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Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 5:09 pm
by dakhound
iirc KP's killed me mostly when I was actually digging rather than when I was alert and running/sneaking. ppl are making it out like they were impossible, man you could see them from 300m and an experienced pr person would know their route.
why the neutrals arguemtn has been brought into this again I dunno, I guess they just like to whine when anything is suggested. e.g
wanna join a faction?
eeeeewww no they would spoil my game as its a change, I dont like changes
well if you dont you'll suffer?
suffer yes........hmmmm martyr mode ftw
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 5:14 pm
by putterix
solution, learn the timer for the patrols and you get fun digging
i had no problems digging with the KPs, it made it more fun to to be honest
and isnt this what friends and guild are for?
help their precious diggers to get the sup mats?
that was how we did back at that time.
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 5:20 pm
by grimjim
dakhound wrote:why the neutrals arguemtn has been brought into this again I dunno, I guess they just like to whine when anything is suggested. e.g
wanna join a faction?
eeeeewww no they would spoil my game as its a change, I dont like changes
well if you dont you'll suffer?
suffer yes........hmmmm martyr mode ftw
I know you're hard of understanding, but really.
Why is the neutrals situation brought into it?
Because the suggested change would affect them more than everybody else. You have to consider the impact of things beyond your own, limited, point of view.
Ryzom is (was?) about freedom of choice in everything from character development and skills on up. The trick is to make everyone different, but equal. Lots of people made the choice BEFORE these nerfs and things came in, so saying 'you knew what you were getting into' isn't in any way correct.
I'm glad you're happy with the way things are, but how about a little effin' consideration, eh?
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 5:37 pm
by dakhound
the KP's will have hardly any impact, they make the game more challenging for all not just neutrals, stop using ppls call for their reintroduction to further your cause of "we need pr tp's" crap, this is why there is so much arguing, bring 1 thing up you'd like to see and 50 ppl jump on it to say how they would like this and that if said thing was introduced
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 5:41 pm
by raven41
I remember KPs o.o ... And they were not that bad really... unless ofcourse you ran from one group into another, And then from that one to another... when your highest level is around 200... then get swarmed lol... yeah... that was great... Ofcourse... I purposely ran into them (I am sure some of you remember how I used to try any boss/hard mob solo when I first saw it lol!) And it was awsome... My whole screen was full of Kirostas and I couldn't do a thing lol! died 1 mili sec after inv wore off
...
Then I sat around guarding Chrono while he dug, warning him when they were coming
Was one of the funnest times I ever had in PR
I don't dig PR, But I may someday... I DON"T want it to become impossible to grind... But I think it could be fun to bring back KPs... Just put them more around sups... (Yes I know this would limit the Sup gear I would get too
... But Atleast then I would have something to do in PR again... Guarding people!
)
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 6:01 pm
by putterix
I forgot one thing about the KPs, they were bugged somehow.
I could run them down to water, leave one homin in the water,
that way it was possible to keep 4-5 patrols busy for hours while digging the sups
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 6:06 pm
by nillian
raven41 wrote:I DON"T want it to become impossible to grind... But I think it could be fun to bring back KPs... Just put them more around sups...
AFAIK every spot in PR is a supreme spot. There is one spot in each region for a mat, and it will pop choice, excellent and supreme all at the same location. So putting them just around supremes would put them on all spots in PR *grin*
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 6:42 pm
by ambika
danolt wrote:It would be much better use of resources to add new zones to the game as opposed to making the existing ones a bit different.
If anything the existing zones should continue to become more docile as Homins continue to expand. Everything should continue to become easier to train as Homins widen their range of influence.
New levels, new skill caps, new regions, new mobs....that is what I want..not some patrol from a year in the past.
Put the mega patrols on those new magnificent mats we are going to get.
QFT. Actually, I'm a bit hesitant about new skill caps (LA to 300...*faints) unless they add more stanzas with the increased skill cap (new patterns, new melee skills, new spells, more specialized skills as you level higher, etc).
It would be alot preferable to see the KPs in new regions and whatnot. Seeing them be put back into PR...would make it feel as if we're going backwards (Oh, nothing new to add...let's add old stuff without making an impact). Have new PR zones open with a HUGE kitin presence. Since they were forced to go deeper into the roots because of homin expansion (not necessarily but would nicely explain why KPs are no longer around), they would have probably evolved slowly over the years (tougher, different moves, harder to kill, work more efficiently in packs, etc).
nillian wrote:AFAIK every spot in PR is a supreme spot. There is one spot in each region for a mat, and it will pop choice, excellent and supreme all at the same location. So putting them just around supremes would put them on all spots in PR *grin*
Lmao! That would present quite a predicament. xD
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 7:14 pm
by grimjim
dakhound wrote:the KP's will have hardly any impact, they make the game more challenging for all not just neutrals, stop using ppls call for their reintroduction to further your cause of "we need pr tp's" crap, this is why there is so much arguing, bring 1 thing up you'd like to see and 50 ppl jump on it to say how they would like this and that if said thing was introduced
It will have a disproportionate impact due in no small part to the TP nerf. You have to consider the ramifications of introduction outside your own personal experience.
I guess that's too much to ask for eh?
Re: Faction Nerfs...
Posted: Sun Jan 07, 2007 7:24 pm
by dakhound
grimjim wrote:It will have a disproportionate impact due in no small part to the TP nerf. You have to consider the ramifications of introduction outside your own personal experience.
I guess that's too much to ask for eh?
but
it
wont
as
kitin
patrols
are
not
half
as
bad
as
you
make
out
hope that makes it clearer what I am saying