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Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 1:21 am
by scarazi
KPs range started off as about 45m, with the odd few groups 60m'ish, then I think it grew with the odd few 80m'ish, then all reduced to about 35-40m.
Vorax guardians used to kick arse though, 200m+ range
I doubt the credibility of your story Gralen, KPs were certainly present within the first 3 week of launch, (when I first hit the PR after beta), I doubt there was an exodus of players in September if they were introduced then, as noone would be high enough to even contemplate spending any significant duration in the roots.
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 6:47 am
by gillest
From yesterdays range tests: for sure 100% i can confirm that 70m = death
Was aggro with range between 70 and 100 as well: hard to say exactly as they kind of move in circle around themselves but 80-85 meters is not 100% safe
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 7:10 am
by dakhound
Wins sweepstake on how long before "nerf KP's" post came
note to players : this game is so easy, KP actually makes it so you can die please leave them alone. Learn, adapt, stop jumping to cry about a challenge.
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 7:23 am
by fiach
dakhound wrote:Wins sweepstake on how long before "nerf KP's" post came
note to players : this game is so easy, KP actually makes it so you can die please leave them alone. Learn, adapt, stop jumping to cry about a challenge.
Meh.... if I had known there was a sweepstake, I would have ***** about them sooner
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 8:01 am
by hemera
leave them as they are thanks.
One answer to anyone who cmplains about them, DONT go in to PR.
Turn your tag on and go pvp for honor points.
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 11:53 am
by faedyne
raven41 wrote:I'm only looking at this from a trek stand point.
But anyway, I by no means want 'easy mode' Or I wouldn't be playing Ryzom in the first place. However. I don't want frustration either. Hard does not always = good.
Hard is only good if its fun hard, Not stupid hard. And a normal size trek for instance (these days) is between 5-9 ppl. usually with at least 2-5 of those being newbs. Run that into a KP and its DP for everyone.
Now this is being if KP are in ToT (no one answered that yet
) seeing as I can't remember where they are (was still semi low level when they were removed 175-200 range)...
And on the note of adding anything between tryker and anywhere... please for the love of all that is good in the universe don't do that!!! do it between Fyros and Zoraï, or even Fyros and Matis... But the time it takes to get to FH from anywhere, is border line annoying already. (not even the hardness, just the TIME.) I enjoy trekking. But its too time consuming to get to FH already.
My suggestion to try and make everyone happy... Have KP get progressively smaller/weaker the further you get from the nearest Kitin nest... Then they could stay in, And not be such an annoyance aswell. The pop is too small to handle such adversaries anyway.
Ah, Trench of Trials. (sorry. I don't know the acronyms, or even the region names. ^_^ )
Yes, I agree that making it very very difficult to leave the lakelands would be bad. It's already hard enough, especially between the lakes and the forest. Lagoons of Loria are a really tough stretch. I'd rather take my chances going through Bounty Beaches and Trench of Trials in the Prime Roots. (and Grove of Umbra in the jungle isn't that bad in comparison)
I ALMOST wish that you had to go through PR to get from any one land to another, but I think with the Kitin patrols, that would drastically reduce the cross-population.
It would be interesting if we cut off the desert from the forest though, since Fyros are Kami aligned. The desert section of the forest (Hidden Source) is pretty challenging as it is (especially when you breath a sigh of relief and then die in Knoll of Descent before you get to the portal that leads to the PR. I did that once.) but still easier than lakelands to jungle. Jungle to desert is probably the easiest trek, as long as you're in the right season to get up the ramp.
I argue for dynamic worlds effected by players, but I think there's limits. The owners really do have to factor in player population and scale the difficulty to them. (at least on the extreme ends.)
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 12:42 pm
by sx4rlet
faedyne wrote:Ah, Trench of Trials. (sorry. I don't know the acronyms, or even the region names. ^_^ )
Yes, I agree that making it very very difficult to leave the lakelands would be bad. It's already hard enough, especially between the lakes and the forest. Lagoons of Loria are a really tough stretch. I'd rather take my chances going through Bounty Beaches and Trench of Trials in the Prime Roots. (and Grove of Umbra in the jungle isn't that bad in comparison)
Uhm, Loria isnt hard to sneak. And with a small team even easier as you can fight the agro if needed. Personally I find Bounty Beaches harder to sneak, but even that is possible. (although there is one season that is very very hard.)
(Sneaking Heretic Hovel tho... I never managed that! No room to avoid the mobs in the maze!)
(If you want to learn the route through Loria, just give me a yell, when i am in game (which isnt very often.))
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 1:23 pm
by gralen
scarazi wrote:I doubt the credibility of your story Gralen, KPs were certainly present within the first 3 week of launch, (when I first hit the PR after beta), I doubt there was an exodus of players in September if they were introduced then, as noone would be high enough to even contemplate spending any significant duration in the roots.
Kitin Patrols were indeed introduced very early and the attrition due to them started very early as well.
Here's the post:
http://forums.ryzom.com/showthread.php?t=5718
We had master diggers in the roots every day.
Note
Kitin patrols were not the only issue (actually they were minor compared to the other issues at hand back then).
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 1:24 pm
by thlau
sx4rlet wrote:Uhm, Loria isnt hard to sneak. And with a small team even easier as you can fight the agro if needed. Personally I find Bounty Beaches harder to sneak, but even that is possible. (although there is one season that is very very hard.)
(Sneaking Heretic Hovel tho... I never managed that! No room to avoid the mobs in the maze!)
(If you want to learn the route through Loria, just give me a yell, when i am in game (which isnt very often.))
I only can support what Sxarlet said.
Loria is doable, if you do it in the right season. While I struggled during Winter, I made it on my first attempt during Spring. Same goes for Bounty Beaches, Spring seems to make trekking there easier. Both treks I had to use my Melee Protection Aura 1 and my Speed 1 once.
I tried to get through Heretic Hovel first, but always failed when I tried to sneak past the Gibbai. (Non hunting aggro mobs are a PITA)
What I found more difficult than BB and LoL was Hidden Source.
Sure my treks involved a lot of dying, but you easily can handle max DP of 60000 at level 33, especially when nuking 8 Growling Clopper clears it completely
Re: Yay KP is back \o/
Posted: Thu Mar 12, 2009 2:20 pm
by dazman76
Offtopic... wow, it's been a long, long time since I had Aelvana's avatar distracting me from the post content
Ahem...