Risen Feedback on 02/28/2018 12:23 AM CST
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So there's a lot to be said but for this post I primarily want to focus on one thing: butchery.

The way you increase your skill at butchering is pretty user unfriendly at the moment.

1. There's no indication of whether or a not a particular mob will increase your skill. You have to hope that after x number of butchery attempts you'll see the skill up message. It would very nice if there was a message like this when you butcher a mob that will no longer teach you: You can learn nothing else from butchering parts off this type of creature.

2. The rate at which you increase your butchery skill seems to be somewhat random. Sometimes two butchery attempts in a row will increase your skill, and sometimes you can go for several minutes of constant butchering between seeing skill-up messages. I think it would be a nicer system overall if either every butchery attempt taught, or none did, depending on your skill versus the strength of the mob.

3. The quality of parts you get doesn't seem to scale very well with mob strength. I would think that by the time I can get 'passable' parts from mountain giants, I should be getting perfect parts from rats and hogs, which is the exact way it works with the harvest ritual. I understand that butchering whole parts off of a creature is a more complicated task overall, but it's the lack of appreciable scaling that feels odd, not the difficulty.

4. Increasing your butchery skill is very slow and seems to cap out on mobs too soon. I started off at 'slight' skill, and after two hours of sitting in mountain giants with USOL up, constantly butchering and getting semi-regular skill up messages, I finally reached a point where I went 15 minutes without seeing a single skill up message, so I left. When I asked the NPC what my butchering skill was, it was still 'slight'. Is that normal?

5. The grandfathering is all over the place. Some people in the 700-800 range of Thanatology/First Aid started off with perfect butchery skill, while other people with 1000+ in those same skills started off at below average. Some people with 100-300 more ranks than myself started at the same place I did, slight skill.

6. Butchering requires that both of your hands be free. For anyone who hunts with weapons, or a TM focus, this is a nightmare of putting away whatever you're holding every single time you kill a mob.

P.S. It seems that since Risen went live dirt constructs will no longer engage in combat. They rarely perform their special stun move against whatever you are facing, but they will not advance and attack. I bugged this in game but thought I'd mention it here for visibility.
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Re: Risen Feedback on 02/28/2018 01:58 AM CST
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>>It seems that since Risen went live dirt constructs will no longer engage in combat.

This should be fixed now.

GM Grejuva
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Re: Risen Feedback on 02/28/2018 04:49 AM CST
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>>5. The grandfathering is all over the place. Some people in the 700-800 range of Thanatology/First Aid started off with perfect butchery skill, while other people with 1000+ in those same skills started off at below average. Some people with 100-300 more ranks than myself started at the same place I did, slight skill.

If this is the case, you may well be seeing a bug here and not how butchery actually works. I'll make sure the tech folks know, but nobody should have started with a perfect butchery skill and should assist if they think they have one.

-Persida
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Re: Risen Feedback on 02/28/2018 08:22 AM CST
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I think it's kind of silly that butchering is it's own, random gain, unknown aspect, sub-skill when every single other perform/ritual is based on thanatology vs critter level. Why is this different? Just so we can't make perfect Risen outta the gate? Even for the people with 1k in Thanatology & FA? It seems kind of silly to me.

Also, no abilities at release? Whomp whomp
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Re: Risen Feedback on 02/28/2018 08:45 AM CST
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> I think it's kind of silly that butchering is it's own, random gain, unknown aspect, sub-skill when every single other perform/ritual is based on thanatology vs critter level.

Seconded. I see where you're coming from, but a hidden skill is annoying, devalues thanatology, and missed the boat on giving FA a purpose that you can grow into. Especially if it's more of a "nice to have" purpose than a "required" one.
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Re: Risen Feedback on 02/28/2018 08:50 AM CST
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Furthermore, I accidentally put two torso's on the table, thinking my project would be dumped when I left the room the first time cause I forgot to get a piece of material for the fetish. Now I have two torsos, can't cut, stitch, or pull the body to remove anything from the table to start over.

I can't believe this was released like this...
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Re: Risen Feedback on 02/28/2018 09:33 AM CST
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I haven't yet fiddled with Risen creation in this instance, but as a data point for Butchery, I started with 'below average skill at butchering', and have not yet had my butchery skill improve. I spent about 20m hunting critters at or slightly above my range, 20m hunting critters about 75% my range, with USOL up, just butchering constantly.

Should I be training butchery on creatures 'of appropriate range'? like, 'No skill in butchery' needs to be trained on critters up to about 50 ranks, 'slight skill' needs to be trained on critters from 50-100, etc, etc?
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Re: Risen Feedback on 02/28/2018 09:58 AM CST
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Arbitrary non-skill skill in a game completely dominated by skills with ranks and meaning is arbitrary. Pay and find out!
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Re: Risen Feedback on 02/28/2018 10:11 AM CST
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<I haven't yet fiddled with Risen creation in this instance, but as a data point for Butchery, I started with 'below average skill at butchering', and have not yet had my butchery skill improve. I spent about 20m hunting critters at or slightly above my range, 20m hunting critters about 75% my range, with USOL up, just butchering constantly.
Should I be training butchery on creatures 'of appropriate range'? like, 'No skill in butchery' needs to be trained on critters up to about 50 ranks, 'slight skill' needs to be trained on critters from 50-100, etc, etc?>

I have been straight USOL + butchering for 5+ hrs, and still at Below Average.
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Re: Risen Feedback on 02/28/2018 10:29 AM CST
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Butchery trains Thanatology, but quality is not affected by the skill, but stitching is affected by Thanatology & First Aid skill rank because reasons.
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Re: Risen Feedback on 02/28/2018 10:35 AM CST
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Has anyone seen an increase in their butchery 'skill'?
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Re: Risen Feedback **NUDGE** on 02/28/2018 10:48 AM CST
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Guys,

All of this was open to players in the Test instance for about a month, if not more, so saying that things here were PAFO is not being very fair at all. Player input was taken during that entire time and significant adjustments and additions were made due to it as well.

This is a resoundingly huge system, and nothing like it has ever been made for the game before, so it was a gigantic undertaking that had to be built entirely from the ground up. There are going to be a few bumps as we roll it out, that's just the scope of release we're dealing with here, no matter how well we tested or how long we kept this in development. When I told everyone before that there were serious delays that cropped up, many of you got very angry about that, but those delays helped avert far worse issues than you're seeing right now.

There is one major bug that did not get found during our extensive testing, nor during the several days the system has been live in Plat. We just identified it this morning. This bug is impacting Butchery significantly and is being fixed on an emergency basis as I type this. Much of the strangeness that people are seeing with their Butchery is very likely due to this bug.

Thanatology and First Aid both help with Butchery attempts, though they have nothing to do with how the Butchery skill itself was grandfathered. Grandfathering of Butchery is your circle*2. So, if you are circle 200 you will get 400 skill in it (which is slightly below average) right out of the gate.

Ability scrolls were not released immediately because we wanted to ensure no major game breaking bugs were hiding in the base system before they were rolled out. The first batch are getting rolled out shortly. They're going into Plat first, and then to Prime.

I know everyone has been waiting for Risen for a long time, so you're bound to react strongly to your first experiences with the system now that it's being released. But, please step back and take a breath before posting. Post feedback. Post negative feedback. Post positive feedback. Just also remember that this release isn't just being thrown out there and ignored. The initial mechanics went in, yes, but we're watching, we're fixing, and we're still releasing other aspects.

-Persida
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Re: Risen Feedback **NUDGE** on 02/28/2018 10:54 AM CST
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Why was it decided this needed a separate skill we can't really check other than asking guild NPCs about? Why wasn't Thanatology/FA sufficient? Is there any other precedent in the game for something like this?
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Re: Risen Feedback **NUDGE** on 02/28/2018 10:56 AM CST
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Tool bonding with astrology comes to mind as a similar mechanism.
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Re: Risen Feedback **NUDGE** on 02/28/2018 10:59 AM CST
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Very minor bug note:

If you type the command to get a list of all of your known rituals, Fetish now appears twice on the list with two different descriptions.
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:04 AM CST
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Persida,

Thank you for the prompt, calm response. It allays many of the fears people have been having in the Necro community. Thank you so much for your hard work on all of this for making it finally a reality!



"If I take death into my life, acknowledge it, and face it squarely, I will free myself from the anxiety of death and the pettiness of life - and only then will I be free to become myself." ~ Martin Heidegger
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:09 AM CST
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Good catch - also, probably a quibble, but ARISE suggests that it is used to make a Risen, not zombies. I don't believe ARISE is used in the process of making Risen.
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:10 AM CST
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>>There is one major bug that did not get found during our extensive testing, nor during the several days the system has been live in Plat. We just identified it this morning. This bug is impacting Butchery significantly and is being fixed on an emergency basis as I type this. Much of the strangeness that people are seeing with their Butchery is very likely due to this bug.

A little more detail from the tech side of things.

This bug is responsible for the (unintended) randomness found in Butchery since the release. Fixing it required intervention from on-site technicans due to Reasons I Am NDA'd About. We are in the final steps of getting it resolved and should have it fixed today.

Thank you for your understanding and patience while we resolve this matter.

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Italo Calvino
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:12 AM CST
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>> We are in the final steps of getting it resolved and should have it fixed today.

Should we be waiting to work on our butchery until this fix goes in?
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:15 AM CST
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Rad. Thanks for adjusting the turbo encabulators and tweaking the spurving bearings.
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:17 AM CST
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As a note from Plat side where we have had Risen since Thursday, I started at Below Average and am currently at Fair skill. This is an improvement of 2 steps, its not meant to be a fast process.

>Furthermore, I accidentally put two torso's on the table, thinking my project would be dumped when I left the room the first time cause I forgot to get a piece of material for the fetish. Now I have two torsos, can't cut, stitch, or pull the body to remove anything from the table to start over.

You are allowed to leave the room and keep your progress. This is helpful if you forget to bring a piece of harvested material for the Fetish which I have done at least twice in Plat. Also, PULL should have worked. And, if all else fails you can FLIP TABLE to ragequit your risen.

Elusive
mundus vult decipi, ergo decipiatur
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:21 AM CST
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> Why was it decided this needed a separate skill we can't really check other than asking guild NPCs about? Why wasn't Thanatology/FA sufficient? Is there any other precedent in the game for something like this?

Yeah, there kind of is, but they're all generally disliked.

- Tool bonding (as someone mentioned before).

- Instrument bonding (I think this was removed somewhere along the way).

- Prestige (does butchery decay?)

I know hindsight is 20/20, but butchery probably should have been similar to the trader selling bonus, various weapon/crafting scores, or effective strength. A formula derived off status or skills rather than a hidden skill you have to raise.

Then again, at least it's not a secondary pool you have to fill and use.
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:27 AM CST
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>>Should we be waiting to work on our butchery until this fix goes in?

To be safe I'd avoid working butchery for the sake of working butchery right now. I'll have a more detailed post hopefully within the next few minutes (assuming no delays crop up, there may be delays, no guarantee is meant by this reply, void where prohibited, etc etc).

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Italo Calvino
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Re: Risen Feedback **NUDGE** on 02/28/2018 11:33 AM CST
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>>Furthermore, I accidentally put two torso's on the table, thinking my project would be dumped when I left the room the first time cause I forgot to get a piece of material for the fetish. Now I have two torsos, can't cut, stitch, or pull the body to remove anything from the table to start over.


We were unable to reproduce this issue with the torsos.

G>put torso on table
You add the risen torso to the project, placing it next to the risen torso.

G>pull body
You remove the unattached risen torso from the project, discarding it.

If that doesn't work for you, you can try to CLEAN or FLIP the TABLE to reset it. If that doesn't work, please ASSIST in game so we can come look at what exactly is going on.

-Persida
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Re: Risen Feedback **NUDGE** on 02/28/2018 12:01 PM CST
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The bug surrounding Butchery has been fixed. This will have the following noticeable effects:

1) Butchery should no longer jump all over the place during grandfathering.
2) All irregularities in the already occurred grandfathering were corrected.
3) If you did wind up with excessively high butchery during the bugged time, you were reset to the correct original grandfathered skill, as there was no way to decouple what you might have learned from what was part of the bug.
4) Luckily, if you did not have the portion of the bug that made you have excessively high butchery, we were able to work it out that you will retain any ranks you gained during the bugged time.

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Italo Calvino
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Re: Risen Feedback **NUDGE** on 02/28/2018 12:19 PM CST
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I love how the verb is to literally FLIP the TABLE to ragequit start-over.

A+ addition.

Nikpack
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Re: Risen Feedback **NUDGE** on 02/28/2018 01:03 PM CST
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For as much griping we are doing, we appreciate the development that is being done. I think there are a few take aways for future QA iterations, but this has been a great addition to the game. Once the bugs with this framework are squashed, the foundation is going to set up so many great features. Great job Devs! Can't wait to see the direction you take it.
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Re: Risen Feedback **NUDGE** on 02/28/2018 02:42 PM CST
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I had a question about DO.


Does making an Abomination cause more DO than making a "Normal" looking risen, that is passable in town?


Does Butchery cause DO?
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Re: Risen Feedback **NUDGE** on 02/28/2018 02:56 PM CST
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>Does Butchery cause DO?

It was mentioned in plat that it doesn't.

>Does making an Abomination cause more DO than making a "Normal" looking risen, that is passable in town?

I believe the gods don't care what type. The act of creating a risen is what they hate.

Elusive
mundus vult decipi, ergo decipiatur
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Re: Risen Feedback on 02/28/2018 03:08 PM CST
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>>Just so we can't make perfect Risen outta the gate? Even for the people with 1k in Thanatology & FA? It seems kind of silly to me.

I know it's a bit pedantic, but you can make perfect Risen right out the gate. You just can't strip down a car perfectly yourself to get the parts for it.

I kinda like the idea of being able to take apart a body being kinda-but-not-quite its own skill/talent, without it explicitly being its own explicit guild skill. That said, I think it should teach skinning and first aid alongside Thanatology, sorta like how mining/prospecting teaches outdoorsmanship alongside perception and appraisal.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Risen Feedback **NUDGE** on 02/28/2018 03:12 PM CST
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>>Tool bonding with astrology comes to mind as a similar mechanism.

Kinda in the same ballpark myself, but I related it closer to that hidden prediction counter itself.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Risen Feedback **NUDGE** on 02/28/2018 03:17 PM CST
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I made a couple yesterday, one must have pushed me over the muttering threshold.


Also, I LOVE the perverse messaging when you make a risen. Kudos on that GMs.
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Re: Risen Feedback **NUDGE** on 02/28/2018 03:54 PM CST
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I have a Gnome Peasant with a limp, a Dwarf Tallyman, a Human Assistance, and a suspicious figure. Loving the system so far, I expect its going to get crazy when abilities are release!

Thanks all involved!

Elusive
mundus vult decipi, ergo decipiatur
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Re: Risen Feedback on 02/28/2018 04:58 PM CST
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Encountered a problem that prevented me from making a Risen.

I went and collected some kobold parts then took them to the lab. I put down the torso, then the head, and tried to stitch them together. The game told me that the project didn't need stitching right now, so I tried to put down an arm and was told that I needed to stitch the previous part first. Neither CUT or PULL let me retrieve/remove the previous parts I had placed, so I had to abandon the project entirely.

I tried again (also with kobold parts) and ran into the same problem right away.
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Re: Risen Feedback on 03/01/2018 01:23 AM CST
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I spent some time butchering all the bipedal creatures I could find to see if their parts were considered humanoid. The following list is comprised of mobs that are all currently considered creatural. I may have accidentally overlooked some and others were outside of my skill range or on the islands. As an side, maybe the word creatural should be changed to bestial? I think it would sound a bit better.

Goblin Shaman -- Other types of goblins are considered humanoid.
S'lai Scout -- Small humanoid lizard people with vestigal wings.
Kelpie -- The description of them is vague, but says they stand on two feet and are small 'like a dwarf'.
Arbelog -- Bigfoot.
Blood Dryad -- Blood Nyads are considered humanoids so these probably should be too.
Stone-throwing Imp -- Most depictions of imps are humanoid.
Malodorous Bucca -- The game describes them as looking like a mix between goblins and kobolds, both of which provide humanoid parts
Atik'et -- They look like small s'kra women.
Young Cave Troll -- Other trolls (rock, wood) are considered humanoid, and these aren't much different.
Scavenger Troll -- ^^^^^
Swamp Troll -- ^^^^^
Blight Ogre -- Other types of ogres (dusk, young) are considered humanoid. These should be too.
Adan'f Warrior -- More lizard-like than S'kra but still humanoid.
Adan'f Mage -- ^^^^
Adan'f Dancer -- ^^^^
Orc Bandit -- Orcs may be ugly as hell but they're definitely humanoid.
Orc Reiver -- ^^^^
Orc Raider -- ^^^^
Mountain Giant -- Very big humanoids. Makes me think of giants from Norse legend.

I also found two mobs that turn into other things when they die. Dragon Priest Sentinels become dummies and Dragon Priest Purifiers become piles of ash. You can butcher off 'dummy' and 'ash' body parts, which are considered humanoid.
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Re: Risen Feedback on 03/01/2018 08:07 AM CST
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>>I also found two mobs that turn into other things when they die. Dragon Priest Sentinels become dummies and Dragon Priest Purifiers become piles of ash. You can butcher off 'dummy' and 'ash' body parts, which are considered humanoid.

This might mean that suw bizar (or however they’re named) give ‘puddle’ parts. That said I love making puddle zombies, womp womp.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Risen Feedback on 03/01/2018 08:50 AM CST
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P5 doesn't have an npc, which makes sense thematically, but where do we get the locker key for that province from?
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Re: Risen Feedback on 03/01/2018 10:29 AM CST
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>>P5 doesn't have an npc, which makes sense thematically, but where do we get the locker key for that province from?

I'd find it funny if there was a table that sold them with a "if you don't leave payment I'll murderface you" message included, but in the meantime I'm pretty sure locker keys are universal, so the keys you can buy in P1 work at every locker you come across, right?



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Risen Feedback on 03/01/2018 10:32 AM CST
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>>I'd find it funny if there was a table that sold them with a "if you don't leave payment I'll murderface you" message included, but in the meantime I'm pretty sure locker keys are universal, so the keys you can buy in P1 work at every locker you come across, right?

On test I thought they were split by province. IE. stuff stored in one province's locker wasn't available in the others.

I'll double check on that in prime.
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Re: Risen Feedback on 03/01/2018 10:48 AM CST
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Confirmed lockers/keys are per province.

>l in lock
You stop as you realize this key opens a locker in a different province.
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