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#71 Report | Quote[en] 

Sad that I have to reply to myself to enter a few more characters (heh).

Bottom line however is that the economy ends up being about the same as it was 3 years ago. Level up and you will be able to accumulate funds to donate to new players, or help your guildmates out with, etc.

I don't see any change really worth pursuing to 'fix' what is not really the biggest problem in the first place..

I'd rather see future development focused on things that would improve the experience of the game - how about fixing Knoll of Dissent? It's been 'broken' for at least 7 years now, spells still are all area of effect spells there, and I'm sure there's no logical reason for why that should be (none was ever given in lore as to why that would be, nor is the region special in any other way that should make this the case). Now that we have a larger player base under one server, why not open up a few of the other outposts, or some in the Prime Roots? Or implement spires?

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~minou

High Officer, Spiritus Artificis
Former Officer, High Officer and Leader, Reapers of the Dark

#72 Report | Quote[en] 

+1 Minou, Esp. about lack of missions for amp crafters. I also think there should be better missions for hunters, or those who dont like to do crafting.
Not sure which KoD you were refering to, or what particularly. Do you mean Hidden Source? Or Nexus? Or the KoD in the Jungle?

#73 Report | Quote[en] 

It is knoll of dissent, where offensive magic has AoE effect. Often annoyed some mektoubs when hitting torbaks.

What puzzles me about the hunters' complaints: I am making a good 30-100k dappers extra income by looting the mobs annoying me on my normal ways (never did b4 the fusion) and place the mat in the merchants at 1000-2000% meaning sthg between 200 and 700 per mat. That stuff is all resold almost immediately.

There is no way to yield mat faster than hunting. Complaints that this mat is only 17dap/mat when sold to merchant are strange. That may easily be 170-400 when put on resale.

I somewhat understand the rants. But guys, the world is as it is. The hardest thing for me was losing all my occupations' skills. Regaining them indeed created a daily chore. But so what?

Last edited by Daomei (1 decade ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#74 Report | Quote[en] 

I have tried this 1000-2000% thing recently and i admit it does work, the tiers for dapper missions from crafting go about 200 400 800 1000 dappers per mat at various cutoffs most notably q130 130/160 160/180 140/150 are all the 700-800 dapper per mat range,

this said, if you can get 200-400 selling loot mats to others it does work out

perhaps dig mats can be sold too at those markups im sure someone's going to dig/dapper and buy mats to craft but personally i craft whatver i dig

i think when my laptop is fixed i will attempt to not do any dapper missions at all for 1 week and see if i can get by on loot mats, will be interesting to keep a comparison

perhaps 1 week of just corporal/etc missions and delivery missions

but the craft missions give incentive to dig and craft and raise fame as noted, slowly but surely 1 fame every 3-4 missions i estimate. i suppose huntnig would raise combat but grinding without stopping to sell mats seems to be more beneficial

ill see if i can make 800 dpm comparable in 2hrs

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#75 Report | Quote[en] 

I'm liking that resale is more active. The fundamental problem I'm seeing is really rooted in adding to the grind without adding to the fun.

On a good day Ryzom is a major grind. There's just not much else to do besides grind some skill/occupation/dappers/gear. The recent changes in the economy added to that grind...essentially forcing people to turn to missions to make dappers to pay for TPs and such. Boss hunts are few and far between unless you're one of the guilds that has them all camped. Increasing the respawn rate will just get those guilds more sup mats. Digging is just another grind. Trekking is fun when someone actually needs to trek.

We're adding jobs, different things to grind, difficulty without getting much pure fun to balance things out. The economy will sort itself out. Grind gives a little longevity to the gameplay. Hopefully the event teams and/or an incredibly creative dev team can come up with something to balance all the new grind with some fun though.

#76 Report | Quote[en] 

I love the new market that has evolved. For the first time in my ryzom life i am putting stuff (mob loot, occ products) up for resale and get something that i actually need. I don't like grind digging very much and in the beginning when i had to do some i didn't like it too much. But now i can live from what i put up for resale!

I understand the problems of low level and new players who got a hard time getting the dappers to buy tps. Low level mission rewards should be reworked (or teleports made cheap for low-level players).

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Casy * Foreign Secretary * Alliance of Honor
Intensive Care Bear

#77 Report | Quote[en] 

Teleports are cheap.  The problem is that a low level digger or hunter isn't producing mats that anyone wants to buy, so even if they put them up with a low markup they don't sell.  Heck, even when I put q250 up at a 200% markup it doesn't sell, at least most of it doesn't.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#78 Report | Quote[en] 

overseer npcs take those undesirable mats and make them into dappers now, who really wants basic redhot sap of q170? the thesos master overseer does! at a rate of about 800 dappers per mat, no one would pay that normally (well i do not really know... i would not when an exe 250 mat is 5k)

i think casy may mean also that lower level players do not have the q170 craft ability to make that 90k reward so they have to do those really crappy 2k-10k missions which, lets face it - are just recycling, repetitive and unfun, no point in doing the same mission again just to buy tps

so dareth has hit upon a great point, the punitive changes that are very "job like" and making you "work for it" have sucked some fun out of atys, combined with things just not working the way they are supposed to, exacerbates the unfun-ness

i am at a loss for how to balance this but have been trying to create some content of my own to keep from feeling tied down to the system. while we wait for pr mats to be fixed and tracking stanzas to work, or possible increase in spawn rates, or even small adjustments of rewards to make low level missions more worth doing, we have to keep each other from wanting to shoot self in foot and unsub from all the unfun

grab your friends and find something you can enjoy or apply to the script-writing team or edit the wiki, make some articles like the ryzom compendium leader has been doing... i think i will try that one too

one of my pet projects is individual emails/tells to crafters for their nice work in the shops lately and requesting or suggesting certain things be added to make up for missing items (ahem, we are still severely short on q250 hp jewels, focus jewels are aplenty but not hp but hey if this is not true anymore ignore that!)

adopt a newbie, make a guild, keep a recipe book in hard-copy. i don't want to watch anyone leave so i try to find out what will keep people here, would not want to see any more of my friends leave

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