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Re: What should be the role of mounts in game?

Posted: Sun Jan 02, 2005 2:12 am
by 9e32bcd
I think a mount much like lyrah68 described mounts in the beginning would be nice. A speedy mek. One that could outrun most aggro and with enough hit points and regen to travel safely through atys.

I also liked caitiff's idea of being able to add options to your mek mount.

A typical day going something like this. Yeah that glowing mount over there is mine. My mount can out run kitin patrols while leaving a nice trail of sparklies for them to choke on. Oh what thats your mount. Please, that plain and dull mount is nothing compared to my mektoub mount of uber speed and strength. :D


Hmmm


It does seem to boil down to I want a powerful mount one that is fast and strong. So how about make mounts another skill tree and a new crafting skill for mount armor, weapons and jewels?

Doh, Not enough time to implement a new skill tree and crafting options. Oh well, I do think that adding a new skill and crafting options would be the best way to implement mounts though.

The skill tree for mounts could have things like increase speed, HP, regen and dodge modifier. And for crafting I would like to start making matis heavy mektoub armour. Although earings are silly for a mektoub maybe jeweled hoofs, sadles, reins, and blinders.

When it comes to what I want to see start working it goes like this:

1. Outposts
2. Outposts to capture
3. Flora and fauna around outposts dynamically interacting with each other.
4. Monsters assaulting outposts
5. Invasions of territories near my outpost
6. Monsters devasting entire regions because thoose are not the regions I want to have an outpost in
7. Fighting off hundreds to defend my outpost

OR

To see the kitin build up in strength the same way all homins do. Yes, Kitins crafting, and harvesting to supply there fighters with the needed umm ... Kitin stuff to unleash there vile plans of genocide.

Of course, the masterful guild, Veni Vidi Vici, would put a stop to these creatures intentions from there brilliantly chossen strategic outposts. :)

Re: What should be the role of mounts in game?

Posted: Sun Jan 02, 2005 7:46 am
by xcomvic
9e32bcd wrote:
Of course, the masterful guild, Veni Vidi Vici, would put a stop to these creatures intentions from there brilliantly chossen strategic outposts. :)

LOVE LIVE VENI VIDI VICI!

LEADING THE WAY TO A BRAVE NEW ERA OF HOMINS!

Of course we will does this with our closest allies sharing in on the fun :)

Re: What should be the role of mounts in game?

Posted: Sun Jan 02, 2005 10:55 am
by leone2nd
SKill trees for mounts must be in, if not in the thoughts of the Devs which I suspect, because ok teleporting is good..but its lame :P and a good think is that mounts cannot teleport, we need an economy and a trader proffesion/role in this game with all this land to cross and I think mounts can make it alive, imagine trying to pass with a convoy of 10 mounts through Hidden Source in a direction from Pyr to Yrkanis..Impossible! But with basic mount skill tree and matching skills with mount armor and mount training this of course can be done. Also new teaming habits will be introduced like every player that wants to make the long ruin on foot, them too following a convoy...because a Teleporter doesnt work because ebil Karavan magicians disabled it for a while with their magical created storm in order to help their Kittins attacks.. ;)

Re: What should be the role of mounts in game?

Posted: Sun Jan 02, 2005 11:45 am
by neofuzz
These shiny new toys should magically fix every screwed up undocumented nerf/feature/bug they run past. They can play the role of the errr dudes that fix things... I read about them once.. or maybe that was in a galaxy far .. far... away.
Please, give me a shiny new toy to distract me from how badly a once-off bug ****ed my character and won't be fixed. :eek:

*waves buh-bye*

Re: What should be the role of mounts in game?

Posted: Sun Jan 02, 2005 4:55 pm
by leone2nd
neofuzz wrote:These shiny new toys should magically fix every screwed up undocumented nerf/feature/bug they run past. They can play the role of the errr dudes that fix things... I read about them once.. or maybe that was in a galaxy far .. far... away.
Please, give me a shiny new toy to distract me from how badly a once-off bug ****ed my character and won't be fixed. :eek:

*waves buh-bye*
I guess they will add new features now like Mobs that agro from next server too...I should have listened to you neofuzz before I subscribed. :(

Prob is that probably review ppl from magazines and webpages read this forum too awaiting the ..traincrash.. and Ryzom stuff dont seem to have a clue what picture they display to the outside world or a clue what they re doing.

Re: What should be the role of mounts in game?

Posted: Mon Jan 03, 2005 12:06 am
by bodywand
Mounts are going to be nice, but won't add a ton to gameplay. I'll get to harvest spots sooner. I might decide to run to the void instead of deathport so I can hunt.. and uh.. that's all I can think of. I don't really feel they should be anything but transport.. fighting from them would be nice, but I'd rather not see the combat system thrown all out of whack for weeks on end while Nevrax tosses out nerfs and bugs trying to fix it.
-
[QUOTE=leone2nd]I guess they will add new features now like Mobs that agro from next server too...I should have listened to you neofuzz before I subscribed. :( QUOTE]

They replaced Cuttlkin and minions which could only be avoided along one wall with a bandit tribe and minions whose camp you can sometimes run through no problem. That part of the crossing is easier now than it was before. (carried from another thread)

Re: What should be the role of mounts in game?

Posted: Mon Jan 03, 2005 11:22 am
by leone2nd
Mounts to be used by heavy gunners would be cool and as a mean of making long trips with mounts convoys they best feature this game could have implemented, to say the truth its the primary reason I joined Ryzom when i did, but I dont see it happening, Ryzom turns to a big dissapointment, I dont want to run all day from race to race killing stuff that just have a bit of different patches of color in their skin. Maybe they dont have any plans for a player run economy when the role of a trader is not usefull, I really fail to see what their plans are if they have any.

Re: What should be the role of mounts in game?

Posted: Mon Jan 03, 2005 3:39 pm
by zumwalt
Typical role of a mount, is for casters / long range weapons individuals (aka rangers), while on a mount, sap should be able to increase at a greater spead, also the mount should have a bulk for caring ammo, thus eliminating the need to cary it oneself.

The melee are just brutes to throw at the mobs to keep them off the casters and ranged fighters.

Mounts secondary role is travel, this is for speed and harvestors, so 2 different classes of mounts would come in handy, the battle mount, which would be slow and cary bulk of ammo (same speed as normal running), and second class of mount would have the ability of greater speed.

Both classes would have decent HP and regen, but each would have its own strengths.

Class A for instance would or could be the battle mek, heavier armor, high HP, bulk for decent amount of ammo.

Class B for instance would or could be for travel, medium armor, high HP, no bulk, high regen, faster than our current speed up.

we could throw in a class C for harvestors, similar to class b, but about the exact same as the 350k mule, except you can ride it, speed is not that great, maybe as fast as speed up, but high bulk, high hp, and high regen.

All mounts should be able to be fought from with ranged weapons and casting, melee if only with 2h weapons, think of the renasance (spelling?)

Just a few thoughts.

Re: What should be the role of mounts in game?

Posted: Mon Jan 03, 2005 8:10 pm
by asaseth
Mektoubs, mounts and packers, both, with the ability for you to heal them, and have your hp aura work on them. (haven't actualy dare to try this with my packer, but from another thread, you can't do either)

Boy, wouldn't that be nice.

Re: What should be the role of mounts in game?

Posted: Mon Jan 03, 2005 8:25 pm
by lyrah68
I hear that the reasoning behind not being able to heal a mount/packer/pet (and whatever happened to OTHER than mount "pets" as they were discussed in beta?) is that you could cast an AOE heal on them and get the benefit of self healing ENDLESSLY, in other words, healing mounts was used as an exploit, and the rest of us that would heal them without the Bomb heal or reciquochet heal get to suffer with having a packer that we either store in the stable OR run to the water and park it there. I happen to think that EITHER use is broken, I SHOULD be able to pull my packer WITH me, but there is just NO way I am going to risk something that cost me five DAYS of digging and crafting to buy.

As I see it (see my thread on the subject) this is part of the devs "travel should be a painful arduous Trial, not fun and easy". And see my post about my question...WHY does it have to be like this!!!