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Re: IDEA! please read.
Posted: Tue Dec 07, 2004 6:40 pm
by zumwalt
I say add portible fire hydrants to the game that attract the carnivores to it, so they fight to scent it, keeps them off you while you harvest.
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 12:49 am
by xcomvic
why is it that NPCS do not get aggroed on but PCs and PETs do?
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 1:06 am
by plarfman
Its a good idea to make a mask scent skill but making it unlimited is a bit over the top. What would b the point of playing if i didnt have to worry about where I was going and memorizing where is safe to walk and where isnt. I enjoy the fact i have to watch my ass its a nice ass at that. But yea mask scent could maybe be a 1min that should b sufficent time to pull a stop and go!
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 2:14 am
by paradise
OK, as you will notice, every time an aggro mob charges you, it is proceeded by an eye icon over their head.
To me, that says that aggro mobs notice you not by scent, but by vision. For example many animals in the real world have bad vision, like dogs only pick up green and blue colours well. That might explain how most aggro mobs only aggro you when you are less than 50 meters from them.
If they would have used scent, they should have smelled you a long time before that, maybe 100-150 meters.
Therefore, a mask scent aura power does not make sense. You activate it and go pet a baying gingo and it is just going to sit there? Good doogie, good doogie. I know Ryzom has some weird creatures, but that would be truly weird.
-- Rebell(Grim Legion)
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 3:26 am
by magick1
Could use it a spell/aura like, say, charm creature. And put it as a defensive <something>.
Thereby you have a "natural" limit on it, and improvement by levels, like other stanzas.
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 3:41 am
by xcomvic
paradise wrote:OK, as you will notice, every time an aggro mob charges you, it is proceeded by an eye icon over their head.
To me, that says that aggro mobs notice you not by scent, but by vision. For example many animals in the real world have bad vision, like dogs only pick up green and blue colours well. That might explain how most aggro mobs only aggro you when you are less than 50 meters from them.
If they would have used scent, they should have smelled you a long time before that, maybe 100-150 meters.
Therefore, a mask scent aura power does not make sense. You activate it and go pet a baying gingo and it is just going to sit there? Good doogie, good doogie. I know Ryzom has some weird creatures, but that would be truly weird.
-- Rebell(Grim Legion)
confirmed and not... aggro is based on proximity of player to aggro and adds are by sight... maybe its because they hear you... so SOUND is how they find ya

Re: IDEA! please read.
Posted: Wed Dec 08, 2004 4:24 am
by Lukati
sk8rss wrote:I don't like this idea, the agroing monsters are agroing...watch out where you're going and it becomes a little easier. This game isn't designed to allow just anyone to go just anywhere.
Amen to that. It's about time people stop coming up with ways to dumb down this game and ways to turn it into the laziest game on the planet. Running through a 150-200 and 200+ playzone SHOULD be damn near impossible. Any carnivore that tough sees anything smaller than it as a meal, and should act accordingly. Being able to freely travel about the world where you please is just plain absurd.
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 4:52 am
by josephm
amitst wrote:a 10-15 second aura would be worthless as we wil only be able to go an additional 30 meters before we are owned
Man you gotta get out more. Sometimes I'd die...no wait I DO die, because I didn't have 2 extra seconds.
As for the idea. I like it...for Ryzom 2. It'd take a lot of effort to refurbish all the mobs and give them different senses. But if we could give them sight/hearing/smell and have a skill branch for 'stealth' and abilitities related to stealth, we'd have a total Shazahoozit-mipok'Tang oof Bing Zar'bong. That's Zorai for "good time and bbq at Zar's"
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 5:35 am
by lyrah68
I like the basic idea. A skill, I am NOT sure which tree to toss it under, but magic OR melee would sound best to me (bear in mind I am NOT the highest in either of those trees...so that is not my reasoning behing their choice, just trying to be logical).
Since it IS a skill, it should improve as you level. SOME agro mobs, of a CONSIDERABLY higher level than you (more than 15 times your highest level) would be immune, but it would effectively REDUCE their agro range. Either they can smell the stuff you smeered on you, or you goofed and it is their other food (Some agro mobs are BOUND to be ominvores just like Hominkind is).
As you level this skill, it would:
Last longer
affect higher and higher level mobs
Further reduce the agro ranges EVEN on failure
I would like a notice of failure on the skill and notice on sucess, in the system window would work for me.
for instance:
You have successfully masked your scent from all mobs UP to level X, and reduced the agro range of mobs from level X to level Y, but you are not able to affect the agro on mobs Y+1 and up.
Or
You failed to successfully mask your scent from all mobs, but you have reduced the agro range of mobs up to level A.
As far as the cost of this skill, its latency, and was it would use to "pay" for it (sap, stamina etc) I don't have any suggestion.
I agree with this skill NOT only because I want to travel more freely...which clearly this skill would help with, but also because the skill is REAL world and makes sense.
Re: IDEA! please read.
Posted: Wed Dec 08, 2004 5:50 am
by lyrah68
On the Bait idea. I think that the idea of being able to toss the meat of another animal to bait the mobs away from you would be NICE. How about being able to craft a bullet filled with "carnavore bait" you shoot this bullet for NO damage whatsoever, but it shoots a bomb that pops open spreading the bait in the area you WANT the agros in. The "range" of the AOE taunt effect would go UP with each Q level of the "bait bomb" as would the number of the mobs that it would affect.
EI:
Q10 has a medium range of shot, has a 10 to 20 meter AOE affect of Taunt one, and would affect carnivore mobs around level one to 20 TOPS, and would attract up to five carnivores (perfect for newbie gingos/ragus) for 45 seconds (long enough for them to wolf down the small amount of bait)
Q20 would have a slightly longer range, 15 to 20 meter AOE affect of Taunt two, would affect carnivore mobs level one to 30 ish and would attract up to 10 carnivores, for about 55 seconds. (larger bait capsule longer amount of mobs it would attract and keep there for a slightly longer time)
Q30 longer firing range, 20 to 30 meter AOE affect of Taunt three, would affect carnivores one to 40 and attract up to 15 carnivores, and the affect would last for 65 seconds.
Each level would be a slightly larger bait cartridge and thus longer effect, LARGER effect and larger number of carnivores that it could/would attract.
I would like to see the prevailing WIND affect the bait, IE if the wind is blowing away from the bomb, you attract a DIFFERENT batch of carnivores than you intended (this is also logical). I also think that wind direction should affect carnivores agro range, in CALM winds, the agro ranges are the same as now in game, during heavy or stormy winds agro ranges should change to slightly lower and tracking you should become MUCH more difficult (the smell is scattered or pulled away from the nose).
How to get the meat from mobs, how about this. We have ALL seen corpses that we can not quarter...we didn't kill them (fair enough), BUT it is so wasteful for them not to be a source of bait for mobs. You could use a pick to harvest a certain number of units of meat (the Q number would be similar to the area materials, IE max Q level is 50 for the area, you would harvest meat of a Q50 at MAX.) Maybe ALL of the materials would have to be harvested of mobs, possibly other peoples kills, or the despawn timer on the corpses could restart when you start to harvest to allow for both harvest AND quartering.
I think killing the mob should continue to give xp as it currently does, and that the harvesting xp should obviously go to the Harvesting tree.