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

Posted: Sun May 21, 2006 9:45 pm
by jamela
Like Sprite said, I think it's a dodgy implementation, but I can't deny that places like Towerbridge work. Z axis never seems to be accounted for in terms of distance, I agree. I've dug sources at kipee mull that were at the foot of the cliff while I was at the top, and been attacked by javings near Rising Border Post in similar situation. Curiously though, vertical distance seems to play some part in aggro range :confused:

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

Posted: Sun May 21, 2006 9:48 pm
by aardnebb
jamela wrote:Like Sprite said, I think it's a dodgy implementation, but I can't deny that places like Towerbridge work. Z axis never seems to be accounted for in terms of distance, I agree. I've dug sources at kipee mull that were at the foot of the cliff while I was at the top, and been attacked by javings near Rising Border Post in similar situation. Curiously though, vertical distance seems to play some part in aggro range :confused:

Odd, I've found that at the top of that huuuge broken branch in Void I can't heal someone underneath (out of range on Z axis).

Only tried it once though, so not sure how repeatable it is.

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

Posted: Sun May 21, 2006 10:08 pm
by jamela
I don't know where you mean, Zahan.

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

Posted: Sun May 21, 2006 10:18 pm
by kyesmith
distance up and down is not accounted for in ryzom, i can get on my mount on top of FF when my mount is at the bottom of the cliff, i can dig kitin larva in underwood woe cos im 0m from the source ect ect ect ect

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

Posted: Mon May 22, 2006 4:30 pm
by ichigono
sehracii wrote: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 )

Here's a possibility for a stealth skill that isn't 'dumbed down'; simply reduce the aggro range of the mobs within range of the stealth ability. Also, make it less likely that they'll spot you. I think what folks are complaining about is that, aside from staying out of range, there's no way to 'sneak' past aggro, and the ranges ARE different for different critters. I don't think anyone is proposing an action that allows you to, for example, walk up right behind a Great Kincher, or whatever level it is that guards PR, and do taunting gestures for an hour before moving on, but, perhaps an entirely new skill branch where you learn actions to disguise scent, camouflage your appearance, and maybe hide your infrared signature, etc. (Make it branch of the Harvest branch; those guys really NEED stealth, especially when digging in PR ;) )

As far as jumping, there are situations where that ability would most likely save your life. I'm not talking about leaping over boulders or anything, but hopping over a root no higher than your ankle; how hard can that be? And there are places that look for all the world like you should be able to walk straight but for some reason you're blocked; being able to hop over those 'invisible' blockages would be helpful, too.

I, too, am against 'dumbing the game down', but there's more intelligent ways to implement such things, that still require skill of the player to use effectively.

Peace!

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

Posted: Mon May 22, 2006 4:43 pm
by raven41
Some places its easy to sneak as it is now some places its hard ...some places you have to WAY off in one direction to get past without aggro wich is annoying but can be one ... tbh in those places(Like voids aggro wall) I just speed thru most of the time. :p A dumbed down sneak is not what I want... but a way to "Hide" would be nice ... behind trees or whatever ... Would be nice to have a "Hide" ability in PvP that would hide your radar sig. untill you move or something.

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

Posted: Thu May 25, 2006 10:42 am
by iwojimmy
One thing sneakers develop, is a 'feel' for which way mobs move, so they can pick the gaps which open - or stay clear of the paths of moving mobs..

this is far more skillful than any numeric value your character may purchase, and requires time and effort to develop.

Dont Dumb it down.. otherwise we might end up fighting over "sneak crystals"..

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

Posted: Thu May 25, 2006 10:56 am
by acridiel
iwojimmy wrote:One thing sneakers develop, is a 'feel' for which way mobs move, so they can pick the gaps which open - or stay clear of the paths of moving mobs..

this is far more skillful than any numeric value your character may purchase, and requires time and effort to develop.

Dont Dumb it down.. otherwise we might end up fighting over "sneak crystals"..
/100% sign !!!!

Don´t dumb it!!!

It´s great the way it is, anyone complaining is just to lazy to learn.
Sorry, but that IS my oppinion and I´ll stand for it.
It´s great to see your newly learned abbility work the first time.
And I mean truly learned, not bought for some SP.

Acridiel

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

Posted: Thu May 25, 2006 8:55 pm
by sidusar
Okay, thanks Jamela, I misunderstood then. You don't want the ability to jump, you just don't want your character to be blocked by a root that doesn't even reach to her knee. I agree completely with that. It's quite annoying to be running for your life only to be stopped cold by something you can hardly see.

As for diving, personally I think I'd enjoy being able to swim under water, even if there was nothing to actually do there but enjoy the sights. But if we could actually do something under water it would be even better :)

Dumbing down the sneaking is a bad idea, but some skills that complement the current system would be great. Apart from the ideas already mentioned on this thread, I'd also like some way to encourage predators to move out of your path. Like a yummy-homin-in-a-bottle-scent to lure them over to wherever you leave it. *thinks of possibilities for aggro dragging* *sighs*
Just stick to abilities that enhance your sneaking then. Being able to use the environment would be great too. Like standing in a flowerbed in spring disguising your scent, a nearby waterfall masking your sounds, a pack of fireflies hiding your infrared signature, things like that.

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

Posted: Thu May 25, 2006 9:43 pm
by grimjim
Here's something harmless you could do.
Reduce aggro range by five metres when you're walking rather than running, so you can tiptoe past :)