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Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 5:02 pm
by jamela
cyrish wrote:Having to stay 25m away from mobs isn't really sneaking or hiding
Knowing what you can get away with on each predator, hunter or scout, and doing so is far more of a skill than I ever encountered in a MMORPG before, it's much more akin to FPS skill. And if you wear armour identical to that worn by a tribe's wandering party you can hide amongst them.

Have to agree about line of sight rulings, they really should be in place :( along with diving and jumping. But they're not and Atys is still a wonderful place despite that.

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 5:23 pm
by sidusar
sneaking/hiding
Ooh yes, it would be really nice to add 'line of sight', so that you could actually hide behind trees and such, or sneak past a creature while it's looking the other way.

But ofcourse, creatures don't only rely on their sight. Torbaks would probably smell you as well. So then you have to stay downwind to avoid them. Meaning we need our compass to display wind direction.

Ragus have a whole range of different eyes that allow it to see in all sorts of light we can't see in. They can probably see in the infrared spectrum. So they could still see you if you're hiding behind a tree.

Javing rely on echo-location, so you wouldn't have to hide behind the tree to avoid it, as long as you're hugging the tree tight enough not be recognised as a seperate object.

I would love a sneaking system like that, but I doubt it's something we can expect anytime soon. I think the current system where sneaking is done by staying outside the predator's sight range, so that it actually requires some skill and effort on the player's part, is already much more fun than a system in which you'd just click the 'sneak' button and are then able to walk right past predators undetected as long as your character's sneaking level is higher than the level of the creature.
jump
Personally I never understood why so many players would like a jump option. It would still be programmed where you can and where you can't jump to, just as it's programmed now where you can and where you can't walk to.

A few days ago I visisted the entrance to the secret Kami oasis. For those who've never been there; it's blocked off by large boulders. At that point I really wished my character was able to jump over the boulders. But if our characters would be able to jump over boulders, the oasis just would've been blocked off in a different way so as to still deny us access.

A jumping option wouldn't offer anything new as far as I can see. Twitching the code a bit so that our characters can just walk over the rocks and fallen trees that we now have to go around would have the same effect.
swimming
There's nothing underneath the water right now, so being able to go down there wouldn't be much use.

If they're going to give us a diving skill, I'd like an entire underwater ecosystem with it's own unique creatures and an underwater foraging skill with it, please :)
jamela wrote:And if you wear armour identical to that worn by a tribe's wandering party you can hide amongst them.
Are you serious? Creatures don't see you if you wear armor identical to a tribe and hide amongst them? I've never heard of that, that'd be great if it worked. :eek:

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 5:32 pm
by rundll32
sidusar wrote:
Are you serious? Creatures don't see you if you wear armor identical to a tribe and hide amongst them? I've never heard of that, that'd be great if it worked. :eek:
lol i think that was intended in so far as other people wont see u so easy if u fall in line with an npc tribe - aggro will see u just as easily - though you are welcome to try and tell me otherwise :D

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 6:01 pm
by jamela
sidusar wrote:...Creatures don't see you if you wear armor identical to a tribe and hide amongst them? ... :eek:
No no no no, not true at all, sorry.
*innocent*

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 6:18 pm
by jamela
Sidusar, you're quite right in what you say about how we are restricted from moving, but for anyone not used to Ryzom yet it's quite a shock not to be able to jump over that root no higher than your ankle when you're running for your life. And how come lithe, skinny me can't squeeze through that gap as wide as an arma!? There's plenty to look at below the surface of the water too, admittedly unselectable, but still there are fishes and plants and sponges and ... ummm ... tryker windows. And there is this which has long been on the website. Since before I started I think.

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 6:18 pm
by sehracii
Yes, I just want to mention that in the real wild almost all of the time creatures know you're there through smell and sound before they see you. Line-of-sight code should only apply to homin-to-homin location identification ;) (not light up on the radar until they're someplace you could possibly see them)

The aggro-by-distance method seems a very good system to me. What ever senses they're using, a creature *will* know you're there once you get close enough. The fact that creatures have varying distances is lovely, as well as that these ranges change when they sleep. Learning ranges, paths, migrations, and locations makes sneaking in SoR *the* most interesting skill as far as I'm concerned. (Especially as it ties into harvesting)

I would be deadset against a dumbed-down stealth skill that just let you walk past creatures under your lvl by hitting a button. However, I could support complimentary skills. For starters, make the "sleep" defensive affliction useful to put them in that state for a limited time (without aggroing them!) Also, decrease creatures range a bit if you're walking (you're quieter) and I would love some sort of (craftable!) scent covering that decreased creature range a bit.

It would be even better if creatures were broken into "seers", "smellers", and "hearers" so the above methods only worked on certain types ;) (For example being quiet and covering you're scent won't do a damn thing to help sneak by the ragus mentioned if it turns its head and sees a big red blob with its infra red vision, you'd have to put it to sleep )

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 6:50 pm
by rushin
Mmm

currently sneaking ie by skill is one of the best things ingame i think. would be terrible if there was an action for it.. as it stands you have to put a lot of time and effort into understanding your enviroment, learning about the different mobs, and how they act. its a very deep system.

cracks me up when ppl complain that lands of umbra is impossible to sneak through, wish i could be around when they tried wastelands tp trip ;)

jumping, swimming etc, i dont think there is a z axis at all so i wouldnt expect anything soon(tm)

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 7:58 pm
by jamela
Razz pointed out to me long ago that actually there is a z axis - take for example Towerbridge and Great Boulder Tunnel, two places where characters can be directly above/below each other.

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 8:05 pm
by sprite
jamela wrote:Razz pointed out to me long ago that actually there is a z axis - take for example Towerbridge and Great Boulder Tunnel, two places where characters can be directly above/below each other.
Some people seem to quote the frequent "glitching" bugs where people can get set to the wrong height as proof of some dodgy implementation of the z-axis :rolleyes: Imo, the fact that CSR can TP to you when you are in places where its possible to be standing at the same x,y but different z would seem to indicate that there is a z-axis, but the game just ignores it in most situations (such as vertical distance for ranges / prospecting / attacking etc )

Re: Qestions that have probably already been asked...

Posted: Sun May 21, 2006 8:09 pm
by rushin
jamela wrote:Razz pointed out to me long ago that actually there is a z axis - take for example Towerbridge and Great Boulder Tunnel, two places where characters can be directly above/below each other.
sure they arent just standing right next to each other as far as the engine is concerned? if u climb to the top of great boulder tunnel, which must be 100m+ you can target mobs on the ground and that distance isnt shown, same with the cliffing that used to go on in fyros :)