Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 43

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 82

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 86

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 98

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 102

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 172

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 371

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/class_core.php on line 2290

Deprecated: Function set_magic_quotes_runtime() is deprecated in /home/forums/public_html/includes/class_core.php on line 1488
New Q&A Round Available [Archive] - Ryzom

PDA

View Full Version : New Q&A Round Available


lawrence
November 25th, 2005, 07:13 PM
Nevrax just released a new Q&A over at the official site. Link: http://www.ryzom.com/?page=news&id=1620




Answers To Questions From The Boards - 2005-11-25

After having spent painful hours before my screen to write, rewrite and overwrite it, my very first Q&A is finally out! Phew! This time you will find miscellaneous questions such as alliances in the outposts system, non activated teleports, the sitting position, healing in the current PvP system, auras timers, equipment in PvP, common craft plans, and details about the stanza "aim at".

Questions about the background weren't included on purpose, as they will be answered on the roleplay website Atys Chronicles (http://chronicles.ryzom.com/).

morzyr
November 25th, 2005, 07:41 PM
Of 2 full threads of walid questions players made "me incuded" and this is all? :confused:

For the very first time in 19 months i played im in fact so annoyd and upset now i don't relly know how to reject. :mad:

blaah
November 25th, 2005, 08:01 PM
ty for answering my question "is it worth asking questions here ?".
it's not.

sad really ;-(

kibsword
November 25th, 2005, 08:45 PM
Thanks for the Q&A, please keep them coming :)

ajsuk
November 26th, 2005, 12:49 AM
Well that answered..

Jack :rolleyes:

rushin
November 26th, 2005, 02:45 AM
thought it answered quite a lot actually... but would agree we have a lot of unanswered questions kicking around now

[edit]
this: FvF is going worldwide. Will this impact on trading and merchants? [Submitted by micrix (EN)]

Not in the current version of the upcoming FvF. Currently, the merchants trade with people according to their civilization fame, not the Kami/Karavan faction fame.

didn't clarify the important thing - do trainers work the same way - ie based on civ fame? i'm assuming they do but it would make lots of ppl sleep easier if we had it in black and white

liam29
November 26th, 2005, 03:57 PM
Question regarding the teleport poles..

The Kami TP pole in Gates of Obscurity is still missing.

Is this intentional?

ajsuk
November 26th, 2005, 08:48 PM
There was a ton of simple questions in there which -should- take 2 seconds to answer. :rolleyes:

blaah
November 27th, 2005, 12:47 AM
What's the purpose of the "Aim xxx yyy" stanzas? [Submitted by xenofur (DE)]

Instead of randomly hitting body parts when fighting, if you use this stanza you will hit at the same specific part every time.

not every time. there is some 10% chance that you "miss" and hit other body parts.
hardly noticeable, just like critical shot (only got mob stunned once, used head aim)

The interesting thing about this stanza is that it allows you to “choose” what will be the critical hit (when it occurs). The success rate to give a critical hit doesn’t change with the stanza; it remains at 5%.
critical hit does not exist. period.
real purpose to use aim stanza is to hit different body parts on mobs where mob has less armor.
critical hit does not exist

just a in-game view

philu
November 28th, 2005, 12:07 PM
There was a ton of simple questions in there which -should- take 2 seconds to answer. :rolleyes:

Agreed. Then there's the questions about upcoming Outposts and global FvF, the vast majority of which were ignored. How about answering them?

While I am grateful that Marjo has taken the time to answer a FEW of the questions, I find the selectiveness of the answers very frustrating. Seems to have picked out the non-controversial ones to answer. How about answering all the burning questions?

Only conclusion I can draw from the complete lack of answers to the Chapter 3 questions is they either daren't answer them because they've already upset quite a few people with EP2 (and doon't want more to leave just yet) or they haven't finished writing it yet. If Outposts and Chapter 3 are going live soon, surely they know the answers to the majority of questions? Yet we still get no answers to them. :(

jamela
November 28th, 2005, 01:21 PM
not every time. there is some 10% chance that you "miss" and hit other body parts.

If your weapon is of the most efficent quality for your Aim stanza and your action stanza is credited for 100% success then you will hit that body part every single time.

critical hit does not exist. period.

Ooh I think it does, I am sure I did notice the effect of slowed attacks and stunning on creatures. Admittedly very painful to test because of the low rate of criticals - I must order one of Thomas' special Pikes of Minimal Damage and check on this :)

Thankyou, Marjo, for the answers and feedback. Like Kibs said, please keep them coming. You don't need me to tell you how much backlog you have come into in your new role. A frequent flow of answers will keep people from gnashing at the bit, but will also lead to even more questions.

blaah
November 28th, 2005, 01:29 PM
Free PvP zones such as the Prime Roots don’t work with the same rule. Here, indeed, if you cast a bomb heal and you are not in a team, anyone who’s in the area of effect will benefit from it. If you are in a team however, only the members from your team will benefit from that heal.
didnt get time to go to PvP roots in weekend, so...
... has there been changes to healing in PvP roots (and i missed it) ?
break group, cast heal bomb to guild member, everyone (even "enemies") gets some heals... but you cant directly cast heal to "enemy". sounds lot like a "quick fix" to me and pointless.

philu
November 28th, 2005, 01:53 PM
A frequent flow of answers will keep people from gnashing at the bit, but will also lead to even more questions.

Particuarly when you give answers like this:


Why there are non- activated teleports? Is there a gameplay or a RP cause to this? [Submitted by karms (FR)]

These teleports have been designed to be activated through rites. To quote Xavier (from this Q&A):

“The portals to which you currently do not have access are linked to rites which aren't currently on the live version of the game.”


That just raises the question - when are we going to get those rites? In fact, when are we going to get more rites at all, never mind specific ones? That's what I mean about frustrations - that's a very frustrating answer that just raises more questions.

Like I said, I appreciate the effort to answer the questions but please be a bit more thorough with them. A better answer would have been to include some idea of WHEN those rites are likely to appear. Other than Coming Soon (tm). :(

blaah
November 28th, 2005, 02:34 PM
If your weapon is of the most efficent quality for your Aim stanza and your action stanza is credited for 100% success then you will hit that body part every single time.
ahh i knew i missed something..
btw, are you nuts ? ;-)
acc6/aim5 (for q115 weapon). both needs 100 creds, being lvl 200+ in melee, i can only cough up 400 creds, which makes it 95% success ;-)
used q110 pistol with lvl 51 skill agains blue kipee and messab.
i could have used q60 pistol with lower lvl skills, but what i do when i reach lvl 110 where i need to use q110 weapon ? out of creds or dont use acc (lot of miss/parry/dodge/"you hit but do no damage" messages then)
skill may work, but those little things make it not worth while (yay, it works, you just can't use it fully)

I must order one of Thomas' special Pikes of Minimal Damage and check on this :)
;-) aim should increase crit to 60% to 80% (or maybe 100%?)
5% with todays standards and length of fight is nonexistent.

Thankyou, Marjo
yep, keep them coming. just take some 10 min per day to answer some old questions and release answers to us when you have few together. dont let us wait in dark for 2 months.

jamela
November 28th, 2005, 03:13 PM
aim should increase crit to 60% to 80% (or maybe 100%?)

Yes, I agree that Aim should increase critical chances, though I wouldn't suggest it change quite so dramatically - maybe 1 in 4 or 1 in 5 - and it should cost less as a stanza. At the moment it is outrageously overcharged. I wasn't using range, I have only tested Aim with melee, and 100% success on action is no problem without the Accurate Attack.

btw, are you nuts ?

No, I think you must have met my husband, brother and cousin.

jared96
November 28th, 2005, 05:23 PM
Regarding the special axe portion of the Q&A, this item was sent up in a ticket by me back in May or June. Frankly, after completing that rite, I was quite disappointed. Granted the ability to use any mat is convenient but the axe just isn't that much better than a regular pattern axe making me feel that it wasn't really worth the effort to complete the rite. Since it is a one handed weapon, I thought something to differentiate it from the regular pattern 1h axe would be the ability to use one in each hand. That would be worth the effort of completing the rite.

jamela
November 30th, 2005, 08:32 AM
Do jewellery resists and absorption only apply against spells cast by players? Or do they also protect against NPC spells? And the one that's really important to me; do they provide protection against creature special attacks like kincher electroshock and ocyx fiery breath? I haven't the opportunity just now to test this but I suspect they don't. I realise some special attacks are not magical in nature - gingo dust kicking and jugula venom, for example - but the protection provided by jewellery surely is magical.

xenofur
November 30th, 2005, 08:36 AM
they protect against some creature spells, but are bugged versus kinchers and zerx, that is, they display in the sysinfo that they removed some of the damage, but it's still applied to you fully.

vguerin
November 30th, 2005, 04:16 PM
Frankly, after completing that rite, I was quite disappointed. Granted the ability to use any mat is convenient but the axe just isn't that much better than a regular pattern axe making me feel that it wasn't really worth the effort to complete the rite. I have avoided doing any of the weapons rites for these reasons you mentioned as well as the fact that they are not HQ so not fun to grind, which is what an any race mat is perfect for.

dc77066
November 30th, 2005, 07:01 PM
Do jewellery resists and absorption only apply against spells cast by players? Or do they also protect against NPC spells? And the one that's really important to me; do they provide protection against creature special attacks like kincher electroshock and ocyx fiery breath? I haven't the opportunity just now to test this but I suspect they don't. I realise some special attacks are not magical in nature - gingo dust kicking and jugula venom, for example - but the protection provided by jewellery surely is magical.

I remember Xavier saying that creatures don't use magic so jewelry shouldn't offer protection there. IG experience may differ :)

Not sure about NPC's that use magic. I'm usually too busy running from them to determine if my jewelry has any effect. How come NPC's can cast on the run and we can't!!??!!

-Raku

oldmess
November 30th, 2005, 08:05 PM
I remember Xavier saying that creatures don't use magic so jewelry shouldn't offer protection there. IG experience may differ :)

Not sure about NPC's that use magic. I'm usually too busy running from them to determine if my jewelry has any effect. How come NPC's can can't on the run and we can't!!??!!

-Raku

Psyklopa's use shockwave and jewelry based resists do reduce the impact of it. I've hunted with the jewelry on and off and noted the difference in damage, so I'm pretty sure for this limited case it does work. Other mobs? Don't know.

sidusar
December 1st, 2005, 01:43 AM
Do jewellery resists and absorption only apply against spells cast by players? Or do they also protect against NPC spells? And the one that's really important to me; do they provide protection against creature special attacks like kincher electroshock and ocyx fiery breath? I haven't the opportunity just now to test this but I suspect they don't. I realise some special attacks are not magical in nature - gingo dust kicking and jugula venom, for example - but the protection provided by jewellery surely is magical.
Jewelry protection does work against NPC spells, as long as they are actually spells like we use them and not spell-like special attacks.

It works against cutes/frahar/gibbai, who use rot/fire/cold spells on you, it works against all plants who use spells on you (cratcha poison, jubla shockwave, psykopla shockwave/electric, shooki fire, and stinga cold), and as far as I can tell it works against bandit casters as well.

It does not work against creature special attacks. Like xenofur said it's bugged here, the system info says that damage is absorbed but you still take the full damage. Last I tested this goes for goari electric attack, lumper acid attack, najab rot spit, tyrancha acid spit, yber shockwave attack, zerx acid spit, kincher electric attack, kinrey acid spit, kipesta fire attack, and kirosta poison attack. I don't know whether jewelry is supposed to work on these attacks or not :confused:

Ocyx fire breath and jugula venom are special cases in that the system info doesn't say any damage is absorbed. So I assume jewelry really isn't meant to work on these two.

As for special attacks like gingo blind, madakam madness, vorax fear and kipee stun, it's hard to test whether resistances work on them. But because these are definitely spell-like effects and not actual spells like we cast them,, I assume they don't.