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Re: PR ZONES -- DELETE THEM!!!
Posted: Fri Dec 10, 2004 10:58 pm
by miraaz
Used tiscet Sunken City Kamy Altar. Then
!!! 5 Kipuska 17m in altar; about 10 jugla 23m on it; etc! Then i set radar 50m range and get ower 30 agressive mobs around Kami altar closer then 50m on it!!! Devs something wrong or what!? Meiby needed muve Sunken City Kamy Altar litle safer place or delete it becose unuseless.
But 1 good idea. Meiby devs wants players see lot of agro mobs in close look? Like zoopark
. One kittin patrol running to awer altar (no close it ower it lol). Why not! If u lacky 1 and have ticket there then u see lot of agros close look, but bhether when u no plan to muve
. Please rename Sunken City Kamy Altar ----> ZOOPARK. No needed altar in name, who seed altar in zoo
Re: PR ZONES -- DELETE THEM!!!
Posted: Sat Dec 11, 2004 12:25 am
by sprite
miraaz wrote: Please rename Sunken City Kamy Altar ----> ZOOPARK. No needed altar in name, who seed altar in zoo
Hahaha, Reminds me of the first time I used a ticket to get to the Oflovaks Oasis kami altar in Fyros; 5 Dangerous Cloppers about 10m from little old lvl40 me
Re: PR ZONES -- DELETE THEM!!!
Posted: Sat Dec 11, 2004 2:03 pm
by Eshin
Navigating in roots is possible still. Speaking for myself, I just had to adapt a bit and pretty much forget the chance to idle a bit on a spot. There are more mobs yes, but as far as their strenghts go, traveling there with a group isn't a big deal. Soloing is quite possible too, just a tad bit harder now. Also, the amount of patrols have been reduced at certain places, where they were a plague more than a difficulty factor.
Makes the root mats even more valuable and rare, like they should've been from the start. I'm yet to find all the spots I need to do some crafting, but so far mapping new harvesting spots is going well. It's just more difficult now, and I can hazard a guess that no one can seriously say that things were just fine before. Harvest mats all you want and you don't even have to look on radar? Come on. Trench of Trials? Sunken City? All fixed now. Abyss of Ichor is still bit out of the league, but there's a remedy coming that way regarding the news.
Fine-tuning, like in means of balance, but it's going the right way. If you don't like the place, go harvest on the surface. Prime root mats should be worth some dp and sweating
Re: PR ZONES -- DELETE THEM!!!
Posted: Sat Dec 11, 2004 3:54 pm
by orbmi
Just wonder a thing! Shell not the prime roots be hard ? It is only the hardest part in this game! i havent been there so i cant say to much.
Re: PR ZONES -- DELETE THEM!!!
Posted: Sat Dec 11, 2004 4:12 pm
by magick1
Let's see, prime roots is the "home" of the kitin, yes? One would expect them to protect their territory well, even if they are evil spawns.
And on a similar note, SoR differs from most other games in that no matter how powerfull you are, you can't solo the biggest and badest moof creatures out there.
Re: PR ZONES -- DELETE THEM!!!
Posted: Sun Dec 12, 2004 1:41 am
by helbreat
magick1 wrote:Let's see, prime roots is the "home" of the kitin, yes? One would expect them to protect their territory well, even if they are evil spawns.
And on a similar note, SoR differs from most other games in that no matter how powerfull you are, you can't solo the biggest and badest moof creatures out there.
heh funny enough in some pr the kinchers are the least of your worries, things like vorax which fear your party can be a worse pain as your all dead if they fear your mages so they cant heal you. i healed Eshin b4 while he has fought a kincher in trench of trials there just a pain if they creep up on you alone or hit you with one of there power shots
i have been looking more in to pr over the last 2 days the spawns seem to have spread out slightly now not sure wether this was done in the reboot on AI last night but it is negotiable to an extent. atleast you can leave through ToT if you wait for the right moment, i will just need to find new routes and see which spawns still have non agro mobs on if any
Re: PR ZONES -- DELETE THEM!!!
Posted: Sun Dec 12, 2004 5:16 am
by Eshin
helbreat wrote:i healed Eshin b4 while he has fought a kincher in trench of trials there just a pain if they creep up on you alone or hit you with one of there power shots
True enough. Duo'ing awesome kinchers ain't the best sport either even if you're prepared
i have been looking more in to pr over the last 2 days the spawns seem to have spread out slightly now not sure wether this was done in the reboot on AI last night but it is negotiable to an extent.
I actually have some screenshots were the mobs haven't had the chance to spread out yet, and as I figured that was a temporary situation didn't make a deal out of it before. But yeah, it was funny. And carnivores and herbivores being all buddy buddy mainly because herbivores didn't have place to run away, so they remained idle side by side with them
(I almost thought that jugulas were buddies with mektoubs as I ran couple of jugulas hiding exactly in the middle of a mektoub pack). It ain't too funny though if they don't start spreading out.
Re: PR ZONES -- DELETE THEM!!!
Posted: Sun Dec 12, 2004 12:56 pm
by rushin
Well to add my 2 dappers worth..
A group of 7 from my guild were in Trench of Trials for many hours last nite. The old safe routes no longer exist, but it's still very possible. Once past the kincher guards it's no more difficult than before apart from all the new fauna getting in the way
Getting to the Pyromancer village is a bit of a challange but the few big mobs near there can be pulled to the guards letting a group unable to fight enter (or leave)
Keep up the challange dev's, I dont want an easy game
Re: PR ZONES -- DELETE THEM!!!
Posted: Sun Dec 12, 2004 3:36 pm
by shanecox
paphf wrote:I'm addressing this thread to the devs who made the changes with patch 27 regarding the difficulty in PR zones.
Why keep PR zones if you don't want people in them? Because this is exactly what you did with tonight's patch. Up until yesterday, it was difficult, but possible with some wits and patience to move from one place to another in PR zones. Now it's impossible. You have put agro mobs all over the place, and there is no point whatsoever to try to go to PR zones anymore if it's only to collect DP. And don't give me that crap about wanting people to group up and go down there together. I don't care how many you are, a kirosta patrol will kill any group in its path no matter the level.
So delete them. And be ready to lose a lot of players, those that are high level and whose only fun was to try and discover new spots in prime roots. As things have become as of this patch 27, a large part of the fun of the game has been taken out.
Do something soon. You made a mistake with this one. Either delete the PR zones, or change them back the way they were. As they are now, it doesn't make sense.
Well i am amazed at these comments......
I think that the increased difficulty is refressing!! What is the point in having difficult areas for the elite is anyone can pass through. I like the new mob areas and i hope that you do NOT delete the mobs and do NOT delete te areas.
I passed through there today with a large group aof people and it was the most fun i had so far on ryzom.
Re: PR ZONES -- DELETE THEM!!!
Posted: Mon Dec 13, 2004 9:50 am
by ahremark
paphf wrote:I'm addressing this thread to the devs who made the changes with patch 27 regarding the difficulty in PR zones.
Why keep PR zones if you don't want people in them? Because this is exactly what you did with tonight's patch. Up until yesterday, it was difficult, but possible with some wits and patience to move from one place to another in PR zones. Now it's impossible. You have put agro mobs all over the place, and there is no point whatsoever to try to go to PR zones anymore if it's only to collect DP. And don't give me that crap about wanting people to group up and go down there together. I don't care how many you are, a kirosta patrol will kill any group in its path no matter the level.
So delete them. And be ready to lose a lot of players, those that are high level and whose only fun was to try and discover new spots in prime roots. As things have become as of this patch 27, a large part of the fun of the game has been taken out.
Do something soon. You made a mistake with this one. Either delete the PR zones, or change them back the way they were. As they are now, it doesn't make sense.
You haven't really tried that hard, have you? I've only noticed a slight difference and that's for the better.
The PR risk vs reward factor is still excellent for harvesters.