Answers To Questions From The Boards - 2005-06-29
Among other topics, this edition of the bi-weekly Q&A discusses PvP balancing, the changes in Kami harvesting tolerance, the Kami/Karavan war and some features requests seen on the boards. Good reading!
What does the devs think about balancing for PvP? We all see that multiclassing is a real issue on that domain and that magicians have abig advantage. Does the devs are aware of the issue? [Submitted bygaara1 (FR)]
Yes, we are aware of the current balancing issue. Since rebalancing is always a difficult topic, we will take the time to carefully craft our plan here and then we will give you a complete description of what we have in mind, for you to comment on before anything is set in stone.
In the mean time, I can already partially describe one of the current solutions we have in mind; please note that it won't necessary be the one we'll want to implement at the end, but getting some of your comments will be very helpful:
Healing. One of the biggest issues for PvP lies with healing: it is so powerful today that it kills the fun of PvP. Resurrecting someone is much easier than killing him. The reason why the heal spells are so powerful goes back to the introduction of Chapter 1; we wanted to give you a chance against the mobs which were more powerful at that time, so we multiplied the power of heal spells by 4. Since then, we have fixed the mob strength issue, but we haven't changed the power of healing spells; we didn’t want to nerf it without a good reason. As a partial solution, we would probably divide the heal points given by heal spells by at least 3.
Warrior class balancing. To give a chance to the warriors when they have to compete with offensive casters, we are considering the possibility to add magical protection to warrior jewels, which would absorb a portion of the magical damages warriors would normally receive - pretty much the equivalent of heavy armor for magical damage. Some of these protections could even reach 100%, granting a complete invulnerability to a given spell type. Also, we are investigating the possibility of increasing the chances of having a spell cast interrupted when a caster is attacked to give a hand-to-hand advantage to the warriors, as well as increasing the effect of critical strikes.
live servers? [Submitted by raynes (EN)]
From Jessica:
"Yes, that is the goal and one of our priorities. The players will have to decide whether or not, after we start patching it, it is significant enough."
[Submitted by oneof1 (DE)]
From Jessica :
"We're actually investigating this for feasibility right now. More as it happens."
outposts? [Submitted by ashitaka (FR)]
Yes, new skill branches are still on the long-term TO-DO list, but that's the only thing I can say for sure now. We haven't decided which skills we would develop; neither do we know how we will introduce them in game. It depends on the skills.
And yes, the outposts have of course a much higher priority currently than adding new skills. We are trying to focus on developing a few things at a given time and ding them well; trying to do it all simultaneously would be the best way to do everything wrong.
In one of the dev chats a while back (a long long time ago :P) therewas talk of special materials that could be harvested to regenerate your stats. I am not sure if I just dreamed it or not but there was talk of having 'Reg stats' as adds to equipment (like the currentHP/STAM/SAP/FOCUS but to effect the regen rate). The players wouldhave the choice of High stats & Low regen, Low stats & High regen or > a balance of the the two. Has this been parked or is it still beingplanned? [Submitted by borg9 (EN)]
(EN)]
Not on the first version of the outposts. This is something we may (or may not) implement in a subsequent version, but the first one will be focused on the core gameplay elements (PvP and rewards).
When can we expect emotes and titles to take note of the sex of ourchar's? [Submitted by rushin (EN)]
Not in the near to middle term. As previously said, while there are many features we would like to see in game, we have to stay focused. We can only do so much at one time, so we’re trying to remain focused right now on the major promises we have made in the past, such as the outposts.
This is even same goes, for example, for small features requests such as getting back the wing GFX : we would love to have it back in game too, and it wouldn't be *that* long to implement, but it would take a coder away from Outposts or PvP. Another example: an easier way to determine source content would be helpful to harvesters; and again, some of the propositions wouldn't be that long to code, all things being equal.
However, once you have added the respective development, testing, debugging and retesting time of, you end up with a need for a significant amount of time and resources for even a relatively small feature. I’m not saying we won’t ever do it, but we’ll always weigh such things against whether they will delay outposts and other content.
Difficult, if you want to do it well. It has to be linked to events or gameplay mechanisms (such as Fame) to be consistent.(EN)]
And to answer the question my last paragraph has certainly raised: yes, we want to implement Fame-based titles; but I currently have no details on the how and when.
According to what I have seen myself, and what reports I have heard,most of the accessible mid- to high-level foraging fields are currentlyundergoing a bit of a crisis. [Submitted by thebax (EN)]
This isn't exactly a question, but I wanted to use this Q&A to give an explanation.
The Kami tolerance dropped dramatically recently; however, we didn't change the way it works. The fault lies with the Spring Cleaning. It did a good job in squashing bugs and instabilities, and we were able to stop the periodical maintenance reboot we had performed for months on the servers. And the net effect for the Kami tolerance is that it isn't reset periodically as before and now works as originally intended.
When a deposit monitored by the Kamis hasn't been harvested yet, the Kami tolerance is at 10,000; that represents the number of raw materials which can be harvested from sources before having to suffer the Kami's wrath. That number is regenerated at a rate of 860 points per hour, so to be able to forage a source indefinitely, no more 860 raw materials should be extracted from the entire deposit area per hour.
Why do you keep changing the background story? First Jenaby oneof1 (DE)]
In this specific case: Jena is a goddess known by the homins since the rise of their civilizations. Ma-Duk appeared recently (from an historical perspective). Thus, the homins have lived for a long time without knowing that Ma-Duk existed. Ma-Duk's revelation happened in the confusion which followed the destruction of their civilizations by the kitins. That confusion and the appearance of false prophets explain why it took some time for the homins to accept that Ma-Duk existed.
[Submitted by wirsinds (DE)]
Well, if I gave you a real answer here, it wouldn't be the same challenge, isn't it? Those who try to change the world almost never know if they really have a chance to do it until they are very close to succeeding... or failing. Usually, all they have is faith. So, yes, I'm dodging the question here. ^-^
Also, we shouldn't forget that the homins aren't completely independent; the alliances with the Kamis and the Karavan are important due to the help they provide to us. Without their help, our existence would be in danger. Who allows us to teleport? Who would bring back to life our fearless harvesters, hunters and warriors? The Kamis and the Karavan...
Even if our leaders were willing to break the alliances with the Kamis and the Karavan, it would only kill our recovering civilizations. Our willingness to keep peace and harmony will never go through death and destruction.
We need to accept the harsh truth: we are held in fiefdom by the two superpowers. We need to negotiate and make compromises. The stronger your voice, the stronger your leaders will be when they have to face the Kamis or the Karavan. We have to be patient and work for better days, where we will be able to free ourselves."
Will we be getting raids back? [Submitted by martinr (EN)]
Ahh, another question regarding events! It's always touchy to answer such a question without spoiling the story (and I'm not even talking of having to face Ravna's wrath :)). So I'll only discuss a technical side-point here: one of the reasons why we haven't run invasions lately was a stability issue. We have created some hard-to-catch server crashes with the last invasions, and we were reluctant to launch new ones before we had fixed the problem. Some work is being done on it currently and as soon as we have nailed the crash bugs and tested the fixes, we’ll start holding invasions again.
I've read some time ago that a feature would be added to record videosin-game. There has been no news about it since then, where are you at?
Embarrassingly enough for us, it is already in-game! I have to apologize, since it wasn't described in the release notes when we patched the feature to the live version. After checking, it appears that the feature was misunderstood for a debug-only command which wouldn't be available to you.
As a reminder, here is the description I published in one of my 'Glimpse of Production' articles:
This feature, currently under development, will be especially useful to those of you who are shooting movies from the game : it will allow you to record a camera path (SHIFT+CTRL+ALT+F10 to start/stop), which you will be able to load on demand (SHIFT+CTRL+ALT+F11) afterwards. You can also record the current camera path in a file (put on your Ryzom folder) by pressing SHIFT+CTRL+ALT+F12, and reload it afterwards by typing the following command : '/loadCamRec '.
You will then be able to prepare travelings in advance and have smoother and get better scene overviews.
you put it back? [Submitted by zakounet (FR)]
Yes, it disappeared when we removed all the debug commands from the live client. That hotkey was on the list of debug commands and got automatically removed. However, since this is not a harmful feature and involves such little work (basically moving one line of code and testing to make sure it works right thereafter), we will reintroduce it in-game in a future patch.