IDEAS FOR RYZOM


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#1 [en] 

Mobs commonly social in mainland, arent social in Silan, like Rendors and plants. This makes Silan easier and that may be ok for not scaring off new plaers... BUT
they will be scared once they come to mainland and actually find out what "social mobs" are and that some of the ones they met in Silan are actually social too.

Like:
"Oh finally Mainland, this is Pyr, so nice City. Lets go outside! Oh a Capryni!
*Smash* *Mass Aggro* *Dead*

I say, wanting to make Silan easier by removing social mobs is a bad traning for new players.

There could even be a mission or two about social mobs, to learn how they react etc.

#2 [en] 

Good point. I remember that occurring to me when first to ML.

#3 [en] 

Just making all Silan mobs social seems a bad idea, but a mission where the goal is to kill some social mobs to teach new players about social mobs sounds like an excellent idea.

#4 [en] 

Marelli
Just making all Silan mobs social seems a bad idea, but a mission where the goal is to kill some social mobs to teach new players about social mobs sounds like an excellent idea.

ofcourse not just ALL mobs
the one that actually ARE
/tar marelli
/silly

#5 [en] 

I'm torn on this one.

Should you want to accurately reflect mainland creature behaviour, or frustrate a new player right away who may not have been exposed to the concept of social aggro when they try the 3rd or 4th Fight mission asking for Bodoc meat.

Has someone been playing the game long enough to fall in love with it to be willing to find out why they have 100 angry cows mooing them to death? We all know based on the questions asked that most people skim (at best) over the explanations, so an explanation of social aggro might not be widely received.

Tough call for me.

(The bandits, at least, are social).

#6 [en] 

hmm, interesting one. Swings both ways doesn't it. You want to ease them in, but if you do and they get used to it, they hit the mainland and get pwned. Then it's all "well wtf!".

I'd prefer a balance, which still keeps it real. Perhaps the very first missions shouldn't include social mobs. Later they can be introduced, with a clear warning. Possibly even lowering the max-social-aggro limit for Silan, or even mission dependant.

Edited 2 times | Last edited by Jayce (1 decade ago)

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Noble Jayce
Reaper Leader

#7 [en] 

Well, you DO have access to Taunt on Silan, and learning to Taunt effectively is a fairly useful skill. I could see where it'd be tricky to add in now, but it's a pretty useful tool and would probably be a pretty good one to teach.

Plus, you already have a mission where you are suggested to do this (Killing Arken). Adding a social animal mission wouldn't be too hard I don't think, although this late in its implementation it may be a little silly.

#8 [en] 

+1, but if you remember Arken's party ARE SOCIAL

#9 [en] 

Would have to be a new mission, maybe related to the crays (which right now have no mission attached to them, though they are mentioned as "dangerous" in the forage mission on cray island).
It's a small island of course, would make it more challenging :)

#10 [en] 

The Silan mobs used to be social, it must have been removed for a reason.

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Kiha

#11 [en] 

The non sociality is not a silan behaviour, but the normal "green" mobs behaviour. Even in ml, green mobs (normally social) are not social. (try with green caprynis for example). This doesn't apply to npc

Just for the new players, "green" and "blue" mobs overlaps levels, so, the only difference between between a 2* green and 2* blue is socialty (if the mob is social) and hp.

I second Marelli and consider the idea to have a mission to teach sociality really excellent.

The devs have just to add some "blue" mob at silan to do this. Not a big job.

Last edited by Gilgameesh (1 decade ago)

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Gilgameesh
Legion of Atys

#12 [en] 

The Capryni outside Pyr are Very Social... just give them a try

#13 [en] 

It seems like the fight quest line could fit this change in fairly readily:
Modify the "observe the mobs" mission to include a mention that bodocs seem protective of each other. Then in the "hunt bodocs" mission, have the bodocs be social (but nothing else, so newbies don't get squished as frequently), and add a warning in the quest giver's information.

#14 [en] 

It seems like a good go-between mission between killing herbies and killing your first predators too.

I hear that for a lot of people the sudden jump from smacking non-social herbies to fighting predators is too much of a difficulty curve shock, so fighting social herbies inbetween might make that curve a little more curvy.

#15 [en] 

I would have appreciated being told about this before I fought the bandits. It would also be nice if it's mentioned (and shown?) that some mobs aren't just social to their own type.
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