Target's level
Target's level
The most important thing i still can't do properly,is to understand my target's lvl....i see a color in the small box in upper right corner of the screen....or the color of the little things surrounding the mob...but what does they mean exactly....and is it possible to see somewhere the exact lvl may be of a player,even only in your party!just to not invite in party a lvl 15 when you are lvl 50....and to not attack a lvl 1000000 mob if u are 15 heheheh
Re: Target's level
You can always ask other players what are their levels, it's not that it would be like prohibited or something ;)
Understanding the mobs ima-gonna-mow-you-down potential is part of the fun, I think. That is, through trial and error. Sooner or later you'll be able to judge mobs power levels by associating the adjective in front of their name for example. That way you will also have a clue that is the mob aggro or not, based on the adjective (there's couple of exceptions, of course).
But sure, those colors on a mob are a rough estimate of the mob's level. I really don't have a slightest clue what are the levels that the colors currently are representing. Be that as it may, even though you did know the levels that dark blue is representing, the only way to check the mob's level is to charge head on ;)
I value the "lore" element that people in-game can possess about mobs and whatnot. It would just suck if every detail were exposed to the public just like that.
Understanding the mobs ima-gonna-mow-you-down potential is part of the fun, I think. That is, through trial and error. Sooner or later you'll be able to judge mobs power levels by associating the adjective in front of their name for example. That way you will also have a clue that is the mob aggro or not, based on the adjective (there's couple of exceptions, of course).
But sure, those colors on a mob are a rough estimate of the mob's level. I really don't have a slightest clue what are the levels that the colors currently are representing. Be that as it may, even though you did know the levels that dark blue is representing, the only way to check the mob's level is to charge head on ;)
I value the "lore" element that people in-game can possess about mobs and whatnot. It would just suck if every detail were exposed to the public just like that.
"Don't panic!" -Muffy
One minute, and a pack of torbaks led by Spinah, later:
"Ok, where do we spawn?" -Troxyvine
One minute, and a pack of torbaks led by Spinah, later:
"Ok, where do we spawn?" -Troxyvine
Re: Target's level
If you go into the help and look under the instructions for the user interface theres a bit about targeting. In there it lists what levels the different colours relate to. The lighter the tone of the bracket color the lower that mob is within that range of levels.
Hope this helps.
Hope this helps.
Re: Target's level
I agree with you, it would be great if we could see the level of mobs before we charge in on a suicide mission. This is an important omission in my opinion.gau83 wrote:The most important thing i still can't do properly,is to understand my target's lvl....i see a color in the small box in upper right corner of the screen....or the color of the little things surrounding the mob...but what does they mean exactly....and is it possible to see somewhere the exact lvl may be of a player,even only in your party!just to not invite in party a lvl 15 when you are lvl 50....and to not attack a lvl 1000000 mob if u are 15 heheheh
We need more MOB info!
Seether.
Re: Target's level
Agree. And HP in digits, not only progressbarWe need more MOB info!
Less power for mages!
Open your eyes, listen to your heart:
Technoevil or magic spirit of nature - here is only one choice.
Re: Target's level
Sorry to disagree but i think the system is fine as it is and there is as much info as is needed..
Re: Target's level
i have to disagree ozric, having numbers coming off the mobs health bar, one would be able to gauge which weapon/spell does most damage, and/or is most effective in any/certain given circumstance.
just my two-penneth worth anyway,
regards,
Seether.
just my two-penneth worth anyway,
regards,
Seether.
Re: Target's level
You can get that info in the System Info window....Seether wrote:i have to disagree ozric, having numbers coming off the mobs health bar, one would be able to gauge which weapon/spell does most damage, and/or is most effective in any/certain given circumstance.
just my two-penneth worth anyway,
regards,
Seether.
Re: Target's level
Efficient weapon: no damage value in brackets
Unefficient weapon: brackets
Example, kipees: use a sword you get xx damage; use a spear you get xx(xx) damage. The number in brackets being the theoretical damage, the one next to it being the damage really inflicted.
There's enough info about the creatures, just don't run and attack as soon as you see them; look at the size of the mobs, a baying gingo is way bigger than a vigorous one... bigger? Sure bigger: he's way tougher!
Of course there's something strange happening at the region borders: you see small mobs and think "oh that scary goari is way smaller than a Baying one, i can take it" ... Of course you can't take it cause it's way stronger. Why is it smaller then? Cause it's the weakest in this region (so really avoid the big ones).
Concerning the con system, it's ok as it is, it gives a rough estimation at the creatures strengh and tells you "don't even think of attacking me" if you meet a orange/red/purple one.
Most creatures in 1st region (the one containing the capital city) are "green cons", light green, dark green... not many difference here. That's where you use your brain: «the yubo is dark green, the gingo too, can i take the gingo? Hmm, wait the gingo is supposed to be a predator and it feeds on yubos, so it kills them, so it'll probably kill me too...».
For unknown creatures you meet for the 1st time, ask in region, if no one knows, be the 1st to see if it's a predator ot not, Death Penalty ain't that hard to kill anyway.
I know all this is a bit rough, but heh, that's part of the whole feeling. I don't want a comp assisted warning telling me "kill this creature for best xp gain" or "you have 50% chances winning the fight against this creature". I like the "let's try this one" way.
PS: For all Fyros, the Goaketh is light blue con... don't believe that!
Unefficient weapon: brackets
Example, kipees: use a sword you get xx damage; use a spear you get xx(xx) damage. The number in brackets being the theoretical damage, the one next to it being the damage really inflicted.
There's enough info about the creatures, just don't run and attack as soon as you see them; look at the size of the mobs, a baying gingo is way bigger than a vigorous one... bigger? Sure bigger: he's way tougher!
Of course there's something strange happening at the region borders: you see small mobs and think "oh that scary goari is way smaller than a Baying one, i can take it" ... Of course you can't take it cause it's way stronger. Why is it smaller then? Cause it's the weakest in this region (so really avoid the big ones).
Concerning the con system, it's ok as it is, it gives a rough estimation at the creatures strengh and tells you "don't even think of attacking me" if you meet a orange/red/purple one.
Most creatures in 1st region (the one containing the capital city) are "green cons", light green, dark green... not many difference here. That's where you use your brain: «the yubo is dark green, the gingo too, can i take the gingo? Hmm, wait the gingo is supposed to be a predator and it feeds on yubos, so it kills them, so it'll probably kill me too...».
For unknown creatures you meet for the 1st time, ask in region, if no one knows, be the 1st to see if it's a predator ot not, Death Penalty ain't that hard to kill anyway.
I know all this is a bit rough, but heh, that's part of the whole feeling. I don't want a comp assisted warning telling me "kill this creature for best xp gain" or "you have 50% chances winning the fight against this creature". I like the "let's try this one" way.
PS: For all Fyros, the Goaketh is light blue con... don't believe that!
Re: Target's level
Beautiful, weiseman. Just beautiful.
This is the one thing that I like about Ryzom, the aforementioned lore element. Sure, you could even have less info about mobs, but then it would be a bit too extreme I think.
But judging the mob's exact danger potential really should come through trial and error AND with the use of your wits and reasoning, like it is now. When you learn the ropes about mob level ranges (those adjectives for example) it's relatively easy to steer away from mobs WAY over your level, to avoid inevitable deaths. When you get the hang of it, then you just learn what mobs of your level can you take down through the hard way ;) There's no system telling you what are your chances and what is the mob's exact hitpoints and level, and it's all good. The info you get from the mob (or experience, not the points) is even more valuable to possess than it would be if the mob specs & stats were presented to whoever might be gazing at them.
Nothing like the feeling after you've "probed" certain mob and have prevailed over a very close fight. Then, it's easy to make judgments and battle plans from there, you just provoke mobs smaller than the one you just managed to deal with.
What I do agree (if someone would first make the argument about it) is that you should be able to flee from a fight more often. It's not that you should be able to run every single time when gingo hits the fan, no, but currently you can't really outrun anything ;) (maybe some mobs, but you get the point)
This is the one thing that I like about Ryzom, the aforementioned lore element. Sure, you could even have less info about mobs, but then it would be a bit too extreme I think.
But judging the mob's exact danger potential really should come through trial and error AND with the use of your wits and reasoning, like it is now. When you learn the ropes about mob level ranges (those adjectives for example) it's relatively easy to steer away from mobs WAY over your level, to avoid inevitable deaths. When you get the hang of it, then you just learn what mobs of your level can you take down through the hard way ;) There's no system telling you what are your chances and what is the mob's exact hitpoints and level, and it's all good. The info you get from the mob (or experience, not the points) is even more valuable to possess than it would be if the mob specs & stats were presented to whoever might be gazing at them.
Nothing like the feeling after you've "probed" certain mob and have prevailed over a very close fight. Then, it's easy to make judgments and battle plans from there, you just provoke mobs smaller than the one you just managed to deal with.
What I do agree (if someone would first make the argument about it) is that you should be able to flee from a fight more often. It's not that you should be able to run every single time when gingo hits the fan, no, but currently you can't really outrun anything ;) (maybe some mobs, but you get the point)
"Don't panic!" -Muffy
One minute, and a pack of torbaks led by Spinah, later:
"Ok, where do we spawn?" -Troxyvine
One minute, and a pack of torbaks led by Spinah, later:
"Ok, where do we spawn?" -Troxyvine