IDEAS FOR RYZOM


KP Change

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.

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Last visit Wednesday, 27 November 22:34:46 UTC
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