IDEAS FOR RYZOM


Turn Cat producton rate back up.
Yes 59 (7)
67.8%
No 23 (1)
26.4%
Other 5
5.7%
Abstain 5
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#16 [en] 

Daomei (Leanon)
You ought to mark the sarcasm. Pei-Ruz is a team challenge for a full team, spawning every 4 days and dropping some 6 stacks of q200 cats. Similar for Pei, Aen, Sirgio, and Lixie, where up to four teams are a good choice. Great loot.

Well you must not know who I am or you would know that I am dead serious. We were the first and as far as I know the only ones to take down Pei. We did it over and over for most of the last year. He doesn't pop every 4 days, he pops every hour (on Arispotle anyway) so yeah those four stacks of cats per kill add up to way more than any OP will produce in a day.

#17 [en] 

Some Aniro friends were unaware that he popped every hour as well. Maybe it's an Arispotle secret? It was the same thing with atysmas trees, each tree could drop up to 4 stacks of 250 cats, and there were something like 6 trees(around half or so dropped 250 cats) each popping every four hours. Way better than an outpost.

The rate right now is too low for the population (even though it is small) and I'm sure that the guild halls full of cats are pretty depleted by now (atleast active ones). It sucks not being able to share with OPless allies. If it was every guild for themselves there would be no problem, but it takes a lot of effort from multiple guilds to take/hold the OPs, and usually allies would be rewarded with some of the excess produce. These days hardly anyone even *trades* their 250 cats because there isn't enough to supply their own guildies with.

#18 [en] 

I'd love to see the world more alive, and having the outposts restored would do that.
I do mean restored, as in player action being needed for it per the original outpost idea, and player action needed to maintain the outposts.
pvp combat for control of outpost SITES may well have a place in that.

A scenario could be along the lines of a guild gaining permission to build on an unclaimed ruin, doing guild missions to gather the materials which has the buildings constructed over a period of several days or weeks (depending on the speed at which missions are performed).
When completed, continued guild missions (but at a lower pace) prevent the outpost from falling back into ruin (at which point the guild loses control over the outpost, allowing others to build on it in their stead, this preventing outposts being held by alt guilds and dead guilds).
If another guild attacks an outpost and takes it, they receive it in damaged state, the damage depending on the number of rounds needed to defeat the defenders (more rounds, more damage, thus more effort to restore to productive status).

I realise this would likely be a major coding effort (though much of it originates in the original outpost plan, so at least part of the code may already exist).

In this way players need to work together, small guilds can not hold large outposts (the difficulty and time investment of the missions can well be tuned to the level of the outpost and number of outposts held by the guild, making the holding of multiple outposts progressively harder for guilds the more of them they have, until the point where they can no longer maintain them because they need more time for maintenance than there is available in a week), and guilds can start treating cats as a reward for loyalty of their members and friends (help us out maintaining the op and you get them, or get more of them).
I thik this would build the community beyond what it is today.

#19 [en] 

Crailus
Some Aniro friends were unaware that he popped every hour as well.
Interesting. While, as an individual player, I can hardly take advantage thereof, this is strengthening my argument that there are ways enough opportunities around to obtain cats.
The rate right now is too low for the population (even though it is small) and I'm sure that the guild halls full of cats are pretty depleted by now (atleast active ones)...
I fail to see the reason for except lack of initiative and an attitude considering cats a right, not a privilege or a preciousness.

To give some figures about individual cat demand (starting by q100 as the demand of q50 is quite insignificant):

Start XP lvl 51-100 (fight/for.+craft): 29k / 11k XP lvl 100 : 52k / 23k median per lvl : 40k / 17k #stacks needed: 10 / 4
Start XP lvl 101-150 (fight/for.+craft) : 51k / 24k XP lvl 150 : 85k / 47k median per lvl : 62k / 32k #stacks needed: 15 / 8
Start XP lvl 151-200 (fight/for.+craft) : 87k / 47k XP lvl 200 : 135k / 94k median per lvl: 112k / 65k #stacks needed: 28 / 17
Start XP lvl 201-250 (fight/for.+craft) : 139k / 95k XP lvl 250 : 185k / 157k median per lvl : 162k / 128k #stacks needed: 41 / 34

The "need" for cats is under the assumption that all XP is gained using cats.

Edited 5 times | Last edited by Daomei (1 decade ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#20 [en] 

I cannot give a definite opinion if the current cats production is enough or not. Not playing like I used to play years ago to have first hand data. But if people complain about it, there must be some problem. Usually in Ryzom an issue gets to the forums long after part of the population feel its consequences.
But I did vote "other" because the limited number of OPs that didn't change for the last how many? 8 years? encourage political ownership instead of guild content. More OPs with current cats spawn (or at least less cats spawn than in the past) would allow guilds to chose their real allies not be forced to work only as big alliances. It may enocurage smaller scale pvp as well.
More OPs of q50-150 at surface would encourage newcomers to form new guilds. OPs mean a fantastic guild content and they have a psychological importance that supercedes by far cats and mats one. An OP is a guild "home". Strong hard to attack/defend OPs in the q250 areas or in the PR would allow older guilds to make a point of honour in keeping them.

In short: keep rate low but increase OPs numbers.

#21 [en] 

I still think that leveling without cats for your first master is unreasonable. Its easy for high level players to talk about doing it without issues cause they already have skills they can rely on to survive. Bottom line is that any guild wanting to retain casual players needs a supply of cats.

#22 [en] 

Zyeir
I still think that leveling without cats for your first master is unreasonable.

My first 4 masters were done before cats were introduced into game.

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#23 [en] 

Zyeir
I still think that leveling without cats for your first master is unreasonable. .. Bottom line is that any guild wanting to retain casual players needs a supply of cats.

I agree that first master especially in crafting is tiresome without cats. Yet the solution cannot be flooding the outposts again with. A guild serious about cat supply may organize catalyst crafting which is ways easier for a group of players than for an individual. With low effort a guild of 4-8 players may easily achieve the production level of one or two 250 outposts, of which a total of 8 is in the game.

So again: ppl are complaining about too few cats, why? For q50-100, touring the camps comes in handy (beyond it is not good due to the 2^(n-1) progression). For q200, npc marauders are a fair additional source of which I underestimated the frequency. For all the rest, op & crystal crafting do suffice.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#24 [en] 

Loracas
Zyeir
I still think that leveling without cats for your first master is unreasonable.

My first 4 masters were done before cats were introduced into game.

You deserve a cookie :)

But not everyone has the time for that. Ryzom is in need of more casual players that dont want to spend 40 hours a week grinding. I guess getting 10 f2p ALTs and touring the camps would do the trick. As for the occupation nonsense, doing occupations for a whole year is not worth the effort.

#25 [en] 

Right, 'cos everyone that got masters pre-cats was a hardcore 18hr a day gamer.

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Noble Jayce
Reaper Leader

#26 [en] 

With 20 million xp necessary to complete a master with no cats, it equals 6666 kills. Assuming around 1 minute per kill, thats 111 hours of play time. For a casual gamer that plays approximately 2-3 hours per day, 5 days a week it is approximately 2 months to get a master. This is if they dedicate every single minute of playtime to just grinding one skill 100% of the time and they are able to get healing assistance 100% of the time as well as getting max xp for every single kill.

Back when the game was first launched there was no way of doing things at such a high level of efficiency, not only because of the lack of general game knowledge that is so accesible now, but also because of the lack of q250+ grind mobs and the rarity of high q equipment. Indeed I do agree with Jayce's assesment that only the hardcore gamers had masters back then.

Last edited by Zyeir (1 decade ago)

#27 [en] 

Zyeir
...

Back when the game was first launched there was no way of doing things at such a high level of efficiency, not only because of the lack of general game knowledge that is so accesible now, but also because of the lack of q250+ grind mobs and the rarity of high q equipment. Indeed I do agree with Jayce's assesment that only the hardcore gamers had masters back then.

So you didn't level on Minyon, Daï-Den and co. back then when it was possible? (before the spawn time was made longer and random)

Actually I had (and still have) the opportunity to use all the cats I want to but I never used them except for crafting.

BUT I don't see the point of leveling as fast as possible..
Try sitting down a minute, looking at the world that surrounds you, the Kinchers hunting the Mektoubs or the Gingos hunting the Yubos. Or take a look how the world changes while it's dusk or dawn.
The world is just incredible!

Sneak through the region with a lot of aggressive animals (and homins) while being at a low level.
Fiddle with the recipe for this one item until it got the stats you'd like it to have.
Those are the skills that are making a difference but won't show up as numbers anywhere.

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#28 [en] 

Zyeir
With 20 million xp necessary to complete a master with no cats, it equals 6666 kills. ...

Well, that is a biased count. If at all, cats may reduce that to 3333 kills (beneath your mild exaggeration, it is 19,740,128 xp not 20m) of maximum xp. 1 kill per minute is not very fast. Even when I did my final levels with daggers (hard to train, I did it naked without jewels to save equipment), I killed 2-3 hornchers or najabs per minute at minimum.

Yet, the casual gamer won't do level grinding above lvl 205-210 unless quitting the casual gamer status. What is the point with having to grind for 2 mths or more for master? It took me longer to get my first master (desert digging) as well as my second one (crafting daggers).

With or without cats, master levels aren't for casuals dropping in and leaving after a couple of hours. And they'll never be unless the game being crippled to an extent that may cause most long term players quitting.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#29 [en] 

Jarnys (Leanon)
... BUT I don't see the point of leveling as fast as possible..
Try sitting down a minute, looking at the world that surrounds you, the Kinchers hunting the Mektoubs or the Gingos hunting the Yubos. Or take a look how the world changes while it's dusk or dawn.
The world is just incredible!
...

I agree... and kinchers don't hunt mektoubs :-)

#30 [en] 

Jayce
Spoilt brats, go take an outpost.

I am new to the game, but maybe not everyone is keen on these battles and doing pvp. Why should only pvp junkies get cats - why arent there viable alternatives for homins who want to fight kitins, not homins? Do I have to wait till atysmas or content myself with a couple of cats from welcomer missions?

I am told that there used to be lots of cats around - so that was great for those who levelled with them - easy to tell others to do without. Sorry this just seems unfair to me.
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