IDEAS FOR RYZOM


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#1 [en] 

When playing as a mage (or shooter), it is very important to start the battle from the maximum distance in order to inflict the maximum number of attacks on the enemy before he gets to us.
Combined with the tendency of mobs to walk back and forth, sometimes a strange situation arises when we start a fight, and the enemy takes and ... leaves, disrupting our preparation for battle.

The solution is to keep attacking even when the enemy is out of range, but the effect of the attack will be reduced.
The further the enemy goes, the less the result will be. It's like shooting shotgun shells at sniper range. Maybe some pellets will hit, but in clearly smaller quantities than with a point-blank shot.

By the way, a melee fighter can run after a mob for quite a long time until he wants to stop.

The solution is to start the battle at the moment of the order to attack. For example, a fighter immediately enters acceleration and attacks with a swoop, approaching closely and delivering the first blow, not allowing a wandering mob to just walk back and forth, brazenly ignoring the player running after him, forced to catch up, stop, not hit (because the mob moved away again ) and run after him again. And again, and again, and again...

#2 [en] 

no, just no.

ryzom is not a hand holding game, never has been and NEVER will be (read the quote in my signature, it's the most famous (or infamous) quote in ryzom)

the game requires limits, if you are looking for a game that will hold your hand and coddle you every step of the way, ryzom is NOT the game for you, if you want challenge and a feeling of reward, ryzom will provide that IN TIME but NEVER instantly.

also not sure if you've ever shot either a shotgun or a 'sniper' rifle because i can tell you that NO shotgun has ever put a single pellet on target at 1000 meters, they're luck to hit the broad side of a barn at 200m.

melee fighting has to chase a mob? are we playing the same game, when you attack anything in ryzom it doesn't 'run away' (unless your using fear spell) it chases you and attacks you where you stand, and you may have to run 200+ meters to escape that mob.

the solution is to understand that ryzom isn't these hand holding games your clearly used to playing where they give you everything and are pointlessly simple and require no real skill to play. ryzom is a game of skill and effort, and believe me when i say that there are things to honestly gripe about but your not seeing them while in silan or as young new homin on atys, ryzom isn't a quick game, i've been playing for years and years and still have so much more to do, ryzom is never really 'finished'.

talk

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Remickla (atys)
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#3 [fr] 

During melee combat, the stanza annoyance makes the mob focus on you, so you don't have to chase after it.
And once you're on the mainland, you'll be very happy when some mob moves away from you without seeing you, so you've cast a spell on them which has been interrupted thanks to their distance :)

Edited 3 times | Last edited by Erenkyl (1 year ago)

#4 Multilingual 

pour moi c'est aussi un grand non !

je pense vraiment que ce que tu donnes comme exemple est dû au fait que ton perso ne doit pas tres etre haut level car sinon tu saurais que par exemple en magie, il y a une stanza qui nous permet meme d'augmenter la distance du "hors porté" et cela permet de pouvoir equilibrer nos sorts.

#5 [ru] 

Distance modifier used in skill editing is initially only available for distance reduction.
Then, I agree, it opens for an increase.
But it doesn't happen very soon.

Even worse, if player wants to enchant melee weapon, they can't just go and put "no range" (0m, touch attack).
We must precisely cast magic from an object, even if it is sword with which to cut enemies.
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