Combat problems

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tyreal74
Posts: 90
Joined: Fri Oct 15, 2004 9:22 pm

Re: Combat problems

Post by tyreal74 »

i dont think you shud be able to escape, you wouldnt if it was actually you would you?

and there is telerports
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krone9
Posts: 123
Joined: Sat Sep 25, 2004 10:50 am

Re: Combat problems

Post by krone9 »

re the colours -see thats the problem, I get different info from different people

there's two posts just made which completely contradict each other. One post says that the color is specific to the mob and how strong it is compared to others of its species, whereas the other says that it is related to your own level.

Where are you guys getting this information from?

I'm fairly sure its related to your own level but I don't really understand how its calculated - can anyone (who can back up their explanation somehow) shed some light on this? Would a fighter at lvl 50 see the same colour as a crafter at lvl 50 (assuming both have only developed the one sphere) for the same mob?


re escaping - you can outrun some monsters, eg Bodokin in Matis - I outran him last night but he is pretty damn persistant. Perhaps a bit too much so. Would be nice if the range that the mobs can detect you over was reduced and the range that they will chase you for reduced so if you can outrun them for a while then they will give up. If you want justification for this, generally carnivores like big cats can only keep up their speed over a short distance - they tire easily. Also would be quite nice if your first damage is compared to theirs and if you outmatch them by a certain amount they do a runner...

in the same vein tho, it would be nice to see monsters hunting in packs - at the moment gingos (and similar) generally spawn in clumps but they don't actually roam together. Would be nice to see a pack waiting for prey and then moving as a pack to bring it down - and then,re the previous point, if they pick on a lvl 100 fighter all turn and run yelping off when the leader gets a hefty thwack on the nose.

Or even to switch attackers - like wolves do in real life, waiting to tire the victim down ie till they run out of stamina and then all close in for the kill

I'd also like to see mobs fighting each other more often - I like the way you often see the odd mob fighting each other but its a bit annoying when you see tribes walking with impunity through groups of cloppers or single npc's wandering at will thru horrible areas!
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pr0ger
Posts: 221
Joined: Tue Sep 21, 2004 6:57 pm

Re: Combat problems

Post by pr0ger »

- Escape option :

get "invulnerability" level 2 : it gives you 17 seconds of total invulnerability, then you use a teleport ticket ! you have to wait 15 secs before teleport so do it quick :p

Usually when I get hit by something i can't handle, I hit self heal then invulnerability action, I open my backpack with " I " key and use a teleport. Everything in 2 seconds :p


- Color con system :

seems related to your level, as long as I'm lvl100+ some mobs appear "pink" when the same mob appear "red" for a friend lvl50+

seems also directly depedent of mob's level. scary gingo are lvl61 and are cyan, dangerous gingo ar lvl80+ and blue, skoff is a boss lvl100 and is blue. btw a skoff hit much harder than a gingo :p
Also vicious kipee are lvl90 so they are "blue", but they have much less HP than a gingo.

for my point of view, I use this ranking :
- light green : below lvl25
- green : lvl25 - 50
- cyan : lvl50-75
- blue : lvl75-100
- light yellow : lvl100-125
- yellow : lvl 125-150
- light orange : lvl 150-175
- orange : lvl175-200
- pink : lvl200-225
- red : lvl 225-250
- purple-like : forget it :p

And for Bosses (named) mobs, you need at least 25 level above the color of the square to handle it when soloing.

You can test it by killing those and loot their mats.


- Combat and soloing :

just to notes that If you are higher level than a mob, you dodge it easily. stalked by gingos ? oh well if you are 25 level above them they just can't hurt you.


- AI ?

Patch 1 quote "mobs seems to have a plan when attacking" ... oh well, we'll see :D



The only BUG I want to be removed is the worldwide range ... being killed by a Bandit when you're 1Km away is boring... It's a common bug with bandits, and I also saw tribes doing the same with mobs : they attack with melee weapons a mob far away (like 80m), they hit it and kill it !!!!
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borg9
Posts: 1976
Joined: Tue Sep 28, 2004 11:47 am

Re: Combat problems

Post by borg9 »

As for the 1 or 2 mats per pull method - tried it in the 3k days, but as I harvest to full the crafter in me I have switched to the 4 mat pull. XP isn't everything :P


pr0ger wrote:The only BUG I want to be removed is the worldwide range ... being killed by a Bandit when you're 1Km away is boring... It's a common bug with bandits, and I also saw tribes doing the same with mobs : they attack with melee weapons a mob far away (like 80m), they hit it and kill it !!!!


I would also like to know why -
The Green Seed, which I have a fame of 70ish help me in a fight.
The Corsair, which I have a fame of 100 just walk on by.

In fact I have never seen a tribe in Tryker help or hinder, unless you hit them first......


Any ideas?
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ahremark
Posts: 72
Joined: Thu Sep 30, 2004 2:46 pm

Re: Combat problems

Post by ahremark »

krone9 wrote:Where are you guys getting this information from?

Personal experiences, i don't think there is any official documentation from Nevrax. Pretty much all info you'll find floating around about Ryzom mechanics comes from the players' own experiences as far as i know.
tonycow
Posts: 19
Joined: Thu Oct 21, 2004 1:35 pm

Re: Combat problems

Post by tonycow »

There are a few people here so far who have posted that they dont think you should be able to run - some may think this dumbs down the game.

As far as i can see it is a fundamental mechanic in every mmorpg released to date and it certainly hasn't stopped players getting killed for a multitude of reasons - I find it tends to encourage more experimentation when fighting mobs rather than just going for the easy kills all the time. Players own actions should be what gets them killed not a mechanism missing from the game.

Maybe you think I am wrong with this statement, but please feel free to name any mmorpg so far where this isnt an option - I think you will find they all have it. This also seems to be the only game where every mob will continue to chase endlessly until you die. However, even with this option in place players die on every other mmorpg all the time :)

I have already stated that it should not be a 100% safe method of escape - eq for example had some mobs that could keep up even as sow speeds and higher mobs that summoned you back to them if you ran. I have noticed already in Ryzom that some mobs move much faster than others and by personal experience i would expect a certain number of mobs so fast you cant run - but with things the way they are every mob ingame can chase you down.

Anyone who uses the current speed up stanza as an example for a way to escape is in my opinion wrong - maybe it should be, but as it stands now a few seconds after it drops the mobs back in melee range as if you hadn't used the stanza at all, plus its reuse timer seems to be a bit too long.

----

I also find it interesting how many views there are on how the con system works it seems its use isnt as obvious as it should be. I do not though think a con system showing exact levels and toughness of a mob is a good idea personally but at least it should work similar to the eq/daoc systems whereby you have an idea of if a mob is trivial/easy/not so easy/hard/really tough to kill - the current system may as well not be there in many cases.

It is somewhat surprising ingame to find a mob with a black con (easiest to kill) in game dropping a level 35 fighter in a few seconds.
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lazarus
Posts: 289
Joined: Tue Sep 21, 2004 4:39 pm

Re: Combat problems

Post by lazarus »

This may have changed, but during the beta the con system was upgraded and there was a post from the dev team regarding what colours meant with regard to levels.

I don't think that web page exists anymore, but I copied it a long time ago, so maybe it still holds true...

> level 0 = black
> level 1 to 20 = light green
> level 21 to 50 = dark green
> level 51 to 70 = light blue
> level 71 to 100 = dark blue
> level 101 to 120 = light yellow
> level 121 to 150 = dark yellow
> level 151 to 170 = light orange
> level 171 to 200 = dark orange
> level 201 to 220 = light red
> level 221 to 250 = dark red
> level 251 or more = violet

As it was explained then, the colours indicate the level of the mob, not how tough it is in relation to you. It is also true (as someone mentioned earlier) that just because you can kill a light green mob of one species doesn't mean you can kill all light green mobs - for example, a level 50 Gingo is much tougher than a level 50 Yubo, but they are both dark green.
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tonycow
Posts: 19
Joined: Thu Oct 21, 2004 1:35 pm

Re: Combat problems

Post by tonycow »

lazarus wrote:This may have changed, but during the beta the con system was upgraded and there was a post from the dev team regarding what colours meant with regard to levels.

I don't think that web page exists anymore, but I copied it a long time ago, so maybe it still holds true...

> level 0 = black
> level 1 to 20 = light green
> level 21 to 50 = dark green
> level 51 to 70 = light blue
> level 71 to 100 = dark blue
> level 101 to 120 = light yellow
> level 121 to 150 = dark yellow
> level 151 to 170 = light orange
> level 171 to 200 = dark orange
> level 201 to 220 = light red
> level 221 to 250 = dark red
> level 251 or more = violet

As it was explained then, the colours indicate the level of the mob, not how tough it is in relation to you. It is also true (as someone mentioned earlier) that just because you can kill a light green mob of one species doesn't mean you can kill all light green mobs - for example, a level 50 Gingo is much tougher than a level 50 Yubo, but they are both dark green.


This is the way that i thought the con system worked, however it doesnt explain why a level 0 !!! npc bandit can drop a player with skills of 35/12/22/24 in a few seconds, when a moderate kippee can be dispatched with some luck and a nice self heal in the middle of a fight ?

If there is a level based con system in place then why also have different types of mobs have such dramatic difficulty differences, surely that bandit should have registered as a blue or dark blue mob.
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ahremark
Posts: 72
Joined: Thu Sep 30, 2004 2:46 pm

Re: Combat problems

Post by ahremark »

tonycow wrote:If there is a level based con system in place then why also have different types of mobs have such dramatic difficulty differences.

Because they, like different players, have different features and skills.
Some creatures are armoured, some have special attacks, some use magic, some have a lot of HP's, some are resistant to certain damage types, some are resistant to certain spells and some are very good at dodging.

If you use the right tactics for the right enemy, the difficulty don't have to be that different between different species. No single player is good at everything though so you will always have a disadvantage against some enemies just like some will always be easier.
That's one of the things that teams are for, to make up for eachother's weaknesses.
tonycow
Posts: 19
Joined: Thu Oct 21, 2004 1:35 pm

Re: Combat problems

Post by tonycow »

ahremark wrote:Because they, like different players, have different features and skills.
Some creatures are armoured, some have special attacks, some use magic, some have a lot of HP's, some are resistant to certain damage types, some are resistant to certain spells and some are very good at dodging.

If you use the right tactics for the right enemy, the difficulty don't have to be that different between different species. No single player is good at everything though so you will always have a disadvantage against some enemy just like some will always be easier.
That's one of the things that teams are for, to make up for eachother's weaknesses.


I am sorry but as far as I can see that answer just doesnt wash. I can understand differences between mob types and some being more difficult than others but we are talking a case here of a mob supposedly being level 0 according to the documentation. The mob however has the hp, damage, defences and other stats of another mob thats roughly level 30+. If i was level 5 in the best armour i could buy and using the best weapon i could find I would still not fight as well as this supposed level 0 mob or not have anywhere close to its hps.

As far as I can see it at the moment the current con system is vastly confusing and really should be removed completely or fixed as it tells you nothing about what you are heading up against or working in a similar manner to the con systems in any other mmorpg where it acts more like a threat level.

The bandit in the above example should have conned light blue - a mob of level 0 (I presume its fight level would be 0 or 1) should NOT be doing the same damage as a mob with a level of 30+. You dont pick a fight with a black mob when you have a fight level of 35 and expect to have the floor wiped with you.

Due to the fact that cons seem to be relative to a mob within its own class the documentation ingame is totally incorrect as it states it is the mobs LEVEL.
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