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#1 [en] 

I just wat to say before anything else that I love KP's in game and don't want them removed but there are a couple of issues.

KP paths need adjusting as they constantly run into scenary and get caught in an area for 15 or 20 min at a time, normaly this isn't much of an issue as you can free them by leashing them and resetting them however now a days them seem to go back to the exact same location. So I would ask that their paths are looked at or changed by the devs.

Another reason for this is the size of the KP, having 6 mobs moving together also means that the KP is getting caught in certain areas. To get around this I propose that to fix KP's the following measures are put in place:

1 - paths of the KP are checked and modified.
2 - Reduce the KP size to 3 or 4 so they dont get caught as often.
3 - So that KP's dont become easier with less numbers, change the mobs from Kirosta to Kinrey which are harder to kill. (this also makes sense to use Kinrey for KP's due to the lore of the game).

These measures whould help prevent the KP becoming stuck whailst keeping the current threat f the KP high in the prime roots to both diggers, treks and boss hunters.

Comments?

#2 [en] 

Yes i do have a comment.

There is a rouge KP group in the wastelands the rearely pop in to Abbys as well that don't have the Agro range reduced. Once a while when i track them with the aid of Macro and Radar, i see them 130m out and coming closer as soon as they hit 120m They stop for a brief moment and than they all charge at me from 120m out. Most KPs you can pass within 85-70m without being spotted by them. In few locations you can get as close as 40m and they don't see you (prolly due to invisible walls or whatnot, again it has to do with the current path they are on.). So that could be looked into as well.

Another thing is when you running from the KP and you pop into the water to avoid them, they often get stuck there "camping" you. It is a great thing from the Kitin point of view, but the drawback for them is that sometime they are stuck there long after i got out of the water on another side and ported out. This happens in Sunken City in the lake. On the north western side there is a small part of the bank where i can get onto and port out. Sometime i just port back to the TP in SC and when coming back to see if the coast is clear they are still there until they see me again and engage in the chase.

Yes there are things that could be Tweaked, and i do think Kinrey would be a better choice for Kitin Patrol.
I Don't think the numbers should be reduced, just the path adjusted.
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