OFFICIAL NEWS


Anti-marauder guards' settings changed

Hello,

We recently added anti-marauder guards to each tryker city. They have been in testing for a little  over a week now, and based on the feedback of both Trykers and Marauders we conclude that:

-    The guards are too efficient: they have too much HP and attack from too far.
-    They protect the whole area close to the entrances of each city and render impossible the approach of marauders, but also any kind of fair PvP combat close to a city.
-    They make the marauder rite very hard to accomplish, since it requires the killing of an NPC inside Fairhaven.

Considering this, we have decided to modify the guards in this way:

-    Their HP and and aggro distance will be diminished;
-    They will be placed inside the cities, so as to protect the insides of the city (and the bars!), but without gameplay interactions close to the city entrances;
-    They will not make the passing of the marauder rite impossible.

Another idea proposed by a player, to pay for the guards to have them stay active, is still being studied. Your opinion on this interests us!

We consider everyone's fun for those who roleplay, PvP, or otherwise, and we believe the guards will be a "plus" for the game. We hope these adjustments will move us along in that direction.

Take note that the guards are still being tested right now, so do not hesitate to let us know your feelings about them.

We wish you to have a great playing time on Atys,

The Event Team

P.S. To contact us:
-   by email: events@ryzom.com
-   on IRC: http://webchat.freenode.net/?channels=ryzomatys

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com
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Last visit Saturday, 27 April 09:54:48 UTC
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