English French German Spanish Russian
New Patch 1.12 - Advanced Occupations - Official News - Ryzom Community ForumHomeGuest

Official News


uiWebPrevious123456uiWebNext

#1 [en] 

On Wednesday, 1 June between 08:00 and 10:00 UTC, the shards will be closed for the application of patch 1.12.

In preparation for this patch we have given some players from the French community the opportunity to be testers.This first experience was very educational for us and hopefully also for them. We thank Belisair, Spliind, Izanagi1, Rasta34 and Ohlmann for their participation! We hope to be able to continue to give players the opportunity to be testers in the future and we will not hesitate to let you know!

This patch introduces the following changes:

Advanced Occupations

New advanced occupations will be accessible to players. Here is the list of the occupations which will be available at the moment of the patch:
  • Catalyst Artificer: Allows you to create experience catalyzers from products obtained by elementary occupations.
  • Alchemist: Allows you to create advanced potions of regeneration usable during fighting.
  • Aurachemist: Allows you to create potions which give to the whole team a beneficial aura and usable during fight.

A new system was developed to allow the addition of new occupations without requiring a patch. New advanced occupations will be added regularly throughout the coming weeks, so that you can assimilate the combinations and stategies progressively. Here is a list of some of the planned occupations:
  • Pyrotechnician: Allows the creation of fireworks.
  • Stylist: Barber/Tattooist.
  • Crystalyst: Allows you to increase the quality of Marauder crystals.

These new occupations will give you new potions which enable you to increase your strategic abilities during your hard battles, but also new Roleplay possibilities!

New enchantment system

The system to recharge your right-hand weapon has undergone some changes. In the new system, using the skill will immediatly reload the weapon in your right hand. It will no longer be possible to create sap crystals.
Sap crystals that you have already created will remain usable.

Loot system changes

If you damage a creature which is killed by NPC or an other creature, you will be now able to loot this creature. There is no change to experience gain however -- a creature killed by an NPC or another creature will still give no experience.

Decreased Outpost production

An adjustment was necessary to the outpost production rates. Experience Catalyzer production is reduced by 90% and flower production will be reduced by 75%. The production of other materials will remain unchanged. This adjustment was necessary to cull the excessive quantities currently available across all shards.

Teleportation pact changes

It is no longer possible for a "karavaneer" to use a "kamist" teleportation pact or vice versa.
If you have a Karavan or Kami fame of 100, you will notice a new graphic effect during teleportation.

Miscellaneous

Atus Gromulus and the Frontier Messenger have been moved from a side room to a location in front of the Guild Clerk in the Pyr palace, making the side room suitable for Akenak meetings.

Edited 2 times | Last edited by Sywindt (3 years ago)

---

Yumeroh | Senior Gamemaster | Community Manager | Senior Tester Manager

#2 [en] 

I'm happy to see the new occupations will be released in stages.
Yumeroh (Aniro)
Teleportation pact changes
It is no longer possible for a "karavaneer" to use a "kamist" teleportation pact or vice versa.
While this looks fine to me for normal world pacts, did you consider the Almati Teleport Pacts with this change? Do you really intend to make the Larvester and Scrollmaker occupations 'for Karavaneers' and the Butcher and Medic occupations 'for Kamists' by preventing the other faction from using the Almati pacts those occupations give you?

#3 [en] 

hmm, indeed. Of course you can still always go there using the temple npcs to teleport you.
I was personally thinking about people changing faction for the first time, they'll have a far harder time getting their new tps, especially in the prime roots.

#4 [en] 

Well hurrah!

And nobody likes a turncoat anyway.

---

Noble Jayce
Reaper Leader

#5 [en] 

I think, apart of the occupations, that the patch goes to the right direction.
Nothing spectacular, but something that will give more sand for the players is welcomed.
I don't really care about teleport pacts. And making the faction change harder is a good thing, imho.

I like the patch, but of course we need to see how things will be really implemented to judge.

---

Gilgameesh
Silvae Custodes

#6 [en] 

Apart of the occupations? But the patch doesn´t offer anything new except the occupations :P

I mean, it has some other changes, reducing outpost produce is good and long overdue for example, but no real new stuff.

#7 [en] 

Im thinking about the Sap Crystal thing. Sap Crystals make leveling certain skills possibl;e (i.e. close combat) by allowing you t actually survive fights solo up to the mid 220's or so. Will this still be possible under the new system ? Given the current population, if this is a "no", I can see myself spending les time on line.

#8 [en] 

Fyrosfreddy
Im thinking about the Sap Crystal thing. Sap Crystals make leveling certain skills possibl;e (i.e. close combat) by allowing you t actually survive fights solo up to the mid 220's or so. Will this still be possible under the new system ? Given the current population, if this is a "no", I can see myself spending les time on line.

Actually, the new enchantment system will be harder to use, given u cannot move while casting the skill. So, something will be impossible to do after the change.... and no more kiting possible.
On the other side... crystals will be still available to the racial merchant.
I think this is something that need some testing and rebalancing.... maybe a change in the actual max sap load of weps or change the skill so it can be casted while moving..... dunno really. In the actual state, the change will make enchants a bit hard to use.

---

Gilgameesh
Silvae Custodes

#9 [en] 

i think the reduction of experience catalisers is long over due but a 90 percent reduction in my opinion is far too sever (i reached my first 250 lvl with out cats)
i think about 50 percent would be more relistic
azad a confused bunnie long live the carrot :)

#10 [en] 

What?! But what about my garden?? We have a Zoraï GH for a reason - lots of space to be more flowery than the Matis!

#11 [en] 

Without Sap crystal, leveling and pvp will be killed.
Simply a weight of 0,5 (or 1) like material would be a solution no ?

#12 [en] 

Would be real nice if there were two kinds of cats ......

1. Primary Cats - A 80% reduction for these would fit well. There are far too many and like was previously said, power leveling to a master in 3 weeks does not make an experienced player.

2. Secondry Cats - Cats that work on crafting only would be nice. These could be more prolific but only work on secondary crafting skills. For example, you earn your Light Armor Craft master the good old fashion way. But, once you have already mastered one LA tree, then could use the secondary cats to bring up the other levels.

Drills could be set with a slider dividing production into one or the other:

00% P - 100% S
10% P - 90%S
20% P - 80% S

and so on

P = primary rate which I'd set at 5 stacks per day
S = secondary rate at 10 stacks per day

If your slider is 50-50, you'd get 2.5 primary and 5 seconday which seems about right for our population. Yes, i recognize this would be a significant programming effort but interest in craft is perty dead atm.

#13 [en] 

Maely (Aniro)
Without Sap crystal, leveling and pvp will be killed.
Simply a weight of 0,5 (or 1) like material would be a solution no ?

not at all. The op output reduction is clearly intended to introduce more pvp by making op output more rare and thus guilds less likely to share with others so you have to fight over it.
Potions produced by occupations are likely to replace the heal spell on your weapon, and work for the entire team, not just a single target, makes things easier in pvp as well as large groups.
Pop a pot and the entire team is healed, no having to cast a heal on 8 people one at a time (or an expensive and slow heal bomb).

#14 [en] 

Iala
not at all. The op output reduction is clearly intended to introduce more pvp by making op output more rare and thus guilds less likely to share with others so you have to fight over it.
The OP output reduction is to scale down the available resources with the current player numbers. If this seriously is intended to encourage more pvp, in my opinion is one of the worst ideas I can imagine. The past has show, that an pvp encouragement repeatedly resulted in a reduction of player numbers.

---

Trini | 'Ys kard' | Arispotle
First and last of the Darkmoor Rangers

#15 [en] 

Do note this patch will also bring an occupation that can create cats.

So a non-PvP alternative to obtain them, as has often been asked for.

The scaling-down of OP produce is likely also to balance it better to the cat-output of this occupation.
uiWebPrevious123456uiWebNext
 
Last visit Sat Nov 1 11:25:38 2014 UTC
P_0:

powered by ryzom-api