IDEAS FOR RYZOM


What do you think they should do with Kitin Patrols?
Remove them all together
Atys: Amiko, Defaultnsgxm, Grundelwolf, Ladeath, Lexius, Miosha
Leanon: Anl, Bil, Bransa, Heswa, Kybi, Med, Mirsa, Neka, Sylph
Arispotle: Faa, Goupi
17 (9)
19.1%
Reduce the amount of them
Atys: Atheamas, Boojay, Ciliana, Deathlyy, Deckardcain, Demontyae, Gorran, Irfidel, Jahuu, Katla, Lwiz, Nakari, Nomga, Soloreaper, Tantalos
Arispotle: Maeilye, Marelli, Soulstarocean
18 (1)
20.2%
leave them as they are
Atys: Aaylejah, Aceso, Aeralin, Arfur, Binarabi, Casy, Crafy, Daomei, Dinorath, Fitis, Fuzzyfeet, Hekla, Hungrygrumpy, Jarnys, Kreios, Kwipers, Laksmie, Liliang, Loracas, Lordana, Meagon, Mellandor, Monje, Piquedram, Reise, Rikutatis, Saady, Shadowknight, Suboxide, Ulsort, Volanis, Xemmy, Yakapo, Zyeir, Zyriel
Arispotle: Aseeker, Erizon, Kerylin, Marilin, Nauplius, Pokeraitis, Scorpius, Sherylin, Stitch
44 (6)
49.4%
other...explain in thread
Atys: Bitttymacod, Crailus, Entendu, Ezex, Gasket, Kilgoretrout, Portia, Sherkalyn
Arispotle: Cidre, Waylanda
10 (1)
11.2%
Other 0
Abstain 6
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#1 [en] 

I want to create a petition to remove or reduce the amount of Kitin Patrols in PR, i appreciate we want to make it hard to get bosses and sup mats, however I feel it is making it unplayable for small groups.

There was once a time on atys where you could skillfully navigate through PR, now it is actually impossible not to get aggro in some areas. I feel it is overkill and with the smaller population ruining PR for some players.

#2 [en] 

Isn't this the game?
Isn't PR meant to be dangerous and it's not like killing an KP is impossible. Just get a team tougether and before you run into the PR like chikens with no head chat a bit and decide who does ele and who heals when a kp attacks and don't run away like chickens with no head. You don't even need that big of a team to kill a KP pretty quickly and safly

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#3 [en] 

Suboxide
Isn't this the game?
Isn't PR meant to be dangerous and it's not like killing an KP is impossible. Just get a team tougether and before you run into the PR like chikens with no head chat a bit and decide who does ele and who heals when a kp attacks and don't run away like chickens with no head. You don't even need that big of a team to kill a KP pretty quickly and safly

Suboxide, I appreciate what you are saying but they have actually made some spots impossible to stay for more than 5mins. You cannot navigate through some areas of PR. Once you kill a KP it automatically respawns, it is overkill. It is fine for guilds who can get a group together to defend their diggers and team, but for smaller guilds it makes them unable to compete. There is a reason they removed them before.

#4 [en] 

Had a boss surrounded by 3 or 4 KP's this week, they kept wiping us but still we had fun and in the end we where able to kill the boss with 6 small KP kiro's on us we kept alive when we wiped the patrols. It took time and planning and DP for some more then others :p but still I'm sure most there would do it again any time.
This is how a real world works even on earth there are some places you beter don't go so why shouldn't atys have suicidal spots all you get from them is DP you don't loose gear/dapper just your pride

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#5 [en] 

remember it is a game, you shouldnt make a game have impossible spots. That is ok for killing a boss, but what about a lonely player who wants to dig a small guild some sup mats to help his guild get better gear. So they can grow...

it just means the best guilds stay stronger and the smaller guilds have to look to them to help. Rather than have more ability to help themselves.

I am not asking for them to be removed, they need reworked and reduced.

#6 [en] 

I like the KP challenge and voted to keep it. The only think that Id change is the auto-respawn timer. Maybe a bit more of time would be better.

#7 [en] 

setting respawn to 15-30 i can see that work just because they are still quite a challenge and can bee seen as a small boss?

but if you want to make stuff easier for small guilds then that would feel like dumbing down for larger guilds of ppl with larger friend networks i feel, everyone is free to join and do what they want

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#8 [en] 

I just mean 3 KPs for 1 area is just over kill, I like KPs but they are too much for the diggers. Killing them and setting a spawn timer on them would be good :)

#9 [en] 

At times I agree that the KP can be a bit excessive especially when all three converge on the same spot and you get stuck but I feel like very little change is needed. I've noticed that over the past year (maybe two) their routes have changed a bit so that spots (such as the kara LoC TP) which used to be completely safe 24/7 now occasionally get a KP walking in their.

Honestly I like the challenge they impose added to my already difficult challenge to not kill myself every dig. The prime roots are intended to be the deadliest area on atys and not to be easily accessable. I like them the way they are but wouldn't be mad about slight changes. And after killing them I think it would be good to have a timer on them perhaps.

I use to dig there all the time in small groups and had little to no issue. The macro helps a lot and you can warn eachother get to a safe spot and wait till they pass. Even solo im usually fine until i get distracted by five other things. Just some of my opinion on the matter.

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Meagy :)
Spirit of Atys
High Officer of Spiritus Artificis
Never argue with an idiot; they will just drag you down to their level, and beat you with experience.

#10 [en] 

I agree with Soloreaper in that right now it is essentially impossible for me to level PR dig. The consistent DP will mean that I never get any xp.

Oh, I suppose I could dig mission mats near a Kara tp, but that's useless in terms of real crafting, or exploring to find good mats. It's not just difficult to get to good spots, in many cases it's impossible to get there and get any digging done in the areas that have KP. There's plenty of other aggro to dodge, but the KP have such a long aggro range and long pursuit range that for a solo person, they are pure dp on the hoof unless you leave whenever they get within 100m (if then), and that in itself removes any incentive to dig there, since they come by so frequently.

It would appear that there are many who like the status quo just fine. I used to like to go to PR and just sit and enjoy it in the spots that weren't covered by jugs and tyrancha and 'pukas and kinchers and all the other aggro. Haven't been able to do that since the KP were put 'back'.

How about having them change routes after respawn so that they don't charge down on you again and again in the same location. Put the routes on a long-term random variation so that we can't clear them all out for days on end, but not have instant replay. I think reducing the aggro range from the current 75m (or so) to 50m (or so) would also help. Still longer than any other mob, but not so horrific.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#11 [en] 

I think tweaking the current kps would be a fair compromise. Reduce aggro range to 50M,only 1 kp per region,Make MPA chainable again and make it so when the kp are killed they have a longer respawn time similar to named like Manda or Fijoo.

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#12 [en] 

The point of the KP is to make PR a difficult place to be in. Its mats being so flexible means it they should be more difficult to obtain, thus the double HP of mobs and the KP. I leveled my PR solo from 100-250, all on usable mats. The trick is to learn where a given material is and when to dig it. Take the time to scout out the location that you want to dig in. If it needs, bring in a few friends and cull down the aggro. Use a KP target macro every node to be sure they aren't too close. If there's too much aggro, or the KP comes too close, find a different location to dig in. There's more than one region of PR for a reason. Some things are meant to be difficult. :)

#13 [en] 

I agree with many points here, I would not want the KP dumbed down with removal or reduction in numbers of KP's its one of the few things that keep me awake while digging. Like Aeralin i pretty much soloed PR digging which imo is the best way especially as groups tend to catch agro more than going solo.

A timer would be good on KP's as killing about 10 or so consecutively while doing a boss is ridiculous as has happened on many occassions.

The only piece of advice I could/would offer is if like me you can't stand digging mission mats and feel it a waste of time then reconsider what craft you wish to grind with PR mats. But yet again Aeralin has my full agreement there are many, many areas for the mats, scope them out and see what offers you the best chance of success.

Happy hunting☺

#14 [en] 

Thanks for the little discussion, I like KPs too I thought it was a good idea and maybe it is part of the story towards the episode 3. I know where the mat spawns are etc... I just think it is a little overkill, I like tough games and I like mastering them. I think a compromise would be the the spawn timers.

#15 [en] 

Aeralin
The point of the KP is to make PR a difficult place to be in. Its mats being so flexible means it they should be more difficult to obtain, thus the double HP of mobs and the KP. I leveled my PR solo from 100-250, all on usable mats. The trick is to learn where a given material is and when to dig it. Take the time to scout out the location that you want to dig in. If it needs, bring in a few friends and cull down the aggro. Use a KP target macro every node to be sure they aren't too close. If there's too much aggro, or the KP comes too close, find a different location to dig in. There's more than one region of PR for a reason. Some things are meant to be difficult. :)

I congratulate you on your persistence and skill, Aeralin. I have the persistence (if not the skill); I managed to level to my current level (157) pretty much solo as well, in GoO and near tp's in other places. I found PR far more dangerous than above ground when it was just the "normal" aggro. There are very few places that are "peaceful" and the "weather" dependence means that a lot of the time you aren't digging at all, just keeping an eye out while you wait. "Some things are meant to be difficult," is a good thing, but there are degrees of difficulty which are beyond the coping ability of most people. "Difficult" should not mean "nigh impossible" (imho).

"The trick is to..." Absolutely agree.

So how do you "bring friends in" when your friends pretty much have their own agendas and schedules or if you don't have friends (the former is my case; the latter might be the case of some returnees and relatively new folk)? How do you find "the location you want to dig in" when you are being continually hounded by KP? I know a lot of people use alts, but for me and for many others alts are not an option.

I have the KP detection macro, I know how to track mats, I just can't get past the aggro and the dp. There's no advancement if you're digging off dp. The point that some of us are making is that the current case in PR gives an immense advantage to large guilds and even people in those are pointing out that getting drygulched again and again by KP while trying to get a boss gets tired.

In my personal case, I enjoy digging. I don't even mind that much having to keep an eye out for Fijoo or Bajam or Slayer Varinx or giant cuttlers or even the big pestas down in GoO. That's an order of magnitude different from some areas of PR where not only do you have to keep an eye out on a continual basis, even if you do keep an eye out you're probably going to die before the "weather" allows you to dig at all.

Well, I'll live with whatever happens, and bargain for mats with crafting, but I'd really like to see the Kitin Patrols ease off a bit. If nothing changes, then when I've mastered all other harvesting and the crafts I find useful then I'll start investing in dp and hit the PR again.

Perhaps an event could be run that would call for a group effort on the part of homins to reduce the Kitin Patrols? If we managed to kill off enough of them, with the number (large), dependent on the level of the area of course, then that area would see a permanent reduction (not elimination) of KP?

Solo -- I doubt that the KP are part of any of the current storyline. They were re-introduced at a time when the storyline was pretty much dead. They may have been part of the original Saga of Ryzom, but I doubt that we're going that way any more.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>
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