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#37 Report | Quote[en] 

^^ 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

#38 Report | Quote[en] 

Not only would the dagger virtuoso be dead in 30seconds the launcher would be dead in 10seconds ^^

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#39 Report | Quote[en] 

Q - Is it a bug????

A - YES!!!!

Q - Is this a problem in OP war???

A - NOOOO!!!!

Q - Why????

A - Because we can use the spell which has no resistance and 70% protection. Each hit will dropp 900 hp. You don´t need to nuke 10 times and get 8 resistances.....you can nuke 10 times and hit 9K, or better you can use affliction ( same region with 70% protection ) and hit 100%. Simple like that .

Q - Do you have this jewels???

A - No !!! I have a better one.

Q - Is it hard to craft this jewel set???

A - NOOO, is very easy and cheap to craft this set. You don´t need a large or full of masters guild to get one.

Q - and the other one.....272 resistance and 41% protections ??

A - This one is very hard..you need "1 billion boss materials", a large guild, a lof of masters and campers to get all mats. ahh and you need different jewels for different regions to keep the balance.

Thanks mom.

#40 Report | Quote[en] 

I agree with everything you said yorran apart from I prefer the resistance jewels :P

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#41 Report | Quote[en] 

hehehe Virg.

I LOVE the resistance jewels too...I just said I have a better one :)))

#42 Report | Quote[en] 

I remember tis community as one that always looked down on exploits. I thought this was the only game in wich doing someting unfair was not just against the rules but against the morale of the community.
However now it is sad to see that people who kept axploiting a bug and who tried to keep tis a secet are trying to maintain their bugusage. it is dissapointing that you prefer having your own unfair advantage over fairness towards other players. damn bunch of bugusers...

#43 Report | Quote[en] 

i'd like to weigh in here on a few things

first i'm not here to make any categorical statements or point any fingers nor patronise or make fun of anyone

here are a few fast facts, please correct me POLITELY if i am incorrect, as i might be.

1) the game states that the cap on resistance is 275 31% elemental 50% affliction
this is for a 250 level master but in reality it is level+25 max and level-26 minimum, against a mob of whatever level you are at

so in my example i am level 222, my max is 222+25 and my min is 222-26 i can stil get 31% max elemental resist against a level 222 mob, presumably more against a lower mob and less against a higher mob.

anyway,

this is definite, that the display is incorrect and imo dishonest
it is also definite that this bug/feature/issue has been around for a long time

it is not exactly easy to say if it is intentional or not, but it does exist. now, since it has not been fixed and no csr / programmer etc has outright stated if it is a feature (cotd)

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#44 Report | Quote[en] 

there are a few possibilities :

1) it was not originally intended and is unknown to the devs (no way, i say)
2) it was not originally intended and is known to the devs but
a) they are leaving it as a feature
b) it will eventually be fixed

3) it WAS intended and is basically a secret to be discovered, set this way by the devs

i think i go with 2a because it has been a long standing issue.
i would like to say 3 is okay but! if 3 is the reality, it does pose some problems

not everyone knows, even if it has been around 4 year, not everyone will find it, and it will be an unfair DISadvantage to the ones who do not know (therefore, tell everyone to make it fair)

the magical set is not hard to make, i have hunted most of the mobs entirely on my own (sap crystals, easy enough) i mean for the easier set not the really cool boss loot ones :) i can also dig sups entirely on my own and i can get invited to bosses if i really really want the boss loot but i think the exe set is "better" because it's easy

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#45 Report | Quote[en] 

final thoughts: i want to retract my previous statement that this renders magic useless. in light of recent replies i would say more realistically, it nerfs magic to a degree but perhaps, PERHAPS this nerf is a good thing as , perhaps, it would be too much of an advantage to mages if not

i cannot say for sure, i am not a dev, i do not know if it is a feature or a bug, i call it an issue. i lean more toward unfair feature as a title for it because, it's been around and by now it is a feature for the ones who like it, and a bug for the ones who don't

i say if it exists, use it. don't be the ones who get killed faster because you dont want to use it. if it is removed later then fine. if not ,still fine. educate your friends and leave your enemies in the dark if you wish =)

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#46 Report | Quote[en] 

I say people that make posts about PVP stuff should actually have PVPed before and have some clue as to what they are talking about. Anyone who has ever PVPed before would know that without the resists in place magic would be completely overpowered and it would unbalance the current PVP structure. I can beat any melee with magic just the way things are now and I can beat any mage with melee. Stop crying about it and get some skill and I think you would see what i mean.

#47 Report | Quote[en] 

Drez -- this is more about having the windows that report statistics and such actually say the correct things. This has nothing to do with whether you can beat anyone in PvP.

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#48 Report | Quote[en] 

I believe its actually to nice to have a few things hidden that you have to test and work out for yourself- an example of this is using a 1h sword and the dagger- the speed is definately not what you would expect.

Tizona this "exploit" as you so call it is known by at least 80% of the community. To me it isn't an exploit but merely a hidden feature that creates more diversity.

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#49 Report | Quote[en] 

Disclaimer: i am just playing my role in my reply, nothing personal. but honestly if you are going to post on the forum, you need to remember that these are real human beings reading and replying and accord them some respect

Virg - as I said, it's been around so long and been used and known by some so long that by this point, it is a feature at least in the minds of some. that's a reasonable conclusion unless someone officially says otherwise. i also like that some things can be discovered and not always stated but i'm not entirely sure if this is one of those times when it's in the best interest of all.

Drez, i am really disappointed in that kind of reply, it's very unhelpful, and honestly it makes you look like a dick. someone can censor me if they want to but i have a right to speak candidly too. also if someone censors this feel free to insert the work jerk instead of dick if that pleases you.

However, it does give me something to use that might actually he helpful. you have stated that without the resistance being as they are now (i assume, without using 80%+ by going over the 275 limit that is show in the identity screen) that magic would be overpowered. which also suggests by way of logic, that anyone using 275 is probably going to get slaughtered, because they are not using this "feature."

one of my points up for DISCUSSION not pissing on, and certainly not crying about is, what about the people who follow what the identity screen says, sure you can call it a secret but you can also call it misleading, or, bluntly, a lie to the player.

Since it is so known by now, 80% apparently of the community knows according to virg (where you pull that number from i really don't know) then....

i propose the display be adjusted to show the true resistance number and resistance percentage

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#50 Report | Quote[en] 

80 was simply a rough guess- The fact all the jewel crafters I have spoken to know this feature means all the people who they craft PvP jewels for actually use this set. Anyone who looks at their gear would say "hang on isn't half my jewel set's resists redundant because of the cap??" and then they would find out.

Someone using a normal 275 set has a medium/low chance of resisting the spell and around a 30-40% protection. This means that a 3k damage spell will cause over 1.8k damage most times. Mages get dropped in 2/3 spells and tanks would be down in around 3/4 (and f2ps in 1 hit I think?). Speaking from a tanks respective at OP wars I have 5+ nukers on me a lot of the time. Using a 275 set I would drop like a stone and would soak up heals to rez me too much making me a hindrance on my team.

Using a resistance set if someone is aiming for my "gap" (the spell areas with no additional resistance) they would hit constantly but the spell is reduced by 70% so a 3k spell does 900 damage which is half the damage of a 275 set and therefore it takes roughly double the amount of spells to kill me.

If the resistance was put in place it would completely eradicate tanks at OP wars and everyone would be dropping like flies. This would take the enjoyment out of OP wars for me and so many others.

In terms of fixing the resistance value shown I believe there are more important things to be working on and also it is a nice hidden feature just like the speed when using 2 weapons at the same time which I still haven't worked out how it works (if anyone does know could you drop me an IG mail :D

Edited 2 times | Last edited by Virg (1 decade ago)

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#51 Report | Quote[en] 

go test it for yourself. 80% and more resist is doable. I tested it and i can post screens of the sys info.

Edited 6 times | Last edited by Tizona (1 decade ago)

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