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Re: Production: NPC Bosses
Posted: Sat Dec 02, 2006 2:19 am
by ffxjosh
(on the ATS)
Aen - guarded by two mobs, seems to work fine, the mobs dont trawl after you forever and aen cant be attacked until (afaik) the two guards are dead.
Sirgio - cant see him. appears as if you will have to kill all of his guards before he even appears.
Lixie - Bugged.(unless im doing sumthing wrong) doesnt fight back if it means he(or she) has to leave the sorrounding zone, Lixie or the "guards" speaks french to me and the "guards" dont work all the time. Lixie in the sys window appaers in her french name every other time Lixie's agro range is like 10m and will chase for about 4 and is attackable from the word go. You can't move more than 80M away from Lixie without losing target. there are too many guards about that force you to lose focus
Pei - if sum1 want to remind me where he is then ill happily run there
Re: Production: NPC Bosses
Posted: Mon Dec 04, 2006 2:16 pm
by thlau
ATS saturday 2006-12-01
WARNING maybe SPOILER ahead
Sirgio
bugged, several sets of guards standing around, and after we killed one group (with the help of a senior guide), 6 Sirgios spawned.
So I think someone needs to look into that encounter again.
Pei
ranged attacks with a dagger are weird
Aen
Two guards, okay.
Lixie
I don't like the implementation. The mines are each a single entity, that don't show on the radar. As side effect you don't see other homins on the radar anymore, and if you are not close to homins, that fight Lixie, you don't see them on the display either
overall impression
The guards seem to have an exceptional high regeneration rate. Or we used the wrong tactics against them. So something new to learn
PS
Pei is north east of Knoll of Dissent if I now remember right. (I know how to find the spot in game
)
Re: Production: NPC Bosses
Posted: Mon Dec 04, 2006 4:30 pm
by riveit
thlau wrote:Pei is north east of Knoll of Dissent if I now remember right. (I know how to find the spot in game
)
Did you mean Knot of Dementia?
Re: Production: NPC Bosses
Posted: Mon Dec 04, 2006 5:23 pm
by Marjo
Sirgio
bugged, several sets of guards standing around, and after we killed one group (with the help of a senior guide), 6 Sirgios spawned.
His spawn should be fixed with today's patch (we patched a few minutes ago).
Thank you for your feedback.
Re: Production: NPC Bosses
Posted: Mon Dec 04, 2006 9:39 pm
by thlau
riveit wrote:Did you mean Knot of Dementia?
Yes, I meant Knot of Dementia. I'm so lost when I have to describe something in game, while I'm at work
Re: Production: NPC Bosses
Posted: Mon Dec 04, 2006 11:24 pm
by weaz01
I'm still very much a total noob to Ryzom, and haven't had experience with taking down higher level NPC type mobs, but wouldn't it make sense for all of the gear carried by a NPC mob to be lootable? That's one of the things that I carry over from my tabletop AD&D days... if you kill an enemy NPC sporting Full Plate +5 and a +5 Two-hand sword, you now have a set of Full Plate +5 and a +5 Two-hand sword, along with any other jewelry/cloaks/scrolls/gold/etc. he may have been wearing/carrying. It just doesn't make sense that their gear disentegrates when they die. With killing creature type mobs, yeah, not every bit of them is going to be intact after you've finished hacking and/or blasting them to death, and even then, maybe not survive the quartering process, but armor and weapons weilded by NPC mobs should survive the battle at least a good percentage of the time.
Re: Production: NPC Bosses
Posted: Wed Dec 06, 2006 9:56 am
by ffxjosh
thlau wrote:Lixie
I don't like the implementation. The mines are each a single entity, that don't show on the radar. As side effect you don't see other homins on the radar anymore, and if you are not close to homins, that fight Lixie, you don't see them on the display either
This might be on purpose..
Lixie stands aprox 40-50m away from the entrance to the mines. (without the mines) it's possible to heal melee people from that range. As lixie doesnt move more then 30m from the spot where she stands.... (see where im going with this?) where would be the challenge if the healers never had a risk of getting hurt?
So with the mines the way it is, you need a team (or more) to get very clostrophobic with lixie, either that or die from the mines..
Re: Production: NPC Bosses
Posted: Wed Dec 06, 2006 12:23 pm
by pahya
weaz01 wrote:I'm still very much a total noob to Ryzom, and haven't had experience with taking down higher level NPC type mobs, but wouldn't it make sense for all of the gear carried by a NPC mob to be lootable? That's one of the things that I carry over from my tabletop AD&D days... if you kill an enemy NPC sporting Full Plate +5 and a +5 Two-hand sword, you now have a set of Full Plate +5 and a +5 Two-hand sword, along with any other jewelry/cloaks/scrolls/gold/etc. he may have been wearing/carrying. It just doesn't make sense that their gear disentegrates when they die. With killing creature type mobs, yeah, not every bit of them is going to be intact after you've finished hacking and/or blasting them to death, and even then, maybe not survive the quartering process, but armor and weapons weilded by NPC mobs should survive the battle at least a good percentage of the time.
In a crafted orianted, non-loot based game to have a boss drop large quanities of good armor would -kill- armor crafters. The game simply isn't designed to have large amounts of loot mobs, thus one of the reason's they were removed in the first place I believe.
Re: Production: NPC Bosses
Posted: Wed Dec 06, 2006 1:04 pm
by thlau
ffxjosh wrote:This might be on purpose..
Lixie stands aprox 40-50m away from the entrance to the mines. (without the mines) it's possible to heal melee people from that range. As lixie doesnt move more then 30m from the spot where she stands.... (see where im going with this?) where would be the challenge if the healers never had a risk of getting hurt?
So with the mines the way it is, you need a team (or more) to get very clostrophobic with lixie, either that or die from the mines..
I think its a limitation of the graphics engine, that has that result. In one moment I left the area, and rentered it via the front entrance and couldn't see my teammates (!). It took some tome of the engine to show me my teammates. In my opinion this is a serious issue.
Re: Production: NPC Bosses
Posted: Wed Dec 06, 2006 1:33 pm
by calel
thlau wrote:I think its a limitation of the graphics engine, that has that result. In one moment I left the area, and rentered it via the front entrance and couldn't see my teammates (!). It took some tome of the engine to show me my teammates. In my opinion this is a serious issue.
That could be right; the engine is capable of handling 255 entities at once max before things go wrong. The mines are all entities on their own, and there's lots of em within a 250m radius.