IDEAS FOR RYZOM


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#1 [en] 

Water is currently causing trouble for mobs to find their way. Even those who can swim.

I specifically conducted a series of tests and saw that when moving around a body of water, we can 1-3 more hits than when moving in straight line.
Due to fact that monsters stick into border, sting, move back little, go further, stick again, etc.
If there is small distance between shores, then player swims for several seconds, hits mob, and he again goes around, helplessly poking into every bump. Even where he has already passed more than once.

But saddest thing comes when there is no fast path overland, and the player can reach the enemy with a ranged datacom.
Mobs become absolutely helpless.

This is especially evident in Far Harbor - For example, "Dew Drops", where there is lot of water and, as result, it is extremely easy to swing using bugs in finding path of mobs.

There is another strange feature of jumping into the water. The list of skills used in combat is cleared.
For example, I can knock out 90+% of a monster's health with high-level magic, jump into the water, finish off the enemy with a pistol shot and get full (!) experience for the pistol only, without the deduction for using magic, as it would normally be, without jumping in water.
This works for other cases when the combat skill is low and you need to pump it quickly, but in the case of shooting, we don’t even need to spend a lot of ammo, and therefore it is especially noticeable.
For example, 3000 experience per mob, or 74+16 (ranged plus magic) is a very large difference that a single jump into the water makes to clear the use of magic.

After all, health of the mob is not restored after battle (which is often found in other MMORPGs and solves this problem).
And health of mob is still recovering more slowly than that of sitting player. Therefore, even without water, we can hit enemy, move away, rest, hit again.
I defeated silan boss like that, and level 50++ did not help him - it was not even necessary to find group, due to errors in game mechanics.
When fighting face to face, without retreat/sit, this boss took me out then in 3 hits :)

#2 [fr] 

I defeated the silan boss like that, and level 50++ didn't help - it wasn't even necessary to find a group, due to errors in the game mechanics.
In face-to-face combat, without retreat/seat, this boss eliminated me in 3 moves :)
You've just discovered how hard it is to kill a beast that's stronger than you. Hit it, rest faster than it, then hit it again until you kill it. It's a classic technique in the real world, killing enemies by attrition. I see no reason to change it.

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fyros pure sève
akash i orak, talen i rechten!
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#3 [ru] 

Wrong. In real life, it is impossible to act the same way as in Ryzom.

If you jump into the water and immediately get out, the enemy will continue the fight.
If you try to swim away, many opponents will also swim, chase and win. Especially if they are inhabitants of rivers, the sea, or the ocean :)

In reality, victory over a stronger opponent is achieved with the help of traps. Mammoths, saber-toothed tigers, wolves, sharks, whales, other people...

If Ryzoom offered to complete a series of tasks to recruit hunters for a raid, build a trap for the boss, or at least win a head-to-head head-to-head battle with comrades, I would understand and accept it with my heart.
But to beat, run, sit in line of sight of the boss, beat again and run again... And get a reward that I didn't deserve... It's not right.

#4 [fr] 

when I think that the devs want to make it easier to climb repetitive and boring levels up to level 250, you want to remove one of the shortcuts... :(

#5 [fr] 

what's your level oltopetish, the day you take your first step into root bounty, that water, you'll bless it with the ability to allow you to escape bugs of all kinds, and even you'll find there's not enough of it.
you escape one mob, you'll run into another ready to do you in.
what seems too simple now, will save you later.

#6 [ru] 

I actively play in far harbor, using diving to easily kill strong mobs, which is why I write that this is big problem for balance.
My other characters, who have chosen other cities to start, develop much more slowly than with "rescue in water".

And I do not approve of situations where someone is "strong" and someone is "weak", simply because someone has opportunity to jump into the water, and someone has house in desert and need fight in normal way, without exploiting/bugs in game =)

#7 [fr] 

That's precisely why trykers are reputed to be weak, because they train with water. What's the big deal? They've got to have something for themselves, poor guys.

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fyros pure sève
akash i orak, talen i rechten!
élucubrations
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