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IDEAS FOR RYZOM


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#16 [en] 

Placio
I originally saw this thread as let level 200+ players train better with masters, but maybe I was wrong.
This was the original intent of my idea yes. Not power leveling. One does not need to be a master to powerlevel.

#17 [en] 

Dullahan
it already takes months of fame grind (ranger rite) before the nerf hammer on NH, now it might take 2-3 months, who the hell has time for that, and how is that fun?

Neutral/Ranger only incentive on +50 to all fame, is free NH rides.. and now that's all *Poof* bye-bye, tulaloo.

tldr; instead of thinking on what to take away next to make it more 'challenging' aka the time sink patch, how about add stuff missions/events/rp events/ooc events (not holiday ones but just out of the blue events) to make the game more fun... oopps my tldr is long too lel.

Frankly, for those of us who where here nefore NH, the NH was an exploit.  Earning fame for nations should bot come at 20 imes the pace oif earning fame for the factions.   They should be the same level of difficulty ... not shoot up to the point wher eya got free rides in 3 days of effort.

I do agree on the Atuys Citizen nerf.   Everybody else got double / quadruple rewards for their contrbutions.... the sole consolation for AC's was the free rides.   Now that was taken away.  As players are free to make game path choices, unless there's going to be multiple subscription levels, no player class should be denied equal access and opportinity.  As each plaeyr canhave  amac of 200 fame.   Set it up that the max stays in place of 36 mats.

Player 1 w/ 100 can get 36 mats worth of rewards in 1 hand in in th eplace they have 100 ... 100 fame is an accomlishment so reward is appropriate.   Assming that's the usual 100-75-25-0 distribution, they gat free rides in the 2 lands thay have 50+ in

Player 2 w/ 50-50-50-50 gets no double bonus.   With 36 mats to hand in they have to visit all 4 NH folks 4 x 9 = 38 ... and they would get the same exact rewards as above ... but have to travel 4 times.   They get free NH rides, but it's going to cost them 4 TPs.

The direction being taken, as stated in the forge meeting forum thread topics that you wil won't be forced to do things "but these changes will make you want to" I don't think stands up.   Making people do what they really don't want to do to enjoy the same IG rewards is not a path that I see leading to sucess.

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#18 [en] 

Fyrosfreddy

So this patch is "the good ol' days" patch then? the time where it failed to hold on to players? where the game got passed through different publishers and still couldn't hold on to players so they had to merge the servers?

sounds legit, this should bring back the old players, and invite newcomers.. Not!

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The supreme art of war is to subdue the enemy without fighting.

#19 [en] 

People didn't left the game because fame was too hard to up/down.

#20 [en] 

Last 3 posts are completely off-topic, make a new thread, folks.

I think the title of this thread is inaccurate, Masters are indeed very useful, for the most part.

Whether they shouldn't nerf XP for other players.. How about excluding a master from the Exp calculation unless he has DP? This would basically imply getting to benefit from the master's participation without a penalty. It allows for some exploiting: e.g. You no longer need crystals to level an affliction or ranged because there can be someone killing the mobs for you. From my perspective it boosts teamwork and cooperation a bit but could also lead to more people soloing everything and having alt armies.

Just my 2 cents.

#21 [en] 

Sinvaders
People didn't left the game because fame was too hard to up/down.

they left because it's a slow grind game without end game content released by the devs

oh wait, I'm wrong, there's the Gubani brothers..

ofc, that's not all.

and you're right, it's off topic.

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The supreme art of war is to subdue the enemy without fighting.

#22 [en] 

Sarpedonia
If someone is level 249 in any skill the group still gets xp.
But once they hit 250 no one gets xp.

I propose removing that "your action is too easy" for the purposes of allowing masters to actually USE the skills they spent long hours/day/weeks working on to help friends.

If in a group the highest level, once they get a new level, the xp drops a bit per kill. I suggest continuing this drop once more for when they get master. Allow the group to still get xp, yet obviously the master gets none as they don't need it.

As is, the current system penalises people for mastering skills.
Not a great way to reward loyal players.

I respectfully disagree.  This is only a problem if you are teamed.  You can always heal / fight / whatever out of team.  If you miss the ability to join Team Chat, set up a new channel (it's easy to do).  Any master should be eager to help others to level up, whether it's your guildies or whoever.

The current system is fine.  Mastering a skill does not mean you cannot use that skill, it simply means that your training is completed.

Last edited by Arfur (3 weeks ago)

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It's bad luck to be superstitious . . .



Palta e decata, nan nec ilne matala.

When one goes on a journey it is not the scenery that changes, but the traveller

#23 [en] 

Arfur
Sarpedonia
If someone is level 249 in any skill the group still gets xp.
But once they hit 250 no one gets xp.

I propose removing that "your action is too easy" for the purposes of allowing masters to actually USE the skills they spent long hours/day/weeks working on to help friends.

If in a group the highest level, once they get a new level, the xp drops a bit per kill. I suggest continuing this drop once more for when they get master. Allow the group to still get xp, yet obviously the master gets none as they don't need it.

As is, the current system penalises people for mastering skills.
Not a great way to reward loyal players.

I respectfully disagree.  This is only a problem if you are teamed.  You can always heal / fight / whatever out of team.  If you miss the ability to join Team Chat, set up a new channel (it's easy to do).  Any master should be eager to help others to level up, whether it's your guildies or whoever.

The current system is fine.  Mastering a skill does not mean you cannot use that skill, it simply means that your training is completed.


But it would help more if the master nuker are teamed, so not to steal exp out of team (it happens, you don't need to trust me, I know you know)

for instance 2 homins are willing to help nuke for someone leveling his melee, the nukers would steal exp all the time, even if there where 4 melee on the team, those 2 nukers would still get the exp OOT

Edit: yes I know they could stop before they take out half the hp of the mob.

Last edited by Dullahan (3 weeks ago)

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The supreme art of war is to subdue the enemy without fighting.

#24 [en] 

Dullahan
Arfur
Sarpedonia
If someone is level 249 in any skill the group still gets xp.
But once they hit 250 no one gets xp.

I propose removing that "your action is too easy" for the purposes of allowing masters to actually USE the skills they spent long hours/day/weeks working on to help friends.

If in a group the highest level, once they get a new level, the xp drops a bit per kill. I suggest continuing this drop once more for when they get master. Allow the group to still get xp, yet obviously the master gets none as they don't need it.

As is, the current system penalises people for mastering skills.
Not a great way to reward loyal players.

I respectfully disagree.  This is only a problem if you are teamed.  You can always heal / fight / whatever out of team.  If you miss the ability to join Team Chat, set up a new channel (it's easy to do).  Any master should be eager to help others to level up, whether it's your guildies or whoever.

The current system is fine.  Mastering a skill does not mean you cannot use that skill, it simply means that your training is completed.


But it would help more if the master nuker are teamed, so not to steal exp out of team (it happens, you don't need to trust me, I know you know)

for instance 2 homins are willing to help nuke for someone leveling his melee, the nukers would steal exp all the time, even if there where 4 melee on the team, those 2 nukers would still get the exp OOT

Edit: yes I know they could stop before they take out half the hp of the mob.

Yes normally you would stop so as not to make the kill shot. Having a master skill means having to adjust your technique accordingly. Evolve new ways of doing things that maximise the XP of whoever you are trying to help. I count this as a good thing.

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It's bad luck to be superstitious . . .



Palta e decata, nan nec ilne matala.

When one goes on a journey it is not the scenery that changes, but the traveller

#25 [en] 

Arfur
I respectfully disagree.  This is only a problem if you are teamed.  You can always heal / fight / whatever out of team.  If you miss the ability to join Team Chat, set up a new channel (it's easy to do).  Any master should be eager to help others to level up, whether it's your guildies or whoever.

That sounds to me like you never, ever, ever choose your heal targets with the team list when the screen gets cluttered, monitor the condition of their teammates at >20m range, or use the map to locate people you are playing with. There are MANY more benefits to teaming than simply sharing a chat.

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.
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