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Saga of Nakedness [Archive] - Ryzom

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mordred3
October 15th, 2004, 05:09 PM
I know this has been posted and ranted about on these boards already, but I feel it deserves more attention. In fact I feel this is the most critical issue at the moment and needs to be addressed before *anything* else, including patch 1.

Decay rates in this game are completley out of hand. I've talked to GM's and been told this is a known bug but I see very little to no response by the developers on the boards about it. I'm not sure if this means they are working on it, or just know about it and are content to live with it for awhile.

However many players are soon going to get extremely frustrated.

By extreme decay rates, I seriously mean items are degrading within a few hours of being newly crafted. This is not an exaggeration. I myself have gone through sets of armor in 3-4 hours of hunting and multiple magic amplifiers in a night.

This is not "how it should be" and nor is it the fault of any players trying to hunt too high level mobs or using too good equipment for them (as I've heard some players try to brush it aside citing these things). All of our players use equipment relative to their level, and if we can kill a monster, it obviously isnt too hard for us.

I'd really like to hear that the developers are working on this and that it is their top prioriety. I could really live with them pushing off added features in patch 1 in order to fix this crippling bug as soon as possible. As it is now, most of my guild runs around naked only with a weapon (which wont last them long but fists dont do much damage) simply because it's become no longer worth it to wear armor.

Please note - I do want and accept a reasonable decay rate to help keep balance. No one is asking for no decay, but at the moment this is insane. Why should anyone risk their live for digging up supreme and excellent materials in dangerous areas (such as the Roots) only to make an uber weapon which lasts 2 hours. Items should last half a week to a week or something. A few hours is simply unacceptable. Even amassing enough of trash materials (basic or fine) to make something becomes tedious when you know the product wont last long.

jdiegel
October 15th, 2004, 05:15 PM
Out of curiosity, since I'm not a crafter, I hear alot of people talk about using really high quality materials to produce low Q items. For example using q100 choice to produce a q50 whatever. I know we've discussed several variables that effect decay. I've been wondering if this could be another one.

Has anyone compared the decay on a q50 item worn by a lvl 50 character made using q50 materials, versus a q50 item, worn by a lvl 50 character, made with q100 materials?

Just curious.

cerest
October 15th, 2004, 05:16 PM
The rate of decay is an issue that's being looked into. It is very important that there is a reasonable rate of decay but I've heard that the rate, as of right now, is on hyperspeed. I will nudge the appropirate person and try to get it some more attention.

Thanks,

mordred3
October 15th, 2004, 05:18 PM
The rate of decay is an issue that's being looked into. It is very important that there is a reasonable rate of decay but I've heard that the rate, as of right now, is on hyperspeed. I will nudge the appropirate person and get it some more attention.

Thanks,

Thank you very much Cerest. I'm continually impressed by yours and the in game supports quick response.

gralen
October 15th, 2004, 06:30 PM
The rate of decay is an issue that's being looked into. It is very important that there is a reasonable rate of decay but I've heard that the rate, as of right now, is on hyperspeed. I will nudge the appropirate person and try to get it some more attention.

Thanks,

Unless I'm mistaken, the HP of all items should decay at the same rate, the durability of the mats used would determine how many HP points an item has. So low durability mats make an item of 60 HP and high durability mats make the same item with 200 HP. Equal use of the two items would mean that when the 60 HP item is worn-out the 200 HP item would now be 160/200 HP. Is that correct?

It seems to me that teaming actually increases the decay rate. For fifteen level gains (both in off magic and in def magic) I was using the same magic amp which decayed about 50hp (159 to 109 or so). That's about 3 HP decay per level. I then used that same amp in a single team and gained about 4 levels but my amp decayed to 85 HP or 6 HP decay per level. Last night we had two full teams, mine was pulling XP off every kill and I gained a total of 10 levels over three magic branches. I had not used that amp between the previous team outing and this one (started at 85 HP) and when the night was done it had 14 HP or about 7 HP decay per level.

daleknd
October 15th, 2004, 06:45 PM
Unless I'm mistaken, the HP of all items should decay at the same rate, the durability of the mats used would determine how many HP points an item has. So low durability mats make an item of 60 HP and high durability mats make the same item with 200 HP. Equal use of the two items would mean that when the 60 HP item is worn-out the 200 HP item would now be 160/200 HP. Is that correct?

It seems to me that teaming actually increases the decay rate. For fifteen level gains (both in off magic and in def magic) I was using the same magic amp which decayed about 50hp (159 to 109 or so). That's about 3 HP decay per level. I then used that same amp in a single team and gained about 4 levels but my amp decayed to 85 HP or 6 HP decay per level. Last night we had two full teams, mine was pulling XP off every kill and I gained a total of 10 levels over three magic branches. I had not used that amp between the previous team outing and this one (started at 85 HP) and when the night was done it had 14 HP or about 7 HP decay per level.

I have also noted faster decay when grouping. I think the calculation on whether or not a point of decay will occur takes into account the level of opponent vs the level of item. I may be wrong, but this would certainly give slower decay when soloing vs grouping.

Dalwin
humble forager of the Fyros

kisedd
October 15th, 2004, 06:53 PM
I have also noted faster decay when grouping. I think the calculation on whether or not a point of decay will occur takes into account the level of opponent vs the level of item. I may be wrong, but this would certainly give slower decay when soloing vs grouping.

Dalwin
humble forager of the Fyros

It does seem that larger groups get hit hardest because they hit mobs way way over their levels. Solo and smaller group play, since they stick with mobs closer to their levels the decay rate seems much lower. I still have my Q20 newbie armor from launch that I wear all over when I'm crafting and fighting stuff in the newbie areas of the mainlaind. It's slowly wearing out. If I took that same armor to a high level area and tried to tank mobs with it, it would be in taters.

I agree though, equipment should last more than 1 night. Hardcore players should be replacing equipment every few days I'd guess.

gralen
October 15th, 2004, 06:57 PM
It does seem that larger groups get hit hardest because they hit mobs way way over their levels. Solo and smaller group play, since they stick with mobs closer to their levels the decay rate seems much lower. I still have my Q20 newbie armor from launch that I wear all over when I'm crafting and fighting stuff in the newbie areas of the mainlaind. It's slowly wearing out. If I took that same armor to a high level area and tried to tank mobs with it, it would be in taters.

I agree though, equipment should last more than 1 night. Hardcore players should be replacing equipment every few days I'd guess.

I can understand the different levels of decay based on what is going on but the rate increases too quickly. That being said, we had very good tanks in front of us and so were rarely, if ever, hit and yet the decay rate on our armor also went up.

pcheez
October 15th, 2004, 07:03 PM
Decay rate too fast? naw... Come on, 1 cast costing me 1 hp on my staff is reasonable wouldnt u say ;) heh so thats 139 casts, and my ql 120 staff is down the drain, so is the 800k i payed for it :) oh and that barely gains me 1 level ...

chuangpo
October 15th, 2004, 07:16 PM
Decay rate too fast? naw... Come on, 1 cast costing me 1 hp on my staff is reasonable wouldnt u say ;) heh so thats 139 casts, and my ql 120 staff is down the drain, so is the 800k i payed for it :) oh and that barely gains me 1 level ...
In what land are you paying 800k for Q120 magic amp? I don't mind the decay rate too much as right now its about equal to the rate at which I outgrow my wands, but spending 800k on a wand would get old fast... man...

fiadd
October 15th, 2004, 07:39 PM
I can understand the different levels of decay based on what is going on but the rate increases too quickly. That being said, we had very good tanks in front of us and so were rarely, if ever, hit and yet the decay rate on our armor also went up.

Armor and weapons seem to decay based on your actions in combat, not what the monsters are doing to you. Armor does not appear to decay any faster on the main tanks getting hit than it does on the secondary tanks or on the mages standing behind.

aelvana
October 15th, 2004, 08:37 PM
When we raid either BB or MM (get more of us Trykers access to our neighbors), with mobs stronger than us but that we can kill, new weapons will typically last a couple hours. Basically if we want to raid, or EXP with mobs that are appropriate at our level, anyone who wants to have armor plans on getting a brand new suit and having it last just for that evening. Other than that, most of us EXP / raid naked as best we can.

svayvti
October 15th, 2004, 11:04 PM
The decay rate seems to be okay before level 100 combat. So it wouldn't be the most important issue, even though it is important.

It is the impression of my guildmates that I've discussed it with that wearing armor above your level or taking on higher level mobs post 110 increases the decay rate to obscene amounts.

lucasd
October 16th, 2004, 12:45 AM
Apparently the staff tree is broken as well so you would only be able to get a 110 staff. After 101 it is impossible to gain any more experience in stave crafting. Nevraux apparently forgot to add it in........

alystra
October 16th, 2004, 07:59 AM
The decay rate seems to be okay before level 100 combat. So it wouldn't be the most important issue, even though it is important.

This is just not true, yesterday evening me and my husband were grouping, he (54 melee) was tanking and I (30ish magic) was healing/booming. We were doing mobs in the 50-70ish range, which were no problem for us. He noticed that his armor had degraded at a much higher level than it had up to that point (it was newish armor and he had not yet fought in it while teamed). He had been doing these very same mobs earlier just that day and his armor had had very little wear from soloing.

So this is not a problem only above 100, is it a problem from around lvl 50+. That means it affects a great many people right now. When you have people coming to the boards and starting threads about fighting naked due to the degredation of armor it obviously effects more people than you think.

lyrah68
October 16th, 2004, 08:46 AM
I am a crafter/forager, and trying to craft to meet the needs of JUST the Fyros newbie area is more than three full time forager/crafters can handle.

I can just imagine if these decay rates are as bad as stated, that it would take 50 full time forager/crafters working day and night to fill the need.

sycotiks
October 16th, 2004, 06:00 PM
I know this has been posted and ranted about on these boards already, but I feel it deserves more attention. In fact I feel this is the most critical issue at the moment and needs to be addressed before *anything* else, including patch 1.

Decay rates in this game are completley out of hand. I've talked to GM's and been told this is a known bug but I see very little to no response by the developers on the boards about it. I'm not sure if this means they are working on it, or just know about it and are content to live with it for awhile.

However many players are soon going to get extremely frustrated.

By extreme decay rates, I seriously mean items are degrading within a few hours of being newly crafted. This is not an exaggeration. I myself have gone through sets of armor in 3-4 hours of hunting and multiple magic amplifiers in a night.

This is not "how it should be" and nor is it the fault of any players trying to hunt too high level mobs or using too good equipment for them (as I've heard some players try to brush it aside citing these things). All of our players use equipment relative to their level, and if we can kill a monster, it obviously isnt too hard for us.

I'd really like to hear that the developers are working on this and that it is their top prioriety. I could really live with them pushing off added features in patch 1 in order to fix this crippling bug as soon as possible. As it is now, most of my guild runs around naked only with a weapon (which wont last them long but fists dont do much damage) simply because it's become no longer worth it to wear armor.

Please note - I do want and accept a reasonable decay rate to help keep balance. No one is asking for no decay, but at the moment this is insane. Why should anyone risk their live for digging up supreme and excellent materials in dangerous areas (such as the Roots) only to make an uber weapon which lasts 2 hours. Items should last half a week to a week or something. A few hours is simply unacceptable. Even amassing enough of trash materials (basic or fine) to make something becomes tedious when you know the product wont last long.


I agree 100% with this statement. I just got a new set of armor, and within a half an hour, it was already at half it's condition.

lazarus
October 16th, 2004, 09:10 PM
I've just read all through this thread and wanted to ask a question - does this issue only affect the NA server? The reason I ask is that I havn't heard of anything similar on the Euro server, but that may be just that no-one as mentioned it. I'm sure that someone would have though.

I personally have yet to have any equipment wear out. No equipment I've made has lost more than a third of its hitpoints before I'm due for higher level stuff, and indeed there's quite a trade in second hand kit on Arispotle.

Perhaps it's worth comparing the situation between the Euro and NA servers to see if a reason for this can be established. I can post details of team efforts, mats used and average decay if that would help.

ariakimt
October 17th, 2004, 02:22 PM
Please let me know when the decay rates will be fixed, Please !

Using a set of qu 110 armour and 2 weaponsin one nights play is killing the fun factor of the game and turning it into everharvest. I want to play a game I want it to be fun, harvesting for 2 days to play one is too much like work to me.

loyats
October 17th, 2004, 02:45 PM
I don't see it, but then I don't group, I'm a soloing fiend. Don't get me wrong, I like social interaction int he game, it's just most people don't group to harvest and craft. My melee is at 45, and i have a Q50 Choice Mat Pike, that is currently at 139 out of 140 HP, and I've owned it and been using it for over a week now. If the system is bugged it's because it doesn't recognize the fact that you're grouping up against a higher level moba nd not trying to solo it. Or maybe it is trying to decay faster the higher level the mob, maybe you need the same armor/ weapon level that the mob is to balance it out. I mean I hunt, doing the local missions every day for about a hour or two and I've only lost one HP on my weapon in all the time I've used it. It's almost impossible for me to imagine that a decay rate could be any higher just because of how slow mine has been.

xenofur
October 17th, 2004, 03:09 PM
http://ryzom.com/forum/showthread.php?t=3423

also, according to our community manager the decay rates will be softened a bit