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#11 |
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Join Date: Sep 2004
Posts: 305
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Re: View from a Newbie: my first two days playing Ryzom
That was enjoyable to read always nice to see positive postings. Enjoy your stay and have a piece of pie -=hands you pie=-
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#12 |
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Join Date: Oct 2004
Location: In a tiny office
Posts: 651
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Re: View from a Newbie: my first two days playing Ryzom
Hi Irving! If I see you I'll wave!...I should make a trigger for that seeing as how I do it so much!
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#13 |
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Join Date: Sep 2004
Posts: 246
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Re: View from a Newbie: my first two days playing Ryzom
Great post, Irving, and for what it's worth another welcome!
I would disagree a bit about whether you came over too early. I believe it's quite possible to succeed on the mainland (at least as a Fyros) even as a level 1 in all areas. You are plenty high enough to make a go at it now. I don't really believe it's that much easier to get started by staying in newbie isle. For example, there are plenty of above ground harvest sources right outside the gates of Pyr. These are completely safe, no aggro and plenty of guards. You can harvest to your heart's content as a complete newbie, make some dapper, and buy far far better equipment (such as jewelry which you can use right away) than you could get on Newb Isle. Thus in that way at least, the ML is easier. Also, you have the same suckling yubos, lesser izams, and some other creatures that starting melee fighters can level on (not all of them but enough). Doctor Z. |
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#14 | |
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Join Date: Dec 2004
Posts: 1,331
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Re: View from a Newbie: my first two days playing Ryzom
Quote:
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#15 | |
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Join Date: Sep 2004
Posts: 386
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Re: View from a Newbie: my first two days playing Ryzom
Quote:
From the upcoming and long-delayed (and long) XUUWAG, my walkthrough - "The only thing that then matters in your start is what starting packs you pick. You have 3 packs. This is where it gets hard. Melee 1 Pack: Accurate Attack 1, Dagger (ql 10) 2 Packs: Accurate Attack 1, Increase Damage 1, Dagger (ql 10) 3 Packs: Accurate Attack 1, Increase Damage 1, Taunt 1, Shield 1, Dagger (ql 10) Magic 1 Pack: Acid 1, Magic Amplifier (ql 10) 2 Packs: Heal 1, Acid 1, Magic Amplifier (ql 10) 3 Packs: Heal 1, Acid 1, Root 1, Fear 1, Magic Amplifier (ql 10) Foraging 1 Pack: Basic Extraction, Pick 2 Packs: Basic Prospection, Basic Extraction, Accelerated Prospection 1, Pick 3 Packs: Prospecting – source time 30 seconds, Harmful Extraction 20, Basic Prospection, Basic Extraction, Accelerated Prospection 1, Pick Craft 1 Pack: 50 generic crafting materials (ql 10), Armor Crafting 1, Armor Crafting Tool, Light Boots plan 2 Packs: 100 generic crafting materials (ql 10), Armor Crafting 1, Armor Crafting Tool, Light Boots plan, Light Gloves plan 3 Packs: 200 generic crafting materials (ql 10), Armor Crafting 1, Melee Weapon Crafting 1, Light Boots plan, Light Gloves plan, Dagger plan What makes this tricky is that basing your initial choices on what your character will eventually look like may not be your best allocation of skill points (SPs). Why? Here’s a list of what each of these things cost: Accurate Attack 1 – 10 Fight SPs Increase Damage 1 – 10 Fight SPs Taunt 1 – 10 Fight SPs Shield 1 – 10 Fight SPs Net = 40 ‘free’ SPs Heal 1 – 50 Magic SPs Acid 1 – 50 Magic, Fight, Craft, or Foraging SPs. Root 1 – 55 Magic SPs Fear 1 – 55 Magic SPs, 50 with Heal 1 Net = 205 ‘free’ SPs Basic Extraction 1 – 50 Magic, Fight, or Craft SPs Basic Prospection 1 – 15 Foraging SPs Accelerated Prospection 1 – 35 Foraging SPs Prospecting with 30 seconds – 35 Foraging SPs Harmful Extraction 25 – 15 Foraging SPs Net = 150 ‘free’ SPs Armor Crafting 1 – 50 Fight, Craft, or Foraging SPs Melee Crafting 1 – 25 Craft SPs Light Boots – Included in Armor Crafting 1 Light Gloves – 30 SPs Dagger Plan – Included in Melee Crafting 1 Net = 105 ‘free’ SPs QL10 Dagger – 1000 dappers Pick – 1200 dappers Melee/Armor Crafting Tool – 1300 dappers QL10 Magic Amplifier – 1000 dappers 50 pack of raw materials = 6500 dappers What’s important to keep in the back of your mind during this, though, is that you are not limited at all to playing a single class based on what your initial selection of packs ends up being. You can just as easily buy the first stanza (Acid 1 for Magic, Basic Extraction for Foraging, Armor Crafting 1 for Crafting) of a skill using 50 skill points from another skill you have points in. What’s fairly obvious about your starter packs from the above list is that certain combinations give more bang for the buck than others. Lets look at fighting. What’s important to realize is that the second you hit something with any weapon you earn fighting experience…there are no prerequisites at all. So, if you hit something with your default magic amplifier staff, you get fight experience. If you hit something with your hands, you get fight experience. So…fight skill points aren’t terribly hard to get. Yet…if you spend 3 skill packs on fighting you get a grand total of 40 skill points worth of powers. Not terribly impressive. Recommendation: 0 packs, even if you’re planning on being a pure melee fighter. It will take you all of 2 minutes to get 40 fight skill point by killing suckling yubos. Magic? Well, different story. 1 pack gives you Acid 1, 50 SPs worth of a spell. 2 packs will give Heal 1 and Acid 1, meaning 100 SPs. 3 Packs? Heal, Fear, Root, and Acid, 200 SPs worth of spells. Great bang for the buck if you’re planning on being a pure mage, as you will likely take all 4 spells at some point. (We’ll get into basic spell descriptions later.) You also get a ql10 magic amplifier, which basically increases your lowest level spell power and speed early on and isn’t a bad weapon - but becomes useless once you get any spells above level 10, like acid or cold 2, so it isn’t a big deal. What if you’re not playing a pure mage? Heal 1 brings a number of other stanzas that you will probably buy eventually if you’re planning on playing a balanced mage later, fear is basically a requirement to survive as a solo mage, and only root is a bit of a specialty spell. Recommendation: 3 packs if you will be playing a dedicated mage, and either 0 or 1 if you’re playing a balanced character with mage skills. Crafting? 50 points from another skill to pick Armor Crafting 1 up is pretty steep, so probably worth it for at least 1 pack. One very important point to be made is that when you pick up a new Crafting Type powers – Armor, Melee, Ranged, Jewelry, Ammo, or Shield – you gain access to a default item of that particular type (respectively, light boots, dagger, pistol, earrings, pistol ammo, and buckler.). This makes it easier to grind things to gain experience later on without having to spend the additional 30 or 100 skill points to get the plan. Crafting skill points are generally regarded as the most precious in the game given how many things you can spend them on, so even though the bang to the buck isn’t great at 25 skill points per new stanza it may be worth it to take more. Recommendation: 3 if you’re playing a dedicated crafter, otherwise 1. Foraging? It’s the easiest way to gain experience and a small amount of loot early on. Again, 50 skill points to get the ability to use a pick is pretty harsh. Other than that, harvesting skill points tend to be fairly tight early on but open up once you get to higher levels or harvest in lands besides your homeland. Recommendation: 3 if you’re planning on playing a dedicated forager, otherwise 1. How do we usually start characters? We usually take 1 magic, 1 crafting, and 1 foraging pack, and end up using 50 fight skill points to buy acid 1 so as to advance up the magic tree. Ultimately, though, the way to think about it is that you’re going to get anywhere between 40-200 SPs as a bonus for starting in a certain skill. Any extra points in some combination of magic/crafting/foraging will serve you well." Last edited by usinuk : January 15th, 2005 at 05:11 AM. |
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#16 |
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Join Date: Sep 2004
Posts: 647
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Re: View from a Newbie: my first two days playing Ryzom
Great guide for starting people off:) Me, I wanted to be a caster primarily, and maximized my magic SP. The way I did it was 3 packs into magic. I used fight levels to start crafting and harvesting, and further fight levels for hp/regen/invulnerability/etc. On top of the many "free" magic SP, I only spent magic SP on things I could only buy with magic SP. Of course, this was back before the respec, when spells were expensive. Now you'd find it easier to get everything you want in magic without having to plan so tightly for your SP.
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#17 |
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Join Date: Nov 2004
Posts: 607
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Re: View from a Newbie: my first two days playing Ryzom
INGAME msg me and I willl gladly help you out
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#18 |
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Join Date: Nov 2004
Posts: 607
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Re: View from a Newbie: my first two days playing Ryzom
That goes for anyone actually. I am more than willing to help anyone level, get a few spawn points or take a tour around Matis...
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#19 |
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Join Date: Sep 2004
Posts: 893
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Re: View from a Newbie: my first two days playing Ryzom
Welcome. When you get old enough (in game) to get to Pyr, you will see what an enormous city is like. Pyr is kinda like a Pueblo indian city only flat not up. OH and when you get to Pyr...find the hot tub and learn why Fyros can fight so well *wink* we relax in STYLE!
I stayed in Fyros newbie until the younger players were trying to decide who should tell me to go to mainland next. I was 57 forager, high 20s in all crafting (patch one reset our skills, so I chose to drop a few then, I don't do jewelery anymore, just armor and weapons). I am a heavy explorer myself, and find exploring like I did in other games a tad hazardous. Best to take a few friends with you. And Matis lands seem a bit more hazardous to the young than Fyrosian lands. Zorai lands are almost vacant, and Tryker lands seem to be way stations between other lands. I know what you mean though, after EQ, Earth and Beyond, Horizons, Rubies of Eventide among others, Ryzom seems to have a pull the others just didn't have. |
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#20 |
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Join Date: Sep 2004
Posts: 647
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Re: View from a Newbie: my first two days playing Ryzom
I feel like I'm playing a toon in a living world, rather than in a video game made of numbers.
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