how it was killed. Boss mobs should yield excellent and supreme. That way, the availability of quartered mats is similar to harvested in that the regularly available sources will yield basic-choice and the rare sources will yield excellent and supreme.
I think this would also give more meaning to the close combat skill. Right now, I feel that close combat is more for extra skill points than any real use in a fight. I mean, if I use my fists or dagger, I use my stamina up WAY faster because of the high swing rate yet do far less damage. If I really want to be effective in a fight, straight close combat doesn't seem like a practical answer. Yet if it was the only way to get choice quartered materials, then it would have some purpose.
Additionally, there could be some quartering skills you could learn to increase your chances of gaining better mats. Perhaps you could optionally choose to just do a "quick quarter" like is there now and get basic or fine or you could choose to use your "quarter" skill and spend focus and time quartering the mob, similar to harvesting a resource node.