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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%
Andere 0
Sich enthalten 6
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#55 [en] 

Kilgore has a point, therefore:

I suggest; altering the path they move so that they do not cross, altering their respawn time like a small boss, so that you can fight them off and not have them pop straight back on top of you. Simple enough.

#56 [en] 

Kps are fine as is. Interesting that those wanting to eliminate them are part of larger guilds. If the issue is to help smaller guilds, you should instead focus on changing mechanics so that cats are easier to procure without an outpost.

#57 [en] 

My mention of smaller guilds and solos was for ppl like Bitttymacod who posted but even if you are a member of a larger guild it would be nice if you could ask for a team of guildies to help you clear the kp and then be able to dig for an hour rather then having to ask for your guild to babysit you while you wait for season and weather on normal digging. I personally hate to impose on others unless I have to and would be uncomfortable keeping many ppl away from their goals.Ofc if your one of the ppl running 6 toons this isn't an issue.

Zuletzt geändert von Kilgoretrout (vor 1 Jahrzehnt)

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#58 [en] 

I think sup dug mats, much like boss mats are meant to be acquired in a team.

Zuletzt geändert von Zyeir (vor 1 Jahrzehnt)

#59 [en] 

Gelöscht von Sywindt(Yubo) (vor 1 Jahrzehnt) | Grund: Off-topic

#60 [en] 

Monje, the real reason for this thread is PR is dead! i used to be able to a /who and people would be there. Open PvP zone used to be fun, the KPs are just a little overkill thats all, i dont want them out, I dont want them so i can get PR mats easier....stop flaming my thread.

#61 [en] 

Gelöscht von Sywindt(Yubo) (vor 1 Jahrzehnt) | Grund: Off-topic

#62 [en] 

Gelöscht von Sywindt(Yubo) (vor 1 Jahrzehnt) | Grund: Off-topic

#63 [en] 

In my opinion they are a very fun aspect to the whole PR experience. Like many other have said, I wouldn't be scared when walking around down there if it wasn't for them.
However, when you group up and go kill them you face an instant respawn, which means theres nothing to do about em for us players currently.

All they need is a respawn timer, say 30-40 minutes, and they will be perfect.
Spottiing a kp from far away isn't very difficult if you are paying attention, and if you aren't, why are you in the games more dangerous area? The roots are described in lore as a dangerous place, and without the KP they wont be. Keeping radar on 250m you can easily distinguish them as a group of dots that move faster and in one direction as opposed to the rest. Then there are macros that help you find them, and having view distance on max you can't miss the towering Great kirosta in the distance. I realize max distance won't be available for everyone, as it does require some performace and the game should be accessible to as many different computer specs as possible, but that still leaves two very good ways to spot the patrols way before they try to eat you.

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Gasket
"It's shite being tryker! We're the lowest of the low. The scum of Atys! The most wretched, miserable, servile, pathetic trash that was ever shat into civilization. Some people hate the Matis. I don't. They're just wankers. We, on the other hand, are COLONIZED by wankers. Can't even find a decent culture to be colonized BY. We're ruled by effete arseholes. It's a shite state of affairs to be in, Marceline, and ALL the fresh air in the world won't make any ****** difference"

#64 [en] 

Gasket
..
However, when you group up and go kill them you face an instant respawn, which means theres nothing to do about em for us players currently.

All they need is a respawn timer, say 30-40 minutes, and they will be perfect.
Spottiing a kp from far away isn't very difficult...

I agree. It could be a good idea to give them a respawn delay. It might be of random length, similar to the kipesta patrols in the kitin lair, in order not to make one feeling too safe.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#65 [en] 

I can assure you that there is a way to kill the KP and have them not respawn untill your done with what your trying to accomplish.

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#66 [en] 

Now, now two days I don't read the forums and somebody got certainly naughty:) You make me really curious with all the deleted posts heheh.
Coming back to the subject:

Let's forget about newer players for a moment. For the digger who knows to avoid the KP this means retreating to a safe place and waiting 1-8 minutes until they are gone. The weather is already the strongest time sink in the game. Overlayering it with another time sink is... umm the snake with legs?

The game was enriched over the last years with 2 kinds of NPC bosses. All this is guild/crowd content. Where is the need then to transform the deep PR into another crowd content _only_ area?

Finetuning has to take into consideration people dragging alts along and refer to them as well. All proposals talking about killing the KP ignore the solo content of the PR. The alts team people put a two folded problem. An easy one, related to 125 free to play healers. And a harder one of 250 payed bots. Free to play accounts can easily be made not able to heal in the q250 PR. Payed for alts are a bigger problem because this game needs their subscription but not to the point of hurting the community. There should be always alternatives to encourage people to pay while not giving them major advantages over the normal 1 account player.

I have a baaad feeling that part of those who voted for "don't touch it" were scared of possible new bugs introduced with any modification. I just hope I'm not too optimist in contradicting them,)

Finally something as strong as the KPs should be connected to the lore in a more epic way. I cannot bring myself to find any immersion in random kitin families wandering aimlessly but on a precise time schedule in all the areas. Have KPs guard something, a mistery, certain ruins, or the entrance to a special content instance. The KPs should be meaningful.

Honestly I wouldn't vote "remove" if I didn't feel the mass jumping on "leave them as they are" needed some balancing.:) See, there is an "Emperor's New Clothes" symptom that some are trying to trigger. Saying the KTs may be a negative feature for the game opens you to the suspicion you are not able to dig/hunt with them in place. But at the end of the day... nobody has to prove anything to shout: "the Emperor is naked!"

#67 [en] 

Yakapo
I can assure you that there is a way to kill the KP and have them not respawn untill your done with what your trying to accomplish.

if you are talking about leaving one alive and just losing aggro on it, it is hardly killing them so they dont respawn ;)

#68 [en] 

No, one doesn't vote for fear of change (hello Faa!).

It's quite possible to dig solo even in the Kitin Lair if you're lucky. The place is horrible, and it's consistent with what you expect in a Lair, with larvae and eggs being watched by understandably overprotective kitin. You have a very strong probability of ending up with maximum deepee if your luck is down. There are methods to clear the way, and times of day when it's easier to dig the mats that are difficult to reach during daytime. Even an organized team down there won't be able to survive if every critter goes wild with rage, which does happen on occasion. Horrible place.

Comparatively, Prime Roots has lots of room to run to. Once you've gotten acquainted with the areas in all seasons, you tend to recognize trouble and develop an inner timer for those patrolling kirostas. That timer is usually badly thrown off by private discussions or entertaining guild chatter, but a properly set radar and regular distance checks can go a long way. And should death occur, it can be an opportunity to respawn at a portal and access other types of mats. Travelling down to the Roots expecting to obtain precisely what one intends to is always overly optimistic. One moves around, tries several areas, adapt.

It becomes a skill, or a habit. There's areas you don't want to meet a Patrol in, and need to check your macro for Patrol distance quite often, and other venues where you know which direction to face, knowing Patrols will come only from there. Relatively clear areas let you use auras to escape from a Patrol after being spotted. Digging in Prime Roots has you on edge all the time, look over your shoulder constantly, and get annoyed when that one mat you wanted just popped and a Patrol appears.

As for team activities, Câline said it all. Patrols make poor teamwork very noticeable, and therefore challenge homins to be more organized, attentive, knowledgeable. Mayhem can be quite funny, or perhaps fantastically annoying, if one thinks every action must have a result proportional to the effort put in... Which is a matter of perception and expectations.

I for one welcome the variety. I like the Patrols because they make Prime Roots entertaining.

By the way, the Kirostas currently have a vision of about 65m. When they were originally reintroduced, it was much higher (120m, if I remember correctly), which felt completely impossible to manage.

#69 [en] 

Faa
I have a baaad feeling that part of those who voted for "don't touch it" were scared of possible new bugs introduced with any modification.

As one of those who voted "leave them as they are"...

I honestly think that they should neither be removed nor reduced in amount.
I might have voted "other" if I'd had a good idea on how to change them.

Some of the ideas mentioned don't sound too bad, but before I comment on them I'd like to address something else.
Faa
The game was enriched over the last years with 2 kinds of NPC bosses. All this is guild/crowd content. Where is the need then to transform the deep PR into another crowd content _only_ area?

They have been a part of the Prime Roots from the very beginning, but at some point in time free PvP had been introduced in Umbra and at that point in time they were removed from all the prime roots (instead of just Umbra) and I know a lot of players from back then that said that the PR would get too easy afterwards (most of them have left a long time ago though)

Now on to the other suggestions:
Gasket
All they need is a respawn timer, say 30-40 minutes, and they will be perfect.
Daomei
I agree. It could be a good idea to give them a respawn delay. It might be of random length, similar to the kipesta patrols in the kitin lair, in order not to make one feeling too safe.
I like this suggestion. When I read the original sugestion by Gasket I thought about the normal named mobs but the patrols in the kitin lair would be a much better fit.

An other time frame I'd like to suggest would be the remaining time between their death and the "end" of their route plus lets say 5 mins.
Lets say it takes them 30 mins to run the full course from start to end and they are killed after 10 mins. then the respawn would take 25 mins.
If they are killed just befre finnishing their tour (30 mins) it would be just the additional extra 5 mins for a respawn (they didn't report back, so the queen sends a new patrol)
Soloreaper
Open PvP zone used to be fun, the KPs are just a little overkill thats all, i dont want them out, I dont want them so i can get PR mats easier.
I wouldn't mind if they were removed/reduced in Umbra - but don't reduce the amount of them in the other regions!
don't remember who
Change the route of the patrols so they don't cross
Would be OK as well for me.

Zuletzt geändert von Jarnys (vor 1 Jahrzehnt)

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