| Username | Thor_Leifson |
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| Rank | Advanced Member |
| Joined | October 19, 2006 |
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| Age | 32 |
| Location | Hilo, HI, United States |
| Last Visit | November 11, 2008 |
| Post Count | 85 |
| Biography | |
| Quote | I''m opinionated, literate, and a game designer. I''m liable to say something you won''t like. |
Originally posted by Stradden
Originally posted by tkoboStrange....... Why does no one find it odd, that the devs of a game supposedly built for and around RvR,have to hold live events to get their players to partake in RvR ?
Um, I think that everyone here finds it a little bit odd. I think that's the point and actually a pretty major point in the article. That's what happens though, sometimes when a game launches, crtain things don't resonate like the devs expected.
I think the operative idea here is that the open world RvR is lacking, because the scenario RvR is rocking pretty much 24/7. It's easier to "find" an enemy in the scenario RvR so that's where players go. That, and the rewards for scenario play are so much higher.
Originally posted by cthornett
1.Should you vary potions (or whatever) you make to level faster or just grind out the same one?
2. What potions (items) can you make at higher level (100+)?
3. Volatile vs Stable - is there a gain to taking the risk?
4. What extra ingredients really make a difference to duration, quantity and quality?
5. What a the best (that you know of) healing main ingredients?
6. What kind of random effects can happen when brewing potions?
7. What difference does an expensive glass vial make to the brew?
1) It doesn't seem to matter. As long as the main ingredient is 0-15 from your current score, you'll almost always gain a point. From 16-25 away from your current level and you're less likely to gain. 26-50, essentially forget it. :)
2) Basically every spell in the game has an analogous potion. This goes beyond "thorns" into all sorts of stuff normally reserved for specific classes. You'll see those crop up at and beyond skill 150.
3) For leveling, there's no gain. If you want to use the potions yourself or sell them at auction, there is an obvious gain. Also, certain ingredients like Redbelly Ticks create particularly unstable potions that show on the meter as "unstable" but really are pure fail and will cost you vial after vial unless you push it up into the green.
4) That's a tough question as it really depends on what your source is. Waters tend to be better stabilizers than plant stabilizers but not always better than gores, for example, but that's not a hard and fast rule. Usually, the higher the level of the ingredient, the better it is at whatever it does when compared to another ingredient of the same type.
5) Again, tough question. The healing potions are effectively quantized; you use too "good" an ingredient and you push the heal into the next level range. As a Butcher, I use the Ticks and Leeches, but the former can be a pain on stability. Then again, they also pop out potions of quite high levels. Unfortunately, the only thing that matters to leveling the skill is the level of the main ingredient you use, not the product.
6) Random effects? Multiple potions, variant potions (longer duration, more efficacy, etc.), but it's not like cultivation where you can get a totally wild outcome.
7) There are two types of "glass vials." The first, and probably only ones you've seen so far are the normal vendor ones and the ones from PQ bags. There are four levels of these guys available to the general public, two from merchants, two from PQ bags, although all four can be obtained if your guild is of sufficient level to get them in the Viper's Pit. I'll talk about the second kind of vial later.
Now, when using a higher level vial, your stability and potion level automatically increase. For example, if you use a level 1 main ingredient with the level 50 vial, the potion meter usually starts out at orange, instead of red. This makes it easier to stabilize - which means more additives.
The second kind of vial are the "Touched" vials. They are used for specific potions post 175. For example, if you ever get a vial called "Chamon Touched Exquisite Glass Vial," you'll know you've got one of the epic potion vials on your hands. The fact that the name is in purple helps, too. :p
8) The question you didn't ask: Which is better; Butchery, Scavenging, or Cultivation?
Answer: Butchery and Cultivation are primarily tied to Alchemy. Butchery gives Cultivation ingredients as well, which is a pain since Cultivation is a Gather, not a trade (so stupid, in my opinion). Scavenging primarily gives Talisman making items with Cultivation items secondary BUT draws up the oh-so-needed stabilizing waters Alchemists need. Unfortunately, a great alchemist needs access to all three of these Gathering skills. If you want to tradeskill in WAR, prepare to spend a lot of time at the Auction searching for ingredients. If you're particularly masochistic like me, you can level three separate characters in Butchery, Scavenging, and Cultivation.
Honestly, all around, this has to be one of the most pointless "news" pieces I've seen on this site. Anyone who's actually played the game will know that "leveling" scavenging and butchering skill is as easy as just using it on whatever you kill as you progress through the chapters. It hardly needs a "guide."
It would be much more intelligent to discuss the difficulties of cultivation, and the actual mechanics of apothecary and talisman making.
Originally posted by Alienovrlord
I protest bias against Destruction! Where are the Orc, Chaos and Dark Elves? If anyone knows how to butcher it's them!
On a serious note, I've seen other people comment about the scarcity of Rank 10-40 mat drops for Apothecary using either Gathering skill compared to the Rank 50+ mat drops. Some comment on where to find these (for every race) would be useful.
Rank 1 mats from the vendor are good (assuming you haven't farmed up a ton already just as you kill) until skill 25-30. Assuming you've been butchering every level 1-10 mob as you've moved from Chapter 1 to 2 and beyond, you should have a good chunk of 25's to work with to get you to 50.
You shouldn't run into Apothecary leveling issues until 100 to 115 when working towards 125, and that really only applies to Chaos Chapter 10, 11, and 12 when the quests for beasts are few and far between. That means going out there and slaughtering a bunch in the right level range even though you don't have quests for them.
Some choice quotes and my choice responses...
Originally posted by grimfall
Why couldn't Mythic spend the time (aka money) to make these cities and other classes fun? (The article) comes off quite fanboyish.
Originally posted by Tyres100
Again we see the same thing happening where <insert game company> announces a release date and screws themselves. ... Taking mid development content out that was already stated for release does not help with bargaining.
Originally posted by DeserttFoxx
Sure some people will applaud them for their decision but i am not one of them, i read articles like this as just a fancy way of saying the game isnt finished but we are launching it anyway.
So, let's discuss the fault with this logic of "you're releasing too soon."
If every developer of MMOs held on to their title until it was polished to perfection, no game would ever be released. They would languish for eternity as the bleeding edge of technology continually forced them to update graphics or a shift in player demographics demanded new paradigms within a game.
At some point, and this is an incredibly important concept for everyone to grasp, a developer and a publisher HAVE to say, "Enough is enough. We've put in an amazing amount of work, the game is as polished as it's going to get until we have hundreds of thousands of active players trying to break the system. It's time to release and move on to the next stage of development."
This doesn't mean that the publisher and/or developer are throwing up their hands and saying "we're going to release an inferior products." What's being said is, "it's time to release what we have and let it grow organically from here on out."
In fact, the best companies, like Mythic, are constantly updating and modifying the game to fit player needs (note I say needs, not wants). Development of a MMO does not end when a game releases the way it does when a 'standard' title releases.
If you're holding your breath till a MMO is 'finished' to be released, you're going to die of asphyxiation. I don't care who the publisher or developer is.
Originally posted by Onecrazyguy
I'm not buying the "we're cutting 4 to give you 2 great ones"... The bottom line is they are running out of time and have to cut scope. I would highly doubt that they are putting more time into the other 2 cities, it's more likely the case that pulling the 4 saves them time they need to just finish the game.
Given the company's honesty in their press releases and the large numbers of players in the beta, it's fairly obvious that they ARE working to improve the two primary cities now. Equally obvious is that they deliberately dropped the other cities and classes exactly because it saves them the time they need to polish the game before release.
Wait...isn't that what the press release was all about? Oh, yeah, but then, you'd have to have read the press release to get that bit of info.
Evidently, the people who like the game don't buy Funcom stock. After rising to $55 a share on fanboi hype for AoC, it has now fallen back down to around $24 a share.
I think that's more telling than who posts on a forum and who does not.
How do you feel about advertising inside games?