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Re: Yay KP is back \o/

Posted: Wed Mar 18, 2009 11:37 pm
by jared96
dakhound wrote:@jared

so joe blow cant go dig another land? there isnt an instant "right" to supreme mats so he cant get them, grind mats ofc he can get anywhere
Do you work for nothing ? Do you play for no goal at all ? What is to be gained by digging a 2nd above ground region ? As I thought I had clearly indicated, if there was some benefit to be gained by doing so, that would make sense. But, as it stands, right now it's just "monkey digging"....provides no gain to your character whatsoever. A repetitive tasks that accomplishes absolutely nothing.

Or let's be plain, just say that one reason to like it the way it is because dividing the population into "have's" and "have not's" is a goal in mind from the getgo. Not a goal I would criticize as long as everyone is honest about it.

The point remains, when you can't find a team, there is little to do besides:

1) Dig an extra above ground region for absolutely no reason at all ... unless you feel adding one more master to the list in your forum sig is worth something.
2) Dig in an above ground region you have already mastered and grind up to get your 11th craft master title.

That's a bit too much of "BTDT, already have too many T-shirts" to me.

I like KP's.....I don't believe in a free ride. All I am suggesting is that it would be nice if skill rather than brute force was the determining factor in who is able to get the goodies.

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 1:47 am
by fiach
suib0m wrote: I'm thinking that the current folks in charge will be willing to accommodate us as best they can. The core of this game has been to grow with it's inhabitants and to remain an evolving entity.
Peace,
- Sui
Firstly, I will preface my remarks with this (not directed at you in any way Sui :) ).

I'm lucky, I have my PR Dig mastered and I am in a large active guild that can pretty much do what they want in PR and we spend quite alot of time in PR, no harm no foul.

With regards to the above quote :

I'm thinking that the current folks in charge will be willing to accommodate us as best they can.

Yeah right, no comunication on plans for the games future, definately no communication or consultation on this latest patch, which IMO ranks with the first patch of Yubo Power that was implemented back when Ryzom lost a ton of players.

The core of this game has been to grow with it's inhabitants and to remain an evolving entity

That would imply it it consulted with the inhabitants or considered the population level.

As others have said, this doesnt really affect me, its considerstion for other players, that prompts me to post in this thread. ...... which IMO should have been closed long ago.

If SW gave a toss about the concerns raised in this thread, they would have addressed them somewhat in this thread already, as that has not happened, it makes this threads existance pretty futile and a cause of dissention among the current meagre population.

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 6:32 am
by hemera
Well the answer to the bugged kp is to kill the spawn you find and make the rest pop
We killed one kp in undersprings 5 mins later got 3 kps in a row and a full spawn of 2 * kinchers, yes we did wipe, but it was fun :) Cant run form one end of undersprings to the other without dieing now.. tried it and died just past madakoo cave :D

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 8:57 am
by blaah
hemera wrote:Well the answer to the bugged kp is to kill the spawn you find and make the rest pop
We killed one kp in undersprings 5 mins later got 3 kps in a row and a full spawn of 2 * kinchers, yes we did wipe, but it was fun :) Cant run form one end of undersprings to the other without dieing now.. tried it and died just past madakoo cave :D
grats, you just figured out game mechanic behind patrols (server reset reseting them needs fixing tho). now go back down there and spank them harder so they come to the surface.

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 9:18 am
by vonzuben
If you are trying to suggest they are working as intended and that its normal that they won’t pop until the last patrol is spanked, that not the case. That’s not normal. It’s not what they were doing before, and it does not explain why suddenly, after several server outages 3 days ago, they were stuck at a quarter of their normal population in all the zones.

It did however fix the problem in Under Spring, but they are still “bugged” in the rest of the zones.

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 3:52 pm
by rovisoe
I'm glad you all support the current incarnation of this, however; If it stays (which I'd prefer it doesn't) it needs a LOT of massaging to get right for the following reasons:

1. KP's pop up on top of you (like outa no where) without any indication they are there in the compass or otherwise
2. When they arn't just matrializing on top of you; Their range is far to long a reach; They sense you at more than 100m.
3. No combination of MPA/Speed even at 100m triggering will let a player outrun em
4. Especially vulnerable are diggers; I couldn't tell you about master melee's, but this makes pulling mats and leveling PR dig virtually impossible - IMHO.

This iteration, at best, is totally imbalanced for overall Game play; again IMHO; and makes it unplayable, unless you've got a large team covering you in PR that "might" be able to hold off or defeat them while the diggers dig mats of any Q.

Without them Digging PR was a long, yet worthwhile, process. Between weathering and the agro dejure without KP's there was no fast way to get master PR dig. This makes it virtually imposssible for anyone to acheive that status; that isn't already MAster PR digger.

This is a way imbalanced deployment of this idea.

Rovi

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 5:03 pm
by vonzuben
I'm glad you all support the current incarnation of this
Not sure why you said that since more than half here are posting that they don’t support the current incarnation.

For me, I have posted that I am undecided. In order to be decided, I choose to look on the positive side of the change and try things. I can’t (before they were bugged) dig solo in lvl 250 PR areas now (some exceptions by the way), but we CAN find new fun in the new challenge thus I started organizing the Dig/Spank Expeditions. Come join the next one they are a blast!

KP's pop up on top of you (like outa no where) without any indication they are there in the compass or otherwise
Yes but this only happens at their fixed spawn point. For example in Under Springs this appears to be about the center of the region.

No combination of MPA/Speed even at 100m triggering will let a player outrun em
I agree that you can’t out-run them, but if there is safe water or a portal close enough, you CAN make it there with just one of MPA, Inv, or Speed. Thus you can pick a dig location strategically and stay alive. Definitely a challenge.

makes pulling mats and leveling PR dig virtually impossible
You can level up to 200 in Lands of Umbra since they have no Kitin Patrols. You can continue to earn XP in Umbra all the way to level 250 because you still get XP there, just more slowly.

But better yet, after level 200, you CAN dig safely in a 250 zone by picking a spot protected by a TP (there are a few of these). There are also “out of the way” spots that can be dug without a KP ever finding you, it’s just a matter of finding these (there’s even a 2 star boss like that). You may not be able to get the exact mats you want (that’s what grouping up is needed for), but you CAN level your PR dig this way.

unless you've got a large team covering you in PR that "might" be able to hold off or defeat them
Yes but there is no “might”. You bring the right size group and the KPs get their spiny butts handed to them. Assuming the KPs are no longer bugged, this Dig/Spank Expedition will be going as planned on Saturday.

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 6:17 pm
by dakhound
No combination of MPA/Speed even at 100m triggering will let a player outrun em

weird I played about a little and managed to outrun 2 patrols (without going to water) without even using mpa/inv/speed. that was the first day they were introduced so unless they bugged thats wrong.

Re: Yay KP is back \o/

Posted: Thu Mar 19, 2009 6:52 pm
by blaah
vonzuben wrote:You can level up to 200 in Lands of Umbra since they have no Kitin Patrols. You can continue to earn XP in Umbra all the way to level 250 because you still get XP there, just more slowly.
DONT tell people to go to dig in Umbra without telling them that the whole region makes them vulnerable to PvP. even tho it does not give dp in-game, it may ruin non-pvp player mood out-of-game.

Re: Yay KP is back \o/

Posted: Fri Mar 20, 2009 12:41 am
by zarozina
blaah wrote:DONT tell people to go to dig in Umbra without telling them that the whole region makes them vulnerable to PvP. even tho it does not give dp in-game, it may ruin non-pvp player mood out-of-game.
Actually as far as I know PvP death in Umbre DOES give DP, but unless you are contesting a supernode, it is pretty rare. In my experience there which was a long one, since Korzin gave me easily as much DP as I could possibly handle I only got killed twice by another player and it was the same person both times, and those times were months apart. All in all out of the places I've dug in my 3 years mastering PR digging I found EF to be the safest and most enjoyabele place to dig.

While I agree with Sweetmarie that the KP's do give an added fun experience for us, that experience is only if you want (and are able to) to grab a big team and go kill em. Sure you still can dig in the roots, but with so many spots already pretty tough going (southeast forbidden depths, SC yelkoo area, anywhere in central US) the KP's prety much make these no-go areas. If you just want to go dig in relative peace, then you're pretty mcuh stuffed. I've dug some pretty hairy spots on a regular basis, as anyone who knows me well will testify so I'm no stranger to keeping an eye on the radar while you dig and running away at regular intervals and I'm not afraid of the DP involved at times, but if you cnnot even reach such places without the support of a team, the temptation to explore and dig those places many others don't dare to try is really not worth it.

I agree that PR should NOT be easy, and I don't think the patrols should be removed, but I do think they need tweaking so their aggro range doesn't make PR digging so prohibitive. Not so much as to make it the cakewalk that many ppl suggest it has been since they were removed first time around, (I don't think it was a cakewalk, but that isn't the point I'm making here) but enough to not put ppl off trying. In all things there is a compromise to be found. Leave em in, just don't leave them such that no-one wants to go dig there without following one of Marie's dig/spank expeditions around.