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PvP jewels with 80 - 90% spell resistance.

^^ what Virg said, and:

Daomei (atys)
Nuno, one can defend that bug as a feature

You can also say: that feature as a bug :-)
, but those who know the code know as well that a) it was not introduced intentionally to provide balance, but is a side effect from insufficient coding, and b) that it could be fixed.

AFAIK this "feature" is in ryzom for a very long time. At least 4 years, probably more.

Also, AFAIK someone contributed code that was meant to limit all the resists to 275. This code was NOT accepted. This tells me that the GMs/DEVs don't want the limit.
I further on cannot buy the argument that this exploit is necessary or even helpful for balance. On contrary, it favors those guilds and alliances who collect most of the boss nails, spines etc. in question. Once more, PvP is getting more hierarchical, disadvantaging newcomers, and thus less interesting.

Some players spend a LOT of time collecting good mats. It's not just for the fun of waiting 6h for the seeds to pop or run 40km scouting for bosses... :-D It's to craft the best possible gear.

I know it's not what you mean, but taken to the extreme, it looks like you want all gear to have the same stats.
Ofc the guys that search for tyrakoo get the uber HA, the ones waiting for the zun get the 97% amps. The same way, the ones searching for the jewel mats get the +8 jewels.
In case of the "horror scenario" that "packs of mages" could do what launchers do nowadays, this only would change tactics, probably allowing for more interesting and dynamic PvP, e.g. with dagger virtuosos incapacitating those pack by interruption and stun. Btw. such ele groups were still a perfect target for launchers.

Ok, not my business, just for the record.

The dagger virtuosos would be dead in 3 seconds... It would be harder to kill a gubani than a tank with boosted gear. IMHO that's why, after all these years, there's still no cap on resists.

(It was reported to me that a little before the wipe -- some call it the merge... -- the resist cap was introduced. At the time i was annoyed enough with the wipe news that i didn't even tested it. But i tested the resists after i started playing regularly again and there was no cap. So if the original report was true, it was reverted.)

Btw, i still don't understand why i'm beeing quoted. I was the one saying i wouldn't mind a change in game mechanics, as long as it's the same for everyone. That said, i also understand completely why there's no cap.

I think this topic needs clarification by the GMs/DEVs. If they do answer they'll answer in about 2 weeks, so sit back and relax :-)

Have fun,
Nuno
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