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New Patch 1.5.0 [Archive] - Ryzom

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Yumeroh
June 3rd, 2009, 09:55 AM
Dear players,

Great News: Following the tremendous work of our team of developers, we are very proud to announce the release of a new super patch this Monday, 8 June. Here are some highlights:

New Missions:
Following the recent redesign of Silan missions, we have created new missions on the continent:
- New combat, foraging and craft missions to guide players levels 30 to 50.
- New (long) combat oriented missions for each civilization for players levels 50 to 100.

Balancing:
We have re-implemented statistics that were missing on several one handed weapons.
Also, we have improved the balance of melee fighting. This opens the possibility of progress in a whole new industry: training one handed combat. This will obviously change your way of fighting!

Interface:
We've improved the game interface, it is now much more intuitive and easy to use. For example, we've added:
- New tooltips for the action bar.
- A new mechanism for the estimation of the strength of enemies.
- New action bar countdown timers.
- And that's not all!

New FREE trial period:
The free trial period is now 21 days. Without any limits and you need no credit card to join.
If you want to experience Ryzom for yourself, you can download the Ryzom client here and create your free account on this page.

For more details on the contents of the new patch 1.5.0 please click here (http://atys.ryzom.com/releasenotes/index.php?version=642&lang=en&ca=ryzom_live&r=1&utm_source=patch150&utm_medium=forum&utm_campaign=patch150).

Important: To install this patch, all servers will be closed on Monday 08 June at 10:00 (CEST, GMT+2) for approximately 4 hours. (See here (http://timeanddate.com/worldclock/fixedtime.html?day=8&month=6&year=2009&hour=10&min=0&sec=0&p1=195) for times in your area.)

Finally, you may have already seen our lovely new banners on the forums, which are just the tip of the iceberg of our ongoing developments. We expect you will soon be able to enjoy them and we will let you know as soon as they are ready for use.

If you encounter any problems, please contact Technical Support by following the instructions available on the support page (http://www.ryzom.com/en/support.html).

The Ryzom Team

0balgus0
June 3rd, 2009, 11:49 AM
Thanks for the hard work.

Question regarding patch notes:
- Swimming offsets are now based on character race.

Does that mean Trykers are even faster in water now?

seawe
June 3rd, 2009, 12:32 PM
When do we get boats? ;)

- it is now more difficult for a player to create a link with an opponent of a higher level.

Sadly this allowed low level players to team with higher lvl players a bit easier, which is an aspect of ryzom that is severely limiting/limited and could really use a bit of looking into.

Thanks for a patch, looking forward to it!

thlau
June 3rd, 2009, 01:35 PM
Thanks for the hard work.

Question regarding patch notes:
- Swimming offsets are now based on character race.

Does that mean Trykers are even faster in water now?
I hope so ;)

No just kidding, I think it means that Trykers no longer swim submerged :D

And thanks for the patch :)

dangaree
June 3rd, 2009, 02:16 PM
It's great to see new patches, and very reassuring of the future of Atys indeed.

I hope you keep it coming like this. You keep me subscribing that way, and perhaps even bring more of the old players back. Maybe.

However, the new banners on the page don't exactly suggest "new and exciting development" to me. Some of them may suggest new conflicts between Karavan and Kami? Even though the banners don't reveal much, I'm looking forward to whatever the development is :)

slevous
June 3rd, 2009, 02:24 PM
Many thanks for keeping our World alive. Psi

ponys
June 3rd, 2009, 02:54 PM
Sadly this allowed low level players to team with higher lvl players a bit easier, which is an aspect of ryzom that is severely limiting/limited and could really use a bit of looking into.


^^ this

*seconds 'looking into' part*

gcaldani
June 3rd, 2009, 03:42 PM
^^ this

*seconds 'looking into' part*

We have to see how that works.... i hope this doen's means that afflictions will be totally useless for high level content. It will make them impossible to land on lvl 270 bosses? Or so weak that no one will try to use?

It seems to me that this will just slow down the affliction leveling and, if it was already difficult to find a team for an aflictioner (mostly just relying on friends and guildies), now it will became even more difficult.

Other considerations:

I like the UI improvements, expecially the tooltips on gear and cooldown timers.
I like they have finally fixed 1h melee stats.

I don't understand the need to show exact level of lower mobs (it seems more related to pvp and i dislike it. It will make ganking more easy)

Well, let's wait the patch going live to really judge.

Unfortunately, there are no features that improve the sandbox experience.

acridiel
June 3rd, 2009, 04:05 PM
Unfortunately, there are no features that improve the sandbox experience.

Why improve whats already perfect ;)


CU
Acridiel

gcaldani
June 3rd, 2009, 05:10 PM
Why improve whats already perfect ;)


CU
Acridiel

Being a big lover of the game doesn't prevent me to see what the game is missing.

You know perfectly that the sand in the box in not enough to compete with the very few other successful sandboxes on the market.

Anyway, this patch is sure a step forward, with some really needed things.

richky
June 3rd, 2009, 06:10 PM
I guess missions are something relatively easy to add in while they get the feel of things, but I sincerely hope this isn't an indication of the direction they intend to take for future development. Give us new branches on our trees, new bricks on our branches, new lands to explore - not quests! :p

xzizoux
June 3rd, 2009, 07:12 PM
nice one ... keep going with the good work :)

acridiel
June 3rd, 2009, 08:04 PM
Being a big lover of the game doesn't prevent me to see what the game is missing.

You know perfectly that the sand in the box in not enough to compete with the very few other successful sandboxes on the market.

Anyway, this patch is sure a step forward, with some really needed things.

As long as the cats don´t use our sandbox, I´m ok with it :D
But, of course you´re right. A nice bit of polish would be cool for the box, if the sand is already clean ;)

CU
Acridiel

katriell
June 3rd, 2009, 08:11 PM
+1 concerned about the change to affliction. Also hoping the new missions are not what I have warned against for years.

Other than that, good work! :)

Marauder Crystals?

liseke
June 3rd, 2009, 08:28 PM
Katriell: the crystals u get from killing the NPC bosses (maurauders), the ones u need to craft the NPC (marauder) armor.

Nice notes btw, i think i'm going to enjoy this ;)

killgore
June 3rd, 2009, 09:45 PM
I to am concerned with the changes to links. Affy were hard but not impossible to land on Q270 bosses. Anything decreasing this in effect makes affys useless.-Kil

kiakaha
June 3rd, 2009, 10:56 PM
Hmmmm... nice list!

gcaldani
June 3rd, 2009, 11:36 PM
As long as the cats don´t use our sandbox, I´m ok with it :D
But, of course you´re right. A nice bit of polish would be cool for the box, if the sand is already clean ;)

CU
Acridiel

You know, it's impossible to have a clean sand with all that yubos peeing everywhere :p

acridiel
June 4th, 2009, 12:16 PM
You know, it's impossible to have a clean sand with all that yubos peeing everywhere :p

That´s not Oil... it´s Yubo-Pee...

;)

CU
Acridiel

mrparson
June 4th, 2009, 02:16 PM
Well, I have only been on the Mainland for about a week now and I am personally not sure what a lot of these things mean of which you speak.

I am just please they are putting timers on spells and such which is clearly needed.

I am having fun those just as the game is, but obviously I am not too far into it at this stage to understand its nuances.

muadhib
June 4th, 2009, 06:55 PM
Exciting news indeed!

Thanks to the dev team for the hard work!


- The command /tar will now target the nearest matching target.


Hooray for that one - It means I can finally make my "goto next spot and start dig" keyboard botting macro! :D

Cheers
:)
Fand

sidusar
June 4th, 2009, 07:16 PM
Ah good, another list of nice little fixes that we've been waiting for for a long time. :) I'll be glad to finally have working outpost auto-launchers, and the full date on the map.

I second all the concerns already mentioned though. Link spells do not need to be *more* difficult, they're already underpowered! Being able to see the target's level seems somewhat spoilerish... (also, you now wasted the opportunity to implement a new skill that does it ;)) And a few new quests to guide new players along is fine, but I hope that's not what you plan to focus on for new content.

I'll hold off judgment on the one-handed melee changes until I find out what exactly they are, but rest assured you'll not be spared my extensive criticism if they're not to my liking. :p

In the meantime I'll draw hope from the fact that the ring was at least mentioned. :o

grapes
June 4th, 2009, 07:24 PM
I really think that allowing people to see other peoples levels is a terrible idea. In op wars or any pvp the low level players will be the first to be killed :( . This will make them a liability and discourage their participation. Why not just paint a large "KILL ME FIRST" on top of their character instead? Thought the whole point of these updates is to retain players. Feels like the Developers are not thinking things through very well.

muadhib
June 4th, 2009, 08:23 PM
I think people shouldn't be so negative all the time even if there's good news for a change. Especially since the patch isn't even released and people start to complain already.

Devs are humans too. At the moment they're probably proud because they reached a milestone where they can actually start contributing valuable changes to the code without breaking something. If they continually get bad feedback, it might discourage them. And I think we all can agree that we want the devs motivated. I'm a dev myself (not ryzom related!) so kinda speaking from experience.

I do welcome that people speak their concerns from their in-game experience though. This is not to discourage people from voicing their concerns, it's more like I wish people would do so a bit more positive and less emotional.

Grapes, I've played Ryzom for a long time, participated in a lot of OP battles too, and it didn't occur to me that this feature might have the consequences you mention. So in a way, I'm as 'guilty' as the devs. But of course you're completely right. This is just to show that it's sometimes not so easy to think about all the possible consequences to a change at once, especially if you're not a long-term player and have other things to do as well. But we as a community can help them. A 1000 brains can find problems quicker than a handful.

As I see it, the ideal development process for the game would be:
1) the devs add or change a feature (which was probably but not necessarily suggested by some players long ago)
2) the community checks it out and notifies them whether it's OK or they see any problems
3) the dev's fix any problems with the change or undo it if necessary

And the best warranty for the devs actually listening to our concerns with a change is, to be constructive, and not bash them. Comments like "you guys aren't thinking things through very well" aren't really very helpful but tend to demotivate. ;)

I know this is all pretty much common sense, I just thought I'd mention.

Cheers,
Fand

killgore
June 4th, 2009, 09:28 PM
Trust me after dozens of op battles we recognize a new name and know who the lowbies are. Displaying lvls will be of little consequence.-Kil

grapes
June 4th, 2009, 10:05 PM
Sorry did not mean to be negative. Did not mean to sound so grumpy. I like the game and am encouraged and excited by the developments, just voicing my concerns.

katriell
June 4th, 2009, 10:11 PM
I agree with grapes's concern despite killgore's point. Newbie to OP wars does not necessarily equate to lowbie, for one thing. I wonder what the point of player-character levels being included in this consider system change was?

inifuss
June 4th, 2009, 10:31 PM
My question is what level will appear above players? Combat skill? Magic skill? The level of the title that has been chosen? I think we just need to wait and see and then give feedback to the devs.

I am excited about many of the enhancements and can't wait to check 'em out in game!

Hugz, luvz, n cookies!
Ini

sx4rlet
June 4th, 2009, 11:24 PM
In the meantime I'll draw hope from the fact that the ring was at least mentioned. :o

hehe, my thoughts exactly!

gcaldani
June 5th, 2009, 01:35 AM
I think people shouldn't be so negative all the time even if there's good news for a change.
....
Cheers,
Fand
I have read whole thread and I didn't seen a single complain. There were just some concerns about some changes, but we all expressed a good feeling about the patch. There are some long waited UI improvements, 1h stats and something to check (the 4 civilization long quests turned on some curiosity, alongside with 'civilization honor points').

Concerns are for links and the 'con' system that allow to see lower levels of mobs, npcs and pvp players (if I understood well, if a player is higher I will not see the level).

If the nerf of afflictions (sorry to use that word but it seems a nerf) is meant to avoid a lvl 100 affliction to land on mobs of lvl 200+, i can agree. But if the afflictions just became useless, of course, i disagree. So we just have to wait and see. I will do some extensive test with my DA after the patch and I'm sure most of you will do the same.

About the pvp players level, i don't think it can change anything in OP battle, so i agree with Kil on that. We almost know who have masters and who don't. My concern is that it can increase the ganking in the PvP enabled region or between tagged players. Or, said in other words, it will make things too easy for Ryzom. Also this is exactly the opposite of what have done some old mmo, to hide levels, so to have a more thrilled pvp (do it at your own risk).

But, really, while all other things mentioned seems having their own reason (even the nerf of afflictions as said above), i have not understood the reason why devs introduced this new behaviour. Maybe there is a good reason i'm not able to imagine now.

Remember the level can be seen only for lower mobs, so that means most probably we already know the level of them. So, it seems to me something pointed at pvp (giving max advantage to masters, because everyone not master is sure lower). Is that to avoid people lying when trying to engage a duel? I don't think duels are a so-important-content to justify this.

If anyone have any idea why devs think we needed this feature, please explain to me.

This is just to discuss not to complain. I am happy for this patch, now, and just waiting to see how all these things will work when live.

Edit xInifuss: You already can see the level of the chosen title, just looking at player info.

seawe
June 5th, 2009, 09:08 AM
Why not just paint a large "KILL ME FIRST" on top of their character instead?

hehe. I don't understand the seeing lvls thing either. We already know the lvl of lower mobs as gcaldani said, I'd rather be able to see all the titles someone has and maybe thier fame than a specific lvl number. but who knows what the devs actually have in mind... maybe we'll get a skill to allow us to hide our lvls if we want to be sneaky...

One possible alternative to nerfing afflictions, would be to make xp gained tied to the total time that the player creates a successful link. Atm aff users can create a link on higher mobs but the link time is shorter the higher the mob is and you get more resists. So total link time is alot shorter compared to a higher lvl player. This would still allow low lvl players to team with high lvl players, just not be as affective.

blaah
June 5th, 2009, 10:22 AM
One possible alternative to nerfing afflictions, would be to make xp gained tied to the total time that the player creates a successful link.that would make things even worse.

affy change might just be pvp related (ie, all players got buff in affy resists) and nothing to do with mobs. affy success rate on mobs was already bad, so there is nothing left to nerf lol

and showing mob/npc levels is welcomed change (just like npc's on radar/compass change was).
More info available in game when it does not remove anything from game (like making aggro on different color on radar/compass would) is always good.

gcaldani
June 5th, 2009, 11:40 AM
that would make things even worse.

affy change might just be pvp related (ie, all players got buff in affy resists) and nothing to do with mobs. affy success rate on mobs was already bad, so there is nothing left to nerf lol

and showing mob/npc levels is welcomed change (just like npc's on radar/compass change was).
More info available in game when it does not remove anything from game (like making aggro on different color on radar/compass would) is always good.

I hope devs don't take aggro mobs being visible thru radar as a suggestion!!! I think no one want the game dumbed down...

Instead, remove the enemies players (pvp) from compass!!

orbdragon
June 5th, 2009, 05:08 PM
I think changing the color of agg dots could be a neat mastery reward... Master a dig to see aggressive kitin, master a craft to see primatives, master a fight to see predators, and master a magic to see what's left that currently escapes me.


- Lomi

ajsuk
June 5th, 2009, 05:23 PM
The only use to see player levels that I can think of is for PvP events like BM recently ran, but even then I'm assuming it'll only display the max combat level? This is only so useful if there are event categories in different weapons. Who knows, as usual we are left guessing.

Add a display on/off switch so the players can choose.

inifuss
June 5th, 2009, 05:59 PM
TBH showing levels would not have been helpful in the PvP/dueling events we ran. After we analyzed the variables to the various skill levels it was really moot. When it came down to it what mattered the most was HPs. As you may have noticed we did not run any pure magic dueling as there was really no "fair" way to determine magic skill when you throw in the mix of HPs for melee. We easily could verify HPs with a few simple stanzas and it worked quite well.

And Gil, I know you can see the titles. What I meant is the level that would show would be the one for the title the player picked.

It just seems to me they are trying to add the things that the masses like in other games while keeping the things that make Ryzom unique. I just personally hope they don't stray too far to the general MMO market and make Ryzom like every other MMO out there.

I know this is all speculative and I can wait. I will adapt as necessary and enjoy the game. I am really glad to see that they are making changes to improve the Ryzom experience.

Hugz, Luvz, n Cookies,
Ini

gcaldani
June 5th, 2009, 06:56 PM
I think changing the color of agg dots could be a neat mastery reward... Master a dig to see aggressive kitin, master a craft to see primatives, master a fight to see predators, and master a magic to see what's left that currently escapes me.


- Lomi
This woud remove a lot of fun and the fact that you no more need to test your sneaking skill once u mastered. Sorry, i disagree.

The only use to see player levels that I can think of is for PvP events like BM recently ran, but even then I'm assuming it'll only display the max combat level? This is only so useful if there are event categories in different weapons. Who knows, as usual we are left guessing.

Add a display on/off switch so the players can choose.
I agree with that. Something usable *only* at events can be good.


And Gil, I know you can see the titles. What I meant is the level that would show would be the one for the title the player picked.
But it is exactly what it does just now, you have just to click 'info'.

I think devs ment to show 'actual level' of what you are using, despite i'm curious what will be shown when u have amps: CC/H2H or magic? and what magic? Healing, afflic or nuke? Or everything?

If it is just linked to the title, directly showing what you can see using 'info', then 'meh, remove all my concerns and go over' :)

ldjaggy
June 5th, 2009, 08:30 PM
I think devs ment to show 'actual level' of what you are using, despite i'm curious what will be shown when u have amps: CC/H2H or magic? and what magic? Healing, afflic or nuke? Or everything?

If it is just linked to the title, directly showing what you can see using 'info', then 'meh, remove all my concerns and go over' :)

Or could be something similar to a '/consider' command.... and when used on a player, could say something like "This Homin could whoop your butt if you're not careful" or "This Homin is below your mastery of combat" type thing. No real level numbers displayed, just a text of comparison of skills between yourself and the Homin you're checking out. Just a thought.....

mrparson
June 5th, 2009, 09:47 PM
I know I am new to the game, but one thing I would dearly love to see is a simple way to make a Quest the Primary or Active Quest.

I have all sorts of troubles as a new player trying to get the little Magenta Directional Arrow to display for a quest.

I have had to simply abandon quest (timed quests) because I have not been able to figure out how to make it the primary quest.

For new players I think this is a must fix, either with better instructions or implementation of the quest system.

rosarot
June 6th, 2009, 07:19 AM
I have all sorts of troubles as a new player trying to get the little Magenta Directional Arrow to display for a quest.

Ritght click the compass and select a mission objective

mrparson
June 6th, 2009, 04:04 PM
Ritght click the compass and select a mission objective

Thank you.

Would it not make more sense to right click the quest itself and make it primary, or simply click on the quest name (no need to right click)?

That would seem much more intuitive.

Thank you for the advice. I will be sure to put it into practice next time I log in to Ryzom. :)

hijati
June 7th, 2009, 01:25 AM
personally i would open my map...find the magenta marker....right click on it....and choose...set compass.....then like magic you have a directional arrow on your compass...turn till it faces the top of your screen and bam...speed run...MPA....INVUL....SELF HEAL....RUN>>>till you get there :D

liseke
June 7th, 2009, 09:12 AM
don't even have to right-click hijati, just click the marker and it's selected in the compass ;)

antros67
June 8th, 2009, 12:18 PM
When do we get boats? ;)



Sadly this allowed low level players to team with higher lvl players a bit easier, which is an aspect of ryzom that is severely limiting/limited and could really use a bit of looking into.

Thanks for a patch, looking forward to it!
Thanks for to keep alive this game....we need ,in my opinion, many other changes like: teleport in our apartament and why not:in GH also. Possibility to craft in apartament not to put the mats in the bag everytime.To can have 3 packers and 1 mount in every region : 3+1 in desert, 3+1 in lakes etc etc ok maybe you will say that we loose the action and adventure to trek them from a region to other but i think that we win time....

blaah
June 8th, 2009, 12:37 PM
To can have 3 packers and 1 mount in every region : 3+1 in desert, 3+1 in lakes etc etc ... that is just silly.... packers and mount are mobile storage, you can trek them to other lands (most dont bother and just free them and buy new ones) and so they cant limit them to '3+1 in one land'.

acridiel
June 8th, 2009, 02:02 PM
Ouh, sorry Antros.
But I guess mayn of us wouldn´t trade the fun of trekking Mektoubs from Point A to B for a bit of saved time. Preventing Treks would be like cutting a leg of a healthy dog to make it go faster.
You´ll have to understand that Ryzom isn´t about "saving time" and getting things done to max. in less time than it takes a flea to fart. ;)
It´s about "living" in a world that is as "realistic" as it might be in a Game and about the sense of adventure and exploration you get when trying to savely bring do a Trek (http://www.vimeo.com/2140194) for example. So many other things do seem "silly and time consuming" to the naked eye.
But if you have a closer look they all make sense in some way, they all add to the feel and excitement of Ryzom. They all have been added for a purpose and not without thought,
as it might seem to someone used to the "me first and fastest" approach of so many other games out there. No offense meant here.
Just take your time to "smell the Roses" on your way through Atys.
And maybe even some Mektoub Dung on a nice Trek (http://www.vimeo.com/2604996) through the world. ;) :D
And you will see what I mean and what most of us love so dearly about this game.

CU
Acridiel

blaah
June 8th, 2009, 02:49 PM
aaah... 2 bulk on sap crystals.... finally :D
now i only need to find home for ~4 stack to free up the bag lol

final60
June 8th, 2009, 03:16 PM
Using macro to target a foraging source will return a read/write error and crash client.

sidusar
June 8th, 2009, 03:34 PM
aaah... 2 bulk on sap crystals.... finally :D
Just what we've all been asking for; less bag space. :rolleyes:

I was going to ask if this was intended or not, then I noticed the new faction merchants selling special sap crystals with 0 bulk, at the cost of civilisation honor points, so I think it's pretty safe to assume it was indeed intended.

I'm not totally opposed to this idea... but 2 bulk per crystal does seem a bit excessive. It means just a 150 crystals fill up your entire bag. But we'll see how it goes.

An advance warning of this so we could've used up all our sap crystals would've been nice, though :p

ldjaggy
June 8th, 2009, 04:18 PM
Just what we've all been asking for; less bag space. :rolleyes:

I was going to ask if this was intended or not, then I noticed the new faction merchants selling special sap crystals with 0 bulk, at the cost of civilisation honor points, so I think it's pretty safe to assume it was indeed intended.

I'm not totally opposed to this idea... but 2 bulk per crystal does seem a bit excessive. It means just a 150 crystals fill up your entire bag. But we'll see how it goes.

An advance warning of this so we could've used up all our sap crystals would've been nice, though :p


Some how I sense a huge rush of alt apartments and guild halls just to store the sap crystals as well as the experience crystals and anything else....

.. oh wait! :D

r1vver
June 8th, 2009, 04:42 PM
that black circles with mob's lvl... it's awful
"stars and colours" system was better...

jetscreamer
June 8th, 2009, 05:07 PM
that black circles with mob's lvl... it's awful
"stars and colours" system was better...


i find it extremely ugly myself... and have skulls on monsters i've killed before, solo. no other thoughts, got to play it a whole 5 minutes before the shard went down for (another patch??? :) )

edit
oh and the 5% success rate on self heals displayed in the new popup
/edit

r1vver
June 8th, 2009, 05:35 PM
and about that "advanced" popups, are there any to turn them to normal (non-advanced) mode?

Yumeroh
June 8th, 2009, 05:50 PM
As you can see, the patch is applied and some things have not been announced and others have not gone as planned. If we didn't talk about these changes before the patch, it's to prevent players from taking advantage to exploit systems before the arrival of the patch.

Some of you saw that the crystals took bulk in the inventories. It should not be in this patch and we are sorry that the rollback had to be done to remove this.

- Added Level and Constitution as a prerequisite for all shields.

- The stats of faction Shields have been lowered to make shield crafter by players more interesting.

- Good faction item prices are now those displayed in sellers.

sidusar
June 8th, 2009, 06:04 PM
Thank you Yumeroh, good to know the devs are on the ball :)

jetscreamer
June 8th, 2009, 07:49 PM
hope they're on the 'target entity name' bug that crashes the game...

suib0m
June 8th, 2009, 08:38 PM
Been hearing alot about the target macro issue, but haven't been able to test it yet. Though, out of curiousity for a temp workaround, and provided you can target it normally through the /tar command (which I haven't had any issues for targetting a player in the Ring), has anyone tried a speak macro that says /target <name> ?

Peace,
- Sui

jetscreamer
June 8th, 2009, 09:04 PM
Been hearing alot about the target macro issue, but haven't been able to test it yet. Though, out of curiousity for a temp workaround, and provided you can target it normally through the /tar command (which I haven't had any issues for targetting a player in the Ring), has anyone tried a speak macro that says /target <name> ?

Peace,
- Sui

seems to work fine for /target name .. /target entity seems borked.


Access Violation exception generated at 0x4198C3, thread attempts to read at 0x5BC.
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.

kalindra
June 8th, 2009, 11:11 PM
So it means that all the PR foragers that were using a KP detector macro are temporarly screwed ? :rolleyes:

stheno2
June 8th, 2009, 11:14 PM
Ok those tooltips, are Fugly. They look designed by a 3 year old.

You need to allow us to turn them off, us oldtimers really have no need for this.
For the fanboys and girls that say they like em, well this is why you need to allow us to toggle the dumbdownedness off.

Please don't stupify one of the few remaining well designed games. I know you need to make it "noob friendly" but don't continue on the string of dumbing down the overall game. We do not need another WoW clone.

Continue and I am sure that some of the old timers that have been sticking it out patiently for some good changes and life will finally move on, therefore you lose loyal fans and their cash. Seriously, look at what Ryzom has been through, how much more loyal can a group of gamers be? Don't force us out.

Edit:

Oh yea btw, tooltips......wtf is this anyway. Years later and people desperately screaming for content and we get .......... tooltips? C'mon....

katriell
June 9th, 2009, 12:14 AM
Oh yea btw, tooltips......wtf is this anyway. Years later and people desperately screaming for content and we get .......... tooltips? C'mon....
Small fixes and improvements ought to come before large ones, and that is what is happening. I commend WG.

stheno2
June 9th, 2009, 12:22 AM
Well obviously I and other see this as not an improvement, and it seems their addition needs yet more improvement. So add things that people can complain about and demand or want fixes over adding things that could bring a "newness" back to the game.....

I fail to see the logic.

Yes I agree somethings should be fixed but they had a very LONG time to do the "fixes" while the game was free. Now we PAY for them to add crap we don't like, or the "small things" as you say. Instead of the big things that could justify our continued drive for this game.

I am sorry if you don't agree but they should have done these "small" fixes and adds B4 they restarted billing. I think we don't deserve to pay for little changes in a game that has been stagnant for years regardless of its standing financially.

katriell
June 9th, 2009, 12:28 AM
Because $9-11 per month is a very entitling sum... :rolleyes:

stheno2
June 9th, 2009, 12:31 AM
Is that the best ya got? seriously you act like I am attacking you or your baby by making the original complaint.


ANY $$ entitles us to some degree.

EDIT:

Because $9-11 per month is a very entitling sum... :rolleyes:

This attitude is EXACTLY why the quality of product sold and services performed in the USA are at a very bad low in our modern age compared to generations previous. This attitude is all too common and promotes a lazy, complacent mentality that expects nothing and accepts mediocrity.

final60
June 9th, 2009, 12:38 AM
Night time warning message should be at 22h.

ponys
June 9th, 2009, 12:51 AM
lots of blabber

keep in mind fixes start 2/4/6/8 months ago, billing started a few weeks ago

chill for a bit please, more constructive/less negative feedback would be welcomed eh?

ps, you had the option to play the game for free for 9months+, give them some time to deliver the baby :P

stheno2
June 9th, 2009, 01:02 AM
pony:

Look a little closer, I did add constructive feedback then added my opinion. It just too damn bad if you and others don't like my opinion. If you want to have a yessman style feedback this will become a mindless conversation.

In case you forget they chose to take on Ryzom. They should have been aware that there are unhappy people that still like this game. They also should be aware that these same people been wanting CONTENT for a long time.

To reiterate I personally don't feel that tooltips was a needed or even required "small" addition. Why exactly do they waste production time on additions that make no sense at this point? I do understand some small fixes are needed before bigger enticing content is added. But not crap filler just to waste time in the deving process

kiakaha
June 9th, 2009, 01:25 AM
There was nothing constructive about your feedback. All you said was "you didn't give me what I wanted, you should have given me something else." A valid point, perhaps, but definitely not well-made.

Now, I'm pretty sure the devs are aware of the requests and the need for new content, but they can't pull it out of their asses, can they? That kind of thing take time. The thing with things like this is that you can't just only work on new stuff, you also have to work on improving the old stuff. You have to do both. That's what they're doing now.

Hell, you can't expect a new continent, or a new race, or a new level cap or whatever to happen in just a few months, not considering how small this game is, relatively speaking. Those things take many man-months to do right, and I'm getting the feeling they want to do it right.

From what I've heard about the new missions, they are in true Ryzom style, so nothing wrong there, and if you call giving the user some extra UI feedback "dumbing down the game", then, my friend, I'm afraid you're just too hardcore.

I agree with you on the tooltips though; boy are they clunky...

katriell
June 9th, 2009, 01:30 AM
If the tooltips had lower background opacity, maybe they would be less clunky? Let's produce some truly constructive feedback by detailing how the new UI features should behave.

kiakaha
June 9th, 2009, 01:36 AM
If the tooltips had lower background opacity, maybe they would be less clunky? Let's produce some truly constructive feedback by detailing how the new UI features should behave.

I think it's in the size of the texts. The top lines are ok, but the timer and the success rate etc. are all in a bigger font. So if they size those down a bit, and make the icons a bit smaller too, it will look way better. And with some opacity thrown in they wouldn't be as intrusive.

Also, some items with lots of 'attributes' will make for a huuuge tooltip. Perhaps a 2nd column for the attributes is good? Optionally getting rid of the description on default actions may be a good idea too.

(Oh, and to be able to choose your own action icon would be ggggrrreat! :P )

stheno2
June 9th, 2009, 01:44 AM
It seems that the desire to heap praise on the new devs trumps opinions that oppose that view.

If you can't see how I did say "truly constructive feedback by detailing how the new UI features should behave."

Then you are blind. I did say they should have allowed an ability to shut them off.

What you are all not getting because you can't seem to see past the "heaping praise" point. Is that if they want decient revenue and increasing revenue, the easiest ways are to

1) make current customer feel they are justified in staying
2) bring back old customers that were bored.
3) get new customers.

So, lets visit how that is done.

Make the game stable (it is and has been), move on to exploit fixes and game unplayability fixes. Then if you want to "tweak" and add features either add them to a new content pack OR add content so the game is new again for a vast majority so that less disgruntled players are distracted enough with the new content and then you have time to tweak.

If there is one thing Ryzom has ALWAYS struggled with is the following:

1) A community that seems to have a good number of people that have a need to suppress those that offer different or more negative views than themselves.

2) A serious lack of marketing.

3) Bad word of mouth due to a lack of continuing fun.

ATM the easiest overall way to gain market share is to get older bored players back. You are not going to do that with this style of deving. I don't really care how you look at it. Thats just internet gaming in this modern age.

Give the older players reasons to come back and word of mouth will defiantly start the marketing in a positive direction.

Being judgmental jerks because I don't praise what you praise wont help anything either.

I like that they are active in deving, I seriously heap praise on them for it. Just think to make the game attractive in this market, they are being a little backwards.

chibiarc
June 9th, 2009, 02:07 AM
I think the patch is basically a good idea. Progress without breaking too much. We had way worse moments. I would sleep a night or two over the changes being made, I remember for example all the raging back then when we lost our free for all teleport tickets and they got bound to the factions.

And about the content, I think it is more important to attract new players and make them stay. I'm pretty disappointed too, new content, the magic words. But what happens once you got your new land? Your new skill?

You grind a month and it's done. The content problem is an endless one, deliver, deliver, deliver.

What made me sub again and stay loyal to this game is the community, the people. A MMO is nothing without people. So fresh blood is needed, the feeling to explain and help a new player, watch him / her gaze at all the wonderful things Atys offers. This is what I enjoy the most here.

Cheers!

stheno2
June 9th, 2009, 02:11 AM
Good post Arc.

I agree, but we are sadly overdue for content. and the ball has to start rolling to get new players in for us to mentor :-)

What people forget, when someone is angry posting about a game they love, it's just that, they love the game and don't want it to die yet again. Don't forget this folks. I want reasons for new players to come to zom, and I want the old folks back so that the ball rolls smoother.

iceaxe68
June 9th, 2009, 08:34 AM
I haven't been around much lately. I'm (obviously) subscribed and I've started logging in again, occasionally.

I didn't leave because I was bored, nor because the game needs new "content" (whatever that is). I left because I was sick to death of the negativity of a few very vocal people. I just couldn't stand to be around it any more.

It doesn't take very many of those people to drown out all the polite, calm, patient people that make up the large majority of this community.

Thanks for the patch, dev team. Your efforts are appreciated, and I'm sure we'll work out any problems over time.

kalindra
June 9th, 2009, 08:52 AM
I've been having way too much fun chasing the "Kitins of the Depths" to notice anything really negative. I like the new tooltips but they should also include the OPTIONS of the action, not only the costs and duration.

5% success on Self-heals ? that thing has 100% success rate at all times ! :rolleyes:

Please make the Kitins of the Depths respawn faster but take a bit longer to despawn. It makes no sense that they disappear so quick (before you can loot) if they are going to take forever to respawn. These aren't Christmas gifts... they are mission mobs ! With all the people that are going to run around chasing them once they find out what they truly are... they shouldn't take longer to respawn than regular named mobs.

So far I like the newbie missions in Pyr. As far as I know they don't give XP, only consumable goodies that can be quite helpful for newbies. And they do teach them what a TP is (which is great, because most newbs I teach have no clue about them) so they continue the tutorial tradition of the Silan mission, without the gear rewards. I have yet to see if fulfilling all those missions will give me access to the old Fame missions from the City welcomer again or if they have been moved somewhere else.

blaah
June 9th, 2009, 10:04 AM
These aren't Christmas gifts... they are mission mobs !new missions require them or just the Observer npc for titles ?
I have yet to see if fulfilling all those missions will give me access to the old Fame missions from the City welcomer again or if they have been moved somewhere else.in Pyr, there is new npc (without title) near Welcomer that has all the old welcomer missions.

wardone
June 9th, 2009, 07:08 PM
overall not impressed with patch and disapointed

seems to be the concenus in game too

and thats from a old player that loves ryzom
make it newbie friendly but don't dumb it down

i score it 3 out of 10 and thats only because outpost auto launcher fix (waited 2 years for that)

Yumeroh
June 10th, 2009, 01:27 PM
Hello,

Following our last patch, we'll apply some small fixes this Thursday 11/06 at 10:00 (Paris time).

These fixes will address several issues, for example with the "counter attacks" actions being unusable and the client crashing when you try to create certain types of actions. The full list is:

- Fix a client crash when you try to create an aura when having an active target.
- Fix a client crash when using the /tar command.
- Fix the counter-attacks against critical, against attacks after dodge and against attacks after parry.
- Fix inappropriately greyed-out actions in the action bar.
- Fix several other minor bugs.

maccer16
June 10th, 2009, 01:41 PM
sounds good to me good work

hemera
June 10th, 2009, 03:20 PM
Fix afillys as well cause they are screwed atm.

Cant fear then root a mob , its comes back to smack you before you get the root spell cast.

Cant fear a mob link and tp out.

Cant fear a a mob and make it run out of aggro range.

Cant fear a mob and run away from it.

Way to go devs, should play the game atleast once a month before you start screwing up skills that dont need to be fixed.

May as well take the afilly skills out if game because they are no use in PVE.

Why the hell did i waste my time mastering both afilly skills if they are useless now.

Advice to anyone thinking about mastering afillys, they are uselss if the game stays with this patch.

gcaldani
June 10th, 2009, 05:32 PM
Fix afillys as well cause they are screwed atm.

Cant fear then root a mob , its comes back to smack you before you get the root spell cast.

Cant fear a mob link and tp out.

Cant fear a a mob and make it run out of aggro range.

Cant fear a mob and run away from it.

Way to go devs, should play the game atleast once a month before you start screwing up skills that dont need to be fixed.

May as well take the afilly skills out if game because they are no use in PVE.

Why the hell did i waste my time mastering both afilly skills if they are useless now.

Advice to anyone thinking about mastering afillys, they are uselss if the game stays with this patch.

Are you serious nitrouss? i tested DA extensively, with the exception of bosses, and i didn't found any problem. You have to use the appropriate spell level, of course.

Let me know what tests you did and I try to see if i have same problems as you.

jared96
June 11th, 2009, 01:15 AM
I see that we can select a category for new landmarks but no way to edit existing ?

wardone
June 11th, 2009, 01:20 AM
freddy u can rename and edit any flags using new system

kwipers
June 11th, 2009, 05:01 AM
Afillys no longer stay active for a short time after the link is broke :(

why???

hemera
June 11th, 2009, 10:31 AM
Afillys no longer stay active for a short time after the link is broke :(

why???


Because people that dont play the game think they can make a skill better.
Stupid patch.

Whats is the point in screwing up a skill??

gcaldani
June 11th, 2009, 01:39 PM
Oh, so do you think that links staying active after it's broken was a normal behaviour? Personally I always thought that was a bug in the spells.

Well, in this sense you are right then to complain, but it seems the spells are more logic now. I only tested DA anywy, didn't tried any OA.

katriell
June 11th, 2009, 02:59 PM
An affliction remaining active a short time after its link has broken is logical. Can't expect instant recovery of creature who has just been subjected to a flood of fear, overcome by temporary insanity, blinded, lulled to sleep, etc.

hemera
June 11th, 2009, 04:06 PM
An affliction remaining active a short time after its link has broken is logical. Can't expect instant recovery of creature who has just been subjected to a flood of fear, overcome by temporary insanity, blinded, lulled to sleep, etc.

couldnt have said it better myself. the point of OA and DA is control, the effects are meant to last so you can cast you next spell or have time to get away. Nerfing these skills is just stupid, they worked perfect you took time to master them.

I use 250s fear spell on a level one 150 kitin/mob its back to hit me as soon as the link is broken because i go to cast my next spell.... IMO - LAME.

hemera
June 11th, 2009, 04:16 PM
Oh, so do you think that links staying active after it's broken was a normal behaviour? Personally I always thought that was a bug in the spells.


Yes they are meant to be active after the link is broken.
Point being CONTROL
My test was at the sunken city kami to 2 jugs and a kincher, with just myself and my alt, before this patch i could kill up to 3 adds in pr relying on affiy/nuke/affiys/heal and so on, yesterday i died within 10 second.
I tried it 6 times with lots of different adds and got the same result - dead, dead,dead,dead

gcaldani
June 11th, 2009, 05:59 PM
Uhm, sounds your points are correct.
I didn't tried with my alt tho, as i cannot use both chars with magic as i have only one pc and i hate playing in windowed mode.

jared96
June 12th, 2009, 02:30 AM
freddy u can rename and edit any flags using new system

Thanks harv ... I see that hitting "Rename" brings up the options.

katriell
June 12th, 2009, 05:36 AM
"Rename" should be renamed to "Edit".

hemera
June 12th, 2009, 07:45 AM
If any of you remember on slain there is a mission which teachs you to kill yelk by using fear so you dont get gassed.

well since this patch you cant kill a yelk without getting gassed.

Also the kill jarvings using root tutorial useless.

A basic tutorials which are taught on slain dont work because devs nerfed afillys.

All DA and OA skills have been nerfed. The effects of these spells dont last for 3 to 5 seconds after a link is broken so you really have no control over mobs.


The effects are the same in PvP as soon as a link is broken the other player can act again.
If you dont belive me dual someone and test it for yourself.

After my countless tickets i am told the only way to get it changed back is by the feedback system - GRRRR-




http://feedback.ryzom.com/pages/2600-english/suggestions/215133-rollback-what-ever-you-did-to-afillys

truman
June 14th, 2009, 12:24 AM
so, is this working as intended or by accident?

whatever your level and if your style is solo or group, this stinks!

liseke
June 14th, 2009, 08:00 AM
truman, it is now working "as intended", the lasting effect was, apparantly, a bug. like Hemera said, now we can send in suggestions to improve it...

hemera
June 15th, 2009, 05:27 AM
truman, it is now working "as intended", the lasting effect was, apparantly, a bug. like Hemera said, now we can send in suggestions to improve it...

No it wasn’t a bug, they took the effect away. Even the mission which tells you to use fear on yelks so you don’t get gassed does NOT work.

The skills were fine before the devs tampered with them.

yuritau
June 15th, 2009, 07:29 AM
My big question about this patch is: How could they possibly come to the conclusion that MORE kitin patrols was a good idea? With LESS PLAYERS than ever before, adding more kitin just seems stupid.

seawe
June 15th, 2009, 07:53 AM
kitin patrols are fun :D

yuritau
June 15th, 2009, 07:55 AM
kitin patrols are fun :D
Not when you're trying to work on your 170 dig skill and your highest combat skill is half that :p

chibiarc
June 15th, 2009, 09:59 AM
My big question about this patch is: How could they possibly come to the conclusion that MORE kitin patrols was a good idea? With LESS PLAYERS than ever before, adding more kitin just seems stupid.
Because the story progression leads up to some sort of climax with kitins involved? Just my guess :p

katriell
June 15th, 2009, 10:42 AM
Not when you're trying to work on your 170 dig skill and your highest combat skill is half that :p
You can't fight KP alone anyway, so your combat skill doesn't make a difference.

gavin205
June 15th, 2009, 01:53 PM
Nitrouss, I had no problems using fear to kill yelks over the weekend without getting gassed. Getting the timing right is a bit tricky, but is by no means impossible.

As for others who are complaining about the new Kitin activity, shame on you. The developers are trying to breathe some dynamic life into the greatest threat and challenge that walks the face of Atys. If they are a challenge adjust or find a group and smack them back into their dark little holes. Simply whining about any little change that becomes an inconvenience will turn this game into a main-stream MMO clone faster than anything.

Good showing Devs, keep the patches coming.

acridiel
June 15th, 2009, 02:04 PM
As for others who are complaining about the new Kitin activity, shame on you. The developers are trying to breathe some dynamic life into the greatest threat and challenge that walks the face of Atys. If they are a challenge adjust or find a group and smack them back into their dark little holes. Simply whining about any little change that becomes an inconvenience will turn this game into a main-stream MMO clone faster than anything.

Good showing Devs, keep the patches coming.

Guess its time to dust of this (http://forums.ryzom.com/showthread.php?t=26892&highlight=Open+Letter) again. ;)

CU
Acridiel

yuritau
June 15th, 2009, 03:18 PM
As for others who are complaining about the new Kitin activity, shame on you. The developers are trying to breathe some dynamic life into the greatest threat and challenge that walks the face of Atys. If they are a challenge adjust or find a group and smack them back into their dark little holes. Simply whining about any little change that becomes an inconvenience will turn this game into a main-stream MMO clone faster than anything.

Say what you will about it, the simple fact is, more kitin means more obstacles between me and the game I came here to play. Combat is not part of the game I want to play.

hemera
June 15th, 2009, 04:37 PM
Nitrouss, I had no problems using fear to kill yelks over the weekend without getting gassed. Getting the timing right is a bit tricky, but is by no means impossible

i want to see you do it, getting the tinimg right what one in every 5 or 10 kills??? always soemone out there that thinks cause they kill one thing once the skill is fine.

katriell
June 15th, 2009, 04:51 PM
You don't have to dig in the Roots.

gavin205
June 15th, 2009, 05:13 PM
i want to see you do it, getting the tinimg right what one in every 5 or 10 kills??? always soemone out there that thinks cause they kill one thing once the skill is fine.

I don't normally approve of spoilers, but since this is such an ocyx claw in your backside...

It takes 3 or 4 blasts of an acid spell to kill a yelk. I would hit them with one less than needed to kill them, cast fear, let them get some range, and then finish them off. I had enough time to cast at least 2 times before they got back too me, and only the ones that were really lucky on resists got back into range. I didn't keep specific notes (thats what we have Marelli for :D ) but I am guessing only one in 4 or 5 got back to me.

It's not rocket science, really.

yuritau
June 16th, 2009, 01:02 AM
You don't have to dig in the Roots.

I wasn't :p

kalindra
June 16th, 2009, 03:45 AM
Kitins of the Depths are no Kitin Patrols... Unless they did put some Kirosta Patrols in the 250 aboveground regions ? I have yet to see any...

tabou31
June 16th, 2009, 09:39 AM
why do I have to patch for an hr every day? and why do you want to kill yelks!

rosarot
June 16th, 2009, 10:37 AM
On Silan you get a mission to kill yelks and use the fear spell which is "not working" anymore. Results in a few noob casualties :D :D :D

katriell
June 16th, 2009, 11:11 AM
why do I have to patch for an hr every day?
You don't. :confused:

hemera
June 16th, 2009, 11:29 AM
I don't normally approve of spoilers, but since this is such an ocyx claw in your backside...

It takes 3 or 4 blasts of an acid spell to kill a yelk. I would hit them with one less than needed to kill them, cast fear, let them get some range, and then finish them off. I had enough time to cast at least 2 times before they got back too me, and only the ones that were really lucky on resists got back into range. I didn't keep specific notes (thats what we have Marelli for :D ) but I am guessing only one in 4 or 5 got back to me.

It's not rocket science, really.



lmao, you are truly the master of rocket scince. The idea of fear is so you DONT get any gas, if your really that good maybe you can come to flaming forest and show us all how its done.

Do you have a OA or DA master??

Point still being the OA and DA skills are useless, what you really think all those people who voted for it to be fixed dont know what they are talking about??? As i said you "think you know" what your talking about.

acridiel
June 16th, 2009, 12:32 PM
http://forums.ryzom.com/showthread.php?t=34293

*LOL* Now is that enough for you, moaning about the Event?
*applauds Yumero*

CU
Acridiel

gavin205
June 16th, 2009, 01:25 PM
lmao, you are truly the master of rocket scince. The idea of fear is so you DONT get any gas, if your really that good maybe you can come to flaming forest and show us all how its done.

Do you have a OA or DA master??

Point still being the OA and DA skills are useless, what you really think all those people who voted for it to be fixed dont know what they are talking about??? As i said you "think you know" what your talking about.

A few days ago you said the Silan quest was IMPOSSIBLE, and the skill was broken... All in a pathetic atempt to scare new players and guilt trip the devs into changing the skill back.

Now it just does not work as good as you want it to?!? Stop changing your story.

Oh and by the way, I killed a couple dozen more yelk last night on Silan, without getting gassed at all.

final60
June 16th, 2009, 01:32 PM
The spells aren't broken, they just last aslong as the mob is afflicted, not longer(anymore).

0balgus0
June 16th, 2009, 03:39 PM
why do I have to patch for an hr every day?

I had similar problem as you before, and using Rystore very nearly eliminated my pc having to re-patch old patches.

http://forums.ryzom.com/showthread.php?t=32581

(Thx much, Fand)

gcaldani
June 16th, 2009, 05:12 PM
The spells aren't broken, they just last aslong as the mob is afflicted, not longer(anymore).

Yes, in fact they were bugged *before* the patch. Now they are working as intended.

They harder to use? Yes.

You (pointed to people that are complaining) want improvements on the skills? You (same as before) are entitled to ask, but don't tell everyone that the skills are broken.

Example of a possible improvement:

let the link don't break when (and if) the mob goes out of range (increase the range to a reasonable value). In this way, if you get the chance to maintain the link long enough you have also a chance the mob will not aggro you back.
Also this could reintroduce a behaviour similar to the bugged one, but, at least, you HAVE to maintain the link in the first place.
This would be correct and based on your skills.

jared96
June 16th, 2009, 11:04 PM
Yes, in fact they were bugged *before* the patch. Now they are working as intended.

They harder to use? Yes.

I don't see how anyone can state what was "intended" unless they are speaking of their own intent. I will say one thing.....meeting even the smallest kincher in Scorched Corridor or PR when in dig gear has been auto-death in each encounter for me so far.

Previously fear would hit 75% of the time, now it's 25%.
Previously fear would hold as much as 8-10 seconds, now it's 3 or 4
Previously after hitting, I could turn and run, now by the time I turn, I'm getting back stabbed.

I used to be able to kill yellow / orange bosses solo by fearing then using elemental (well as long as I avoided double missles). Now that ability has been severely diminished as the second I cast the ele spell, the mob is homing in on me usually arriving before I can finish and get a second fear spell cast.

Finally, the root / ele solo tactic also doesn't work anymore. By the time you finish ya spell, no opportunity to root 2nd time....especially since the mob walks 30-40 meters with the tree wrapped around him.

Again, I wouldn't presume to state as fact what another individual intended, but I can say that I am looking at afflictions as I alwyas did with ranged skills.....something I wasn't gonna bother with until I was too bored to do anything else.

gcaldani
June 17th, 2009, 04:52 AM
I don't see how anyone can state what was "intended" unless they are speaking of their own intent. I will say one thing.....meeting even the smallest kincher in Scorched Corridor or PR when in dig gear has been auto-death in each encounter for me so far.

Previously fear would hit 75% of the time, now it's 25%.
Previously fear would hold as much as 8-10 seconds, now it's 3 or 4
Previously after hitting, I could turn and run, now by the time I turn, I'm getting back stabbed.

I used to be able to kill yellow / orange bosses solo by fearing then using elemental (well as long as I avoided double missles). Now that ability has been severely diminished as the second I cast the ele spell, the mob is homing in on me usually arriving before I can finish and get a second fear spell cast.

Finally, the root / ele solo tactic also doesn't work anymore. By the time you finish ya spell, no opportunity to root 2nd time....especially since the mob walks 30-40 meters with the tree wrapped around him.

Again, I wouldn't presume to state as fact what another individual intended, but I can say that I am looking at afflictions as I alwyas did with ranged skills.....something I wasn't gonna bother with until I was too bored to do anything else.

As an example: few days ago a guild team were in PR for a trek. Once we got a KP, we moved in different directions I got a kirosta following me and, once i was near the tp, i start fearing it. I feared the kirosta all the time, i never missed it, always got link up, at the point that my guildies had time to go back where i was and finish it.

It's not working? 25% of the time? i feared it all the time. And this is only one example, i could tell more.

Last thing.

A control power is not meant to be a solo power.
Afflictions are control power, meant to be used in team: I control, YOU kill.
That's the rule of afflictions. Yes, u can be able to make some use of them in solo, but, if this could be good in PvE, it's not good in PvP. Better: it's not correct. Too much overpowered. And i am master DA and got lvl 225 OA spells, so would be easy for me just joining the people complaining, but this would be wrong and unbalanced for the game.

This is my opinion.

hemera
June 18th, 2009, 02:11 PM
http://feedback.ryzom.com/pages/2600-english/suggestions/215133-rollback-what-ever-you-did-to-afillys?direct_login_token=8ddaca31b455e7f19606622 38787eb1f&subdomain=ryzom&tracking_code=3cf8645fce67f1e23d3e013fa4a3978f



declined....


212 votes dont count for anything, says a lot about listening to the players.
WHY THE HELL HAVE A FEEDBACK PAGE IF YOU DONT LISTEN TO THE FEEDBACK.

ajsuk
June 18th, 2009, 03:16 PM
Yeah, lame.

I was too late to add my vote to it but I would now if I still could. Instead I shall remove all my other votes and boycott the damn thing in protest.

Cheers for screwing up our affs and us over.

PS: Fix the bloody missions so this patch isn't a total loss.

thlau
June 18th, 2009, 03:21 PM
As I started to play in 2005 the afflictions worked as they did until patch 1.5.0.
Back then in every team I tried to afflict a mob I was told to stop that and heal heal or nuke again, because that helps characters staying alive, and afflictions were mostly regarded as useless.

During Ep. 2 in my opinion affliction spells experienced a renaissance as some homins saw how they could wrack chaos on their enemies by scaring Kincher in their direction. So while still regarded as less useful kind of magic, people became interested in 'the other half' of magic again.

So this discussion and some talks made do some affliction magic test on my own, as a more bad than good afflictionist. These are my findings:
My affliction skills are at level 122, my target of choice were Menacing Cloppers for the test.


Spells hit less often
Spells link even less often
Links don't last as long (Usually they last less long that casting time)
Only spells that hit successfully draws aggro
The concentration stanza has now influence


Since my affliction level is much lower than my elemental level the following assertions may not be true, but are as I expect them.
Affliction spells do hit less often than elemental spells.

So can someone who has nearly equal affliction and elemental level check the following things:


Does damage of time spells link as bad/good as affliction spells?
Do the link times are as long/short as those of affliction spells?
Does an elemental spell that does not yield damage draw aggro?
How do npc affliction spells compare to player affliction spells?


At the moment my impression is, that affliction spells are now, as was told to me 2005, really useless. If a spell that has the same cost as a single elemental spell of the same level has no noticeable effect on a mob, I think it is better to just nuke this mob.

katriell
June 18th, 2009, 05:44 PM
This means they do listen. Listening is a passive thing. Acting upon what is heard is different, and doing so in the way those who speak have requested is also different.

Thanks for responding, V.L. It's good to get an answer even if it isn't the one preferred.

Note that V.L.'s comment on the issue makes it sound as if WG is looking into making affliction more useful, just not by allowing it to function in an unintended manner.

All that said, I too am disappointed. As I've said before, the way affliction used to work is logical and I don't see any good reason to change that piece of behaviour. But as a player I don't have WG's perspective and as a katriell in the early morning I'm unable to think very clearly. :p

jared96
June 18th, 2009, 07:04 PM
I feared the kirosta all the time, i never missed it, always got link up, at the point that my guildies had time to go back where i was and finish it...... i am master DA and got lvl 225 OA spells,

Just because something works well in a certain scenario doesn't mean it works well across the board. Kinda like when an MS Update breaks something, the MS fanbois will be pasting posts all over saying "There's nothing wrong with the patch because it didn't break anything on my computer". SP3 broke AutoCAD so because someone doesn't have AutoCAD, the update was fine. Or because it only breaks machines w/ certain chipsets, if they don't have that chipset, then of course nothing is wrong with the patch.

I certainly enjoyed digging for example all the way up from level 60 to 250 but it sure did suck at levels 1-45 .... I remember getting 1.9 mats per pull with great frustration.

So your success as a master hitting a particular mob surely is not representative of the entire experience.....my ability to pull 5 x 20 mats per prospect will not appease the guy getting 1.9 mats per pull.

Think back 4 or so years .... how many people did you see afflicting ? While it can be fun to use affy's as an alternative, having an afflictionist in a team is by no means essential. How many times have you heard a wiped team say "Wow, we wouldn't have wiped if only w ehad an afflictionist".

I'm the opposite of you, master oA and 232 DA w/ 225 level spells. I should be able to have some effect on a level 218 mob with +14 in levels..... now I don't. The fact that you at +32 levels do have an effect on that mob is really not relevant to the experience at 232.

If you use ele, is the hit rate 25% at +14 ? ..... melee ?

I'm expecting someone to pop in the usual "well you don't have to go in 250 regions / PR" answer to pop up soon which is kind alike saying "you don't have to run wearing those new sneakers you bought". How does one level PR w/o going into the region ? It's nice to say, go withva team but the fact now is that server population often makes that difficult. Heck, I have been alone at SN's at season change lately often enough.

There's one very good reason to do DA .... to make solo digging somewhat more survivable. With the changes, DA is to magic what "sticks" is to melee. Yeah, you can do it, but it's not nearly as effective as the other choices available to you. On certain mobs, OA (i.e. madness on kinchers) can be as effective as elemental. On DA, I'm not now getting that equal value.

I have made many tankless treks thru PR where I was able to use root effectively to keep a mob off mages until it was dead. I don't think that is possible anymore. First, I have to hit, 2nd the mob moves 35m after I hit with tree roots wrapped around him, and 3rd, he moves another 50m after the link breaks before I can root him again....he instantly takes off....I have to cast the spell using 3-4 seconds ...... and it takes 3-4 seconds to take effect. Before, the wear off "wake up" time gave me a chance to get that spell off ..... before mob gained too much ground, now I don't have a 2nd shot at him.

gcaldani
June 18th, 2009, 07:35 PM
http://feedback.ryzom.com/pages/2600-english/suggestions/215133-rollback-what-ever-you-did-to-afillys?direct_login_token=8ddaca31b455e7f19606622 38787eb1f&subdomain=ryzom&tracking_code=3cf8645fce67f1e23d3e013fa4a3978f



declined....


212 votes dont count for anything, says a lot about listening to the players.
WHY THE HELL HAVE A FEEDBACK PAGE IF YOU DONT LISTEN TO THE FEEDBACK.

I expressed my opinion, you expressed your opinion.

Now that afflictions work as intended, ask for an improvement, not to go back previous spells.

That's all.

killgore
June 18th, 2009, 09:56 PM
I fail to see how something that has remained unchanged since launch has magiclly become a bug. Affy's are a hard skill to lvl but eventually it paid off by being useful and entertaining. Now all that work is rendered useless by some lines of code written to fix something that was working fine and added enjoyment to those who invested time in leveling them.Roll back the changes to affys please. You are in danger of alienating your longest term players.-Kilgoretrout Guild Leader Ballistic Mystix. Master of all Magic.

liseke
June 18th, 2009, 11:15 PM
killgoretrout, they are planning to make it useful again, time was not wasted...

let me quote what vl posted in response to that suggestion on the feedback forum.

"admin response

We'll not rollback a bug fix. Afillys were buggy, in particular during PvP, before this patch and now it works as intended. Of course, we will work to increase your pleasure to play and use affilys casts."


in other words: send in suggestions on how to improve it, now that it works correctly.

hemera
June 18th, 2009, 11:20 PM
vl (admin) responded "We'll not rollback a bug fix. Afillys were buggy, in particular during PvP, before this patch and now it works as intended. Of course, we will work to increase your pleasure to play and use affilys casts, but we can't re-add a bug. if you think a bug was introduced with this patch, you can report it in game with the ticket system and we'll check it!"



Way to go! During PvP! yeah right, the idea during PvP was to keep one person feared to stop there action while killing there friend then go back to the person you just feared. Never found any problems with it during PvP.

Effects of spells should last as long as they did before this patch.

That effect was enough time to teleport out after you feared a mob.

That effect meant you could run away from a mob if you got aggro while digging.

That effect meant the difference between having to fight every single bit of aggro you got and just being able to run away from them.

IMO - Your whole intent was a cheap fix for a exploit with afillys yet your calamitous endeavour has made it much more evident to a vigilant player.

flame - gavaline your a n00b master both OA and DA then come back to the table.

gavin205
June 19th, 2009, 01:23 PM
Well, bottom line is this n00b using an alt with a 21 in magic called you on your statement about starting area quests being impossible. This leads me to believe that you are either incompetent or a lying sack of cray dung, so which is it Nitrouss?

Players who come onto the forums spreading lies and vitriol only serve to discourage new players from trying the game. You know, those people who help you and me pay for things like the dev’s salary and server costs. I for one would prefer to see this game not go into receivership for a third and what I suspect would be a final time. New players are essential to this game staying alive.

The change was made to correct buggy code, accept it. If you don’t like the way things were changed at the very least offer a rational, and truthful, argument against it like several others here have. At best offer a suggestion to improve the game such as oh… How about we add a duration extender to the magic skill tree, similar to the one in harvesting, for afflictions and damage over time elemental spells?

On a side note, I find it greatly disturbing that Microsoft Word does not flag n00b as a typo…

katriell
June 19th, 2009, 02:50 PM
*applauds gavin205* :)

grapes
June 19th, 2009, 05:23 PM
as i understood it, a lvl10 fear spell could be landed on a lvl250player. if that isnt an exploit i dont know what is....



_:(

killgore
June 20th, 2009, 09:20 AM
Nikopol I was aware of vl's post you quote.My contention is there was no bug. Affy's have remained unchanged since launch.If it's a bug when was it introduced? How come there has never been a mention of it prior to this patch? To my mind it seems that since Ryzom was released without outposts and little PvP content. There was no regard given to how affy's were originally written would effect PvP content.This patch has changed affy's to suit someone's idea of what would improve PvP .Returning them to prepatch would make a great many of Ryzom's most dedicated players happy.We all want to see Ryzom flourish and many of the people asking for a rollback have multiple accounts. What is the point of disenfranchising Ryzom's most ardent supporters?-Kilgoretrout

hemera
June 20th, 2009, 10:12 AM
Well, bottom line is this n00b using an alt with a 21 in magic called you on your statement about starting area quests being impossible. This leads me to believe that you are either incompetent or a lying sack of cray dung, so which is it Nitrouss?

Players who come onto the forums spreading lies and vitriol only serve to discourage new players from trying the game. You know, those people who help you and me pay for things like the dev’s salary and server costs. I for one would prefer to see this game not go into receivership for a third and what I suspect would be a final time. New players are essential to this game staying alive.

The change was made to correct buggy code, accept it. If you don’t like the way things were changed at the very least offer a rational, and truthful, argument against it like several others here have. At best offer a suggestion to improve the game such as oh… How about we add a duration extender to the magic skill tree, similar to the one in harvesting, for afflictions and damage over time elemental spells?

On a side note, I find it greatly disturbing that Microsoft Word does not flag n00b as a typo…


Which part was a lie?? the quest states you can kill yelks without gas..... you cant kill one without it gassing. If you have proof you can post a screen shot. Instead of just saying you can.

Discourage.. only thing that discourages people from paying subs is people like you who "think" its fine and a bug fix... in all my time playing i have never seen you at a outpost war let alone heard of you ingame, its a small community.

New players...how about keeping the people who have supported this game for a lot longer, would be a better idea wouldn't it??? or you just want new players and dont care about the people who have played and payed for a lot longer?? Your a Dev or a player who thinks because it "worked" for you on slain, its fine, which ever it is your still what gamers call a n00b.

There has been a affy exploit {BUGGY CODE} since beta, its still NOT fixed.

To improve the skill it would mean going back to what they were, but sack's of cray dung like you who think everything is fine dont want that. If you know the game you know what they did to the spells has just screwed them up.

Ohh yeah "duration extender to the magic skill" thats what was taken away and called BUGGY in the first place you n00b.

vim79
June 20th, 2009, 10:24 AM
lol Nitro stop already :) it was lost cause when they declined what most of the community asked for by voting. :(

gavin205
June 20th, 2009, 11:49 AM
First yelk died by acid 3 (lvl 20), second by acid 2 (lvl 10). It's so easy a n00b can do it...

http://i766.photobucket.com/albums/xx304/Gavalin2050/Yelk.jpg?t=1245490954

kervala
June 20th, 2009, 12:42 PM
There has been a affy exploit {BUGGY CODE} since beta, its still NOT fixed.

Are CSRs and devs aware of it ?

If they're not, I don't see how it could be fixed :p

If players had reported all exploits they found instead of exploiting them, I think it would have been better for all of us :)

orbdragon
June 20th, 2009, 03:45 PM
First yelk died by acid 3 (lvl 20), second by acid 2 (lvl 10). It's so easy a n00b can do it...

http://i766.photobucket.com/albums/xx304/Gavalin2050/Yelk.jpg?t=1245490954

Unfortunately, to prove that they didn't gas when they died you'd need several screenshots. Nobody said it was impossible to KILL them, just that it may be impossible to kill them while they were still under the influence of a solo fear-bounce WITHOUT them gassing upon death.

gavin205
June 20th, 2009, 04:12 PM
If any of you remember on slain there is a mission which teachs you to kill yelk by using fear so you dont get gassed.

well since this patch you cant kill a yelk without getting gassed.

Also the kill jarvings using root tutorial useless.

A basic tutorials which are taught on slain dont work because devs nerfed afillys.

All DA and OA skills have been nerfed. The effects of these spells dont last for 3 to 5 seconds after a link is broken so you really have no control over mobs.


The effects are the same in PvP as soon as a link is broken the other player can act again.
If you dont belive me dual someone and test it for yourself.

After my countless tickets i am told the only way to get it changed back is by the feedback system - GRRRR-


Yes he did Orb. As far as I know the only way to kill a yelk without them gassing at all is to one-shot them, and I am not even sure if that works. Regardless, that has nothing to do with fear.

I will admit that root is goofy, and that the root quest is pointless for soloers, but that was the case before the patch too.

kalindra
June 21st, 2009, 06:19 AM
I spent many months on Silan before my first subscribtion. I was the one showing newbs how to use fear in order to prevent yelks from releasing gas upon death. If you managed to kill them while they were still feared, that is. I saw it with my very own eyes, as I did it countless times. Dead yelk, no gas, because of fear. And they weren't one-shot-killed either. Now it is impossible to do solo, one has to fear while the other nukes, in order to prevent that gas from releasing.

Also, root used to work better back then, because the root WOULD hold the Javings in place long enough to cast a nuke after the link was broken. No longer possible. The mob keeps moving after being rooted and is released as soon as the link is broken.

I did those quests so many times I still know them by heart. Nitrouss is not lying : it USED to be possible. It USED to work the way the quest meant it to be. Now the best you can do solo is make those yelks gas far enough away from you in order to not get damaged by it.

Nitrouss is a master afflictionnist, he knows how they work now compared to then. I'm not a master, but I do see the change and its effects. Old strategies with affies can no longer be used.

Spell hitting should have a 3 seconds lasting effect, holding the link should add 3 seconds per tick... and effect should last 3 seconds after link breaks.

3 seconds is the general time it takes to cast a spell without any amp/time credit modifiers. And I think it's a reasonable delay.

katriell
June 21st, 2009, 06:46 AM
WG would probably just change the Silan missions to accord with the new functionality. But can they? "Well, it has become a lot harder to do it that way. Let's rework the tutorial a little. ...Wait, what do we tell them to do with affliction now?" Endorse the nuker/afflictor group? Is this actually a move toward making affliction more useful to groups and less useful in solo play? Perhaps they plan to develop adjustments that will make afflictors more attractive.

gcaldani
June 21st, 2009, 04:11 PM
I spent many months on Silan before my first subscribtion. I was the one showing newbs how to use fear in order to prevent yelks from releasing gas upon death. If you managed to kill them while they were still feared, that is. I saw it with my very own eyes, as I did it countless times. Dead yelk, no gas, because of fear. And they weren't one-shot-killed either. Now it is impossible to do solo, one has to fear while the other nukes, in order to prevent that gas from releasing.

Also, root used to work better back then, because the root WOULD hold the Javings in place long enough to cast a nuke after the link was broken. No longer possible. The mob keeps moving after being rooted and is released as soon as the link is broken.

I did those quests so many times I still know them by heart. Nitrouss is not lying : it USED to be possible. It USED to work the way the quest meant it to be. Now the best you can do solo is make those yelks gas far enough away from you in order to not get damaged by it.

Nitrouss is a master afflictionnist, he knows how they work now compared to then. I'm not a master, but I do see the change and its effects. Old strategies with affies can no longer be used.

Spell hitting should have a 3 seconds lasting effect, holding the link should add 3 seconds per tick... and effect should last 3 seconds after link breaks.

3 seconds is the general time it takes to cast a spell without any amp/time credit modifiers. And I think it's a reasonable delay.
Sorry, Sherk, you didn't rolled a new char in Silan and didn't tested by yourself.

I rolled a new char and started testing in Silan:

1. I didn't taken asvantage of my knowledge. I just followed the quest lines without grinding anything, so without forcing outleveling the quests.

2. I did first 2 melee missions to reach 350 HP. So I got 3 constitution upgrades.

3. I moved to mage trainer and started the magic lines. As long as i reached Birth of Magician 2 I reached lvl 13 close to 14. Got Frost Touch.
Trained Acid 2, root 1 and fear 1.

4. Birth of magician 3: root and kill javings. I had frost touch, acid 2 and root 1. My root was never (I repeat NEVER) resisted. 10 times out of 10. Okay, root 1 is a level 15 spell, and after 2 kills i dinged 14. Root always linked up and not a single javing (i repeat: not a single javing) disarmed me. Only 2 times out of 10 (fair enough) they were able to come close to me, mostly due to an acid cast failure.

5. Service of people 1: kill 15 slaveni. Well nothing to say here, very easy to do and very fast. Dinged 16 after the first kill.

6. Service of people 2: after i spoke with the quest giver i started the mision at lvl 17. Loot 10 Yelk Mushrooms and take advantage of your fear spell. I had acid 2 and fear 1. Fear was never resisted at first hit, it got resisted one time (ONE TIME) when i had to cast another fear to the same yelk. Fear is a lvl 10 spell, i was lvl 18 (dinged during fight) and yelks are lvl 20. Yes, link duration is lower than before, but still i never got trouble. I always linked up the affliction. It was a bit harder than in the past, but it's absolutely doable, more... it's easy to do.
And That was soloing. It would have been even more easy and effective if done in team. Also, fear is enough to get the mob far from you, not avoiding him releasing gas. That's a plus that you can still do in team with proper timing.

Before reaching that missions, you get a 'rendor kill' mission where the npc teach you how to team up, with a window explaining hot to invite, etc...

In the subsequent missions, he don't need to tell you do next in team. But he even never tell you do it soloing. It's just up to your decision.
So, stating that silan missions wanna you using afflicions in solo, it's untrue. They just tell you to use the spells. It's up to you decide to solo or not. Afflictions are control powers, so they best used in team.

Tho, I shown you that still both missions (javings and yeks) are very easy soloable, without outleveling the mobs, but just following the quest lines.

So, how you can continue stating something absolutely untrue?

Afflcitions are far from being useless. They can be improved, yes, but stop lying.

PS: I know Silan quests by hearth as you. I have a lvl 51 char that lives exclusively in Silan since 2007. I am a master DA and very close to a master OA, so I know what I'm speaking of.

orbdragon
June 21st, 2009, 05:35 PM
Yes he did Orb.

Alright, I admit fault here - I read his post thoroughly enough. Seems he did misphrase a few things.

As far as I know the only way to kill a yelk without them gassing at all is to one-shot them, and I am not even sure if that works. Regardless, that has nothing to do with fear.

Actually, I disbelieved this as well until I actually went and tested it. A yelk that is feared when it dies does not gas. Since the afflictions no longer hold as long as they used to, this has to be tested with two people; one holding a fear link and one nuking. Screenshots aren't as convincing as seeing it first hand, so I urge you to test this yourself.

kalindra
June 21st, 2009, 05:54 PM
Calling me a liar is like saying Zorais are orange... plus it's rude. I described the best I could what I could do then and the changes I notice now when using fear and root. The missions are still soloable, but obtaining the sought effect is not. You can fear away the yelk so it gasses away from you but you can no longer kill it while it's still under fear, thus preventing gas from being released, since the effect vanishes as soon as the link is broken.

I never said they were useless, just that the sought effects are no longer obtainable solo while they used to, before.

But if the link frequency is the way you said in general (link everytime but once) and not just luck with mob's resist stats, then it's slightly better, since I remember getting frequent resists (about 1 out of 3-5 attempts) on my fears and roots when I did those missions before the patch.

I still stand by my 3 second lasting effect, though.

gcaldani
June 21st, 2009, 08:15 PM
Calling me a liar is like saying Zorais are orange... plus it's rude. I described the best I could what I could do then and the changes I notice now when using fear and root. The missions are still soloable, but obtaining the sought effect is not. You can fear away the yelk so it gasses away from you but you can no longer kill it while it's still under fear, thus preventing gas from being released, since the effect vanishes as soon as the link is broken.

I never said they were useless, just that the sought effects are no longer obtainable solo while they used to, before.

But if the link frequency is the way you said in general (link everytime but once) and not just luck with mob's resist stats, then it's slightly better, since I remember getting frequent resists (about 1 out of 3-5 attempts) on my fears and roots when I did those missions before the patch.

I still stand by my 3 second lasting effect, though.
Sorry, Sherk, you know we often have same visions ad I often agreed with you in many things.

I didn'ty want to be rude but, i rerolled another char this morning, to repeat the tests, because I was having doubts and so i have redone it.

You now are changing the tone of the post. If your read your previous post, you will notice that the general meaning that you leave to others is: afflictions are useless.

That's not true. Sorry. As you said now, afflictions are harder to use and I agree on that. But they works as intended.

I tested afflcitions a lot now and I can't stand when i read: now you can't kill yelks, now jevings are too hard.... lol, sherk, when I test and see this total untrue i go upset. I don't think it's you, but the general attidute to go against a nerf (that's actually a fix, not a nerf) without considering the balance of the game is not correct.

Afflictions were way too overpowered. 99% of time i can land a fear against another master, I win. That's all. No way, unless i fall asleep at keyboard, for the other player to recover in some way.

Now, they are more balanced and, I think they still have very good points, as i shown yesterday at battle: i used afflictions extensively and they were very effective.

About the gas of yelks, seems you think that fear is here for that. I assure you that having the possibility to avoid yelk gasses it still a good thing, such as when you kill a named/boss yelk and it's effective.

The point is that to test things, you have to forget your experience and have to think as a new player, knowing nothing about the past.

You speak about 3 seconds, well root still have 2-3 seconds even if you don't link, you didn't noticed?

Fear didn't got that, but you have to consider that fear is lvl 10 while yelks are lvl 20 (speaking of silan) so i assume it's correct that link is harder to maintain. Tho, it worked pretty well.

Finally, no one have ever noticed that afflictions now links easier with same level or lower or higher but in the 10 level range? So, it seems that people wanna see only what they want to see.

Said that, I agree when and if you speak of improvements. There are many things that can be done and I already ticketed some suggestion to the devs, maybe not very good but suggestions are useful to turn on some light to their mind if not totally doable.

Think the benefit of the game and not the personal benefit of being overpowered, expecially in pvp.

If you felt offended, I apologize, but I think you understood what was the real meaning.

jared96
June 23rd, 2009, 02:35 AM
Are CSRs and devs aware of it ?

If they're not, I don't see how it could be fixed :p

If players had reported all exploits they found instead of exploiting them, I think it would have been better for all of us :)

Yes CSR's are well aware of it, so are devs.

Based upon the changes, and with an understanding of this particular bug, it would seem that eliminating the "post link break" delay, logically anyway, might have some effect on eliminating it.

I can't quite understand the intent of the post, particuarly last statement.....if the patch was intended to fix an affy bug, how / why would devs be attempting to fix something peeps hadn't reported and / or devs weren't aware of it.

I can't speak to PvP since I don't participate. As for PvE, if the intent of the patch was to make solo diggers totally defenseless or to force peeps to dig w/ guards, then it accomplished its goal. Right now, a diggr w/ 220-230ish DA can not survive solo encounters w/ purple carnivores

kalindra
June 23rd, 2009, 03:41 AM
I'm a solo digger and I manage to survive encounters with purple aggro without affies... it's part of the girlyman skill...

Named purples are another story. Even Cherkin manages to one-shot me in focus armor. But affies wouldn't change anything to that unless they allow us to enchant our picks... :p

jared96
June 23rd, 2009, 03:12 PM
I'm a solo digger and I manage to survive encounters with purple aggro without affies... it's part of the girlyman skill...

Named purples are another story. Even Cherkin manages to one-shot me in focus armor. But affies wouldn't change anything to that unless they allow us to enchant our picks... :p

Let me rephrase:

"Right now, a digger w/ 220-230ish DA can not survive a 2nd solo encounter w/ purple carnivores"

If you're digging and get back stabbed by a purple, you have a shot at saving yourself w/ a quick press of MPA (hoping mob don't lay a magic attack on ya), a Self heal and running like hell.

My preferred approach is MPA followed by a fear so that I can run away and leave some of my lifesavers available for the inevitable later arrival of another mob or KP. In this manner, I am able to take several attacks, alternating among the available lifesaving actions so that they have time to regen.

Wasting several of the "lifesavers" (MPA, INV, Speed, SH) on one attack means come back and dig defenseless or sit at TP or another safe spot (and very few of those left w/ KP) until your lifesavers regen.

It took me almost 2 years to collect the 5,000 sups necessary for a boosted HA set.....as things are now, I'd guess it would take 10.

Here's a new thing .... I have avoided many an attack by fearing a timmie, yelk whatever away from my dig spot and having him drag that wandering vorax or whatever away as he was feared into their path. I don't dare try that now unless the vorax has already engaged.

hijati
June 27th, 2009, 11:24 PM
I was leveling my DA on Jabs in the Void before and after the patch. Ill tell you that I had more resists after the patch in general then i did before the patch. As I continued to level all the way to 240 (where i stopped before leaving for work for these next few months) my afflictions gradually increased in link precentages. As for how long they hold them I dont know cause I was not holding links on them I would cast get a link then break the link to kill them. The effects of stun still seemed to have a 2-3 second effect on them before they would regain composer and start moving towards me again. So I dont know why people are saying that the effect drops off right after the link is broken. I did not notice this effect and I feared several armas while trying out new spells and configurations. The effects still presisted after the link was broken and while some would regain composer and gased upon death, others did not and still died without it. It might be due to the level of the mob as to why on silan they regain composer faster (the mob was a higher level then your DA level) then the armas in the Void did (as they were a lower level then myself).

In PvP now I fought with Ryu at the Kara Tp Spear vs Spear, DA vs DA enchant. He could still link with me and me with him but the effects were limited time and you regained composer much faster, almost instaneously. So in PvP it is almost a waste of time unless you have a mage that is doing DA and a Melee tanking and doing DPS, otherwise you waste your stats for the spell if any and it only takes about 1 sec out of their combat time. Ryu beat me twice as I tried using more fears testing the timing and effectiveness against him. His links did no more against myself even as he is (i believe 250), and I was only 240. Im sure the real person to ask on this subject would be Stun as he has more experience then most other people with the afflictions in PvP. I have to give him credit for what he has accomplished in the time he has played the game, and would say to test his knowledge on the subject for the best answer to date.

Anyways, bottom line its still a great skill to level. In the limited time I have had it higher then 225 it has saved my life several times already. We will see what we notice in the future and see if it is truely as the devs intend cause if it is then there will not be a patch to adjust it :)

EDIT: Oh and as for bosses, I didnt have time to test the links on them. The few I did try named 260s and such still resisted like crazy and the 220 Boss I kill the link was easy to get ,however, it was a short lived link. So more testing on this is needed in addition to my last 10 levels.

And now i cant remember it i got to 240 or 245...whichever it is that you get the 250 spells at thats where im at. :D

Enjoy guys and most important......JUST HAVE FUN!!!!! ITS ONLY A GAME REMEMBER THAT!!!!!