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Re: Ryzom 2.0 how would it look it according to you ?

Posted: Sun Jan 25, 2009 7:42 pm
by jared96
komissar wrote:A non-aggro mob repelling stance would be cool - running through a herd crying shoo-shoo :)

Or better yet use it in PR to push the unsuspecting herbies into predator's loving embrace and then safely run past the "occupied" predators :D An exquisite innocent looking kind of instrument that one really has to know how to use :D

And you could be gettimng this stance through a series of quests involving protecting and directing herds of armas, bawaabs and gnoof :)
I have been ignoring finishing the last few levels of DA since after that "no more magic". Neither the Harvester, Fight or Magic Trainers have anything to train me in (even after all those silly aim / mat duplicate stanzas) so I'd really we;come a new magic skill tree.....such might include:

"Flash / Bang" spells which did no real damage but sent all mobs scurrying in all directions. Herbies would tend to shy away for a while (say 5 minutes) whereas aggros would come back a bit PO'd and if you were still there have an inkling to take it out on your hide.

Flash and Bang could be separate speels whcih could be combined a la "double missile" .....flash would also be nice for going into dark places so as to see your road ahead. Bang could be used to pull a mob who was alerted to your presence by the sound.

Re: Ryzom 2.0 how would it look it according to you ?

Posted: Sun Jan 25, 2009 7:55 pm
by jared96
gcaldani wrote: 9. Remove the 'neutral option' in the side-choice window. if you don't want to be involved into the war, just stay away.!
What harm does the neutral flag do ? Put the feet in the other persons shoes for a moment. Some OP's are in mazes that in effect would prevent anyone from passing thru a necessary junction.

Someone wants to dig mats, retrieve a packer, pass safely thru a high aggro area, what's wrong with letting them pass thru an OP area. And the "area" is overly large. Gu-Quin Workshop for example has a nice 2* Psykopla spawn way to the east against the Goo. For two days surrounding an OP battle, we are stuck clicking the neutral button over and over again with half the spawn in and half the spawn out of the OP zone. Why should neutrals have to expose themselves to unwanted PvP for that entire period ? Stay out of the area for 2 days ? ... that's a bit much.

Re: Ryzom 2.0 how would it look it according to you ?

Posted: Sun Jan 25, 2009 8:17 pm
by jared96
shaystar wrote:*Being able to quarter what others leave behind - after a certain amount of time that they don't quarter it [a minute or two before it fades away or such] or the ability to flag that you're not going to quarter it. I get so annoyed when I'm out hunting and see people killing to level or for sport and not quartering perfectly good kills. It's one thing on a trek to not quarter aggros. It's another to kill an entire field of cratcha and just leave them there. =_=
Probably should not include NPC/creature kills, that would get abused.

*More fame missions. Takes forever for me to build up my fame even just a point or two...

*For bandits to actually drop something... they always have a "loot" option, but never have anything... I'd be happy even if they just dropped a single dapper, just on the principle of it...

*...I shall return with more...
I don't know if anyone else noticed but it seems, to me at least, that unquartered stuff is vanishing "more quicklier". I have had instances of being in team and the tank having a full bag or everyone healing up before looting and the boss loot went poofie before anyone looted it. I wouldn't take issue with having the quartering right expire after a time but in order to be useful, ya'd have to allow say 2 minutes for the team and then say another 2 minutes for passers by....and then if a mob kills one of the spawn in a real tough spot, that's 4 minutes to wait for the next spawn.

I also encounter the occasional new "expert" who will chastise people about not quartering. What they don't realize is that not quartering the 1st few kills in a spawn has no effect. In a spawn of say 12, the only ones many vets will quarter is the last 4 or so.

Most vets have plenty of dapper and may not need the mats form their kills. When chain pulling, the tank doesn't have time for looting corpses and the mages are often a distance away. It's pretty easy to get the timing down that if ya loot say just the last 4 mobs in a spawn, that the previous kills have "poofed" by the time the last one goes down. If I was on a "kill mass quantities in the elats possible time" mission on a give day, I'd certainly have no objection to adding a team member who wants to just grab our cast aside loot .... as long as he is not my tank / healer / whatever and will slow down the kill rate while he fills his own personal coffers.

Bandits "used to" be lootable forn dapper. I have noticed that since the server patch, several things that "used to" be broken are now fixed but not that one.