Re: Combat problems
Posted: Tue Oct 26, 2004 1:15 pm
i dont think you shud be able to escape, you wouldnt if it was actually you would you?
and there is telerports
and there is telerports
I would also like to know why -pr0ger wrote:The only BUG I want to be removed is the worldwide range ... being killed by a Bandit when you're 1Km away is boring... It's a common bug with bandits, and I also saw tribes doing the same with mobs : they attack with melee weapons a mob far away (like 80m), they hit it and kill it !!!!
Personal experiences, i don't think there is any official documentation from Nevrax. Pretty much all info you'll find floating around about Ryzom mechanics comes from the players' own experiences as far as i know.krone9 wrote: Where are you guys getting this information from?
This is the way that i thought the con system worked, however it doesnt explain why a level 0 !!! npc bandit can drop a player with skills of 35/12/22/24 in a few seconds, when a moderate kippee can be dispatched with some luck and a nice self heal in the middle of a fight ?lazarus wrote:This may have changed, but during the beta the con system was upgraded and there was a post from the dev team regarding what colours meant with regard to levels.
I don't think that web page exists anymore, but I copied it a long time ago, so maybe it still holds true...
> level 0 = black
> level 1 to 20 = light green
> level 21 to 50 = dark green
> level 51 to 70 = light blue
> level 71 to 100 = dark blue
> level 101 to 120 = light yellow
> level 121 to 150 = dark yellow
> level 151 to 170 = light orange
> level 171 to 200 = dark orange
> level 201 to 220 = light red
> level 221 to 250 = dark red
> level 251 or more = violet
As it was explained then, the colours indicate the level of the mob, not how tough it is in relation to you. It is also true (as someone mentioned earlier) that just because you can kill a light green mob of one species doesn't mean you can kill all light green mobs - for example, a level 50 Gingo is much tougher than a level 50 Yubo, but they are both dark green.
Because they, like different players, have different features and skills.tonycow wrote: If there is a level based con system in place then why also have different types of mobs have such dramatic difficulty differences.
I am sorry but as far as I can see that answer just doesnt wash. I can understand differences between mob types and some being more difficult than others but we are talking a case here of a mob supposedly being level 0 according to the documentation. The mob however has the hp, damage, defences and other stats of another mob thats roughly level 30+. If i was level 5 in the best armour i could buy and using the best weapon i could find I would still not fight as well as this supposed level 0 mob or not have anywhere close to its hps.ahremark wrote:Because they, like different players, have different features and skills.
Some creatures are armoured, some have special attacks, some use magic, some have a lot of HP's, some are resistant to certain damage types, some are resistant to certain spells and some are very good at dodging.
If you use the right tactics for the right enemy, the difficulty don't have to be that different between different species. No single player is good at everything though so you will always have a disadvantage against some enemy just like some will always be easier.
That's one of the things that teams are for, to make up for eachother's weaknesses.