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Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 11:30 am
by grimjim
Is a rogue/ranger type skill tree.
Sneaking, thieving, reducing aggro range of creatures, camouflage, limited invisibility, better quartering, ambush/backstab attack stanzas, bargaining (to get more money from selling things) and so on.

Would be nice...

Still waiting on that alchemy input though.

:)

Re: Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 11:38 am
by acridiel
Jep, I agree with you.

Would be pretty cool to be able to better sneak.
BUT, come to think of it...
In our open Skill System pretty soon everyone would learn it, and then the reduced aggros would be "normal" *g*

CU
Acridiel

Re: Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 11:41 am
by sx4rlet
grimjim wrote:Is a rogue/ranger type skill tree.
Sneaking, thieving, reducing aggro range of creatures, camouflage, limited invisibility, better quartering, ambush/backstab attack stanzas, bargaining (to get more money from selling things) and so on.
\o/

put it in next patch please, I wont even complain about bugs!
I would really love that.

Re: Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 12:23 pm
by glipe
grimjim wrote:Is a rogue/ranger type skill tree.
Sneaking, thieving, reducing aggro range of creatures, camouflage, limited invisibility, better quartering, ambush/backstab attack stanzas, bargaining (to get more money from selling things) and so on.

Would be nice...

Still waiting on that alchemy input though.

:)

Hey, we can sneak! Just not against other homins!

Yeah, I know what you're saying. It would be nice to have some sort of rogue class but, well, I think it might encroach on things that are skills in themselves. Being able to get closer to monsters would make the art of sneaking as it is, well, obsolete. We sneakers are few and don't make much noise about it but I'll say here and now, I love it. It's one of my favourite parts of the game. I don't level much but I'm still able to get to just about anywhere with a bit of time and patience. The thought of giving these skills to someone else, seeing people actively trying to level them up, it turns me inside. It just doesn't seem like Ryzom. I had the same thought about invisibility. I for one hope I don't see this sort of thing in anything but events or special occassions.

Re: Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 2:04 pm
by madnak
I really want a rogue sort of skill, but I think many of the advantages would be a bit limited. Close combat is already handled exactly the same way as heavy combat, for instance. The inflexibility of the combat system in general would make it very hard to be effective in a fight as a "pure rogue" (with none of the fight skills).

And non-combat skills are especially limited in a game like Ryzom. There are no dungeons and very little interaction with the physical game environment. Even crafting and harvesting are all about combat when it comes down to it.

Much as I love this kind of class, I have a lot of trouble seeing how they could effectively implement it as a skill tree. I think we need a more flexible Ryzom in general - rogues are all about versatility and resourcefulness, so until we have broader and more varied game mechanics, there just isn't a lot for rogues to do (other than sneak through aggro and track mobs).

Re: Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 2:14 pm
by basicart
Nah im happy with the Skill tree as it is just put in a few more actions/crafts/spells :D

Re: Something that IS missing in Ryzom

Posted: Sat Jun 18, 2005 3:59 pm
by grimjim
I think you're still viewing the skill trees as classes.
You wouldn't have a 'pure' character any more than you end up with a pure anything else in Ryzom. Its just that stealth/blagging/thieving isn't really an option at the moment.
madnak wrote:I really want a rogue sort of skill, but I think many of the advantages would be a bit limited. Close combat is already handled exactly the same way as heavy combat, for instance. The inflexibility of the combat system in general would make it very hard to be effective in a fight as a "pure rogue" (with none of the fight skills).

And non-combat skills are especially limited in a game like Ryzom. There are no dungeons and very little interaction with the physical game environment. Even crafting and harvesting are all about combat when it comes down to it.

Much as I love this kind of class, I have a lot of trouble seeing how they could effectively implement it as a skill tree. I think we need a more flexible Ryzom in general - rogues are all about versatility and resourcefulness, so until we have broader and more varied game mechanics, there just isn't a lot for rogues to do (other than sneak through aggro and track mobs).

Re: Something that IS missing in Ryzom

Posted: Sun Jun 19, 2005 5:28 am
by madnak
Yeah, but you need a tree for it and you need to have some way to "grind" the tree up. Gain xp for sneaking back and forth?

Re: Something that IS missing in Ryzom

Posted: Sun Jun 19, 2005 10:07 am
by iwojimmy
glipe wrote: I had the same thought about invisibility. I for one hope I don't see this sort of thing in anything but events or special occassions.

Always love it when people say they dont want to see invisibility :D

c'mon, lets reintroduce the mektoub-mount-rider bug :)

Re: Something that IS missing in Ryzom

Posted: Sun Jun 19, 2005 2:36 pm
by random44
I think that the stealth and avoiding aggro problems could be solved with just a few stanza actions, perhaps offered as a rite prize.

For instance, a sprint action, other than speed power. Instead of being a timed sprint, the new sprint power could rely on counterparts. So, you sprint away from aggro but with a heavy toll on your hp/stamina. There could also be a stealth action that lets you be very hard to see to aggros and homins (like an almost transparent look, also masking your name and title labels, etc.) that one could use at a cost of focus or something. So, a harvester could use that action but would have to think about how much time they would need to regenerate focus once they reached their source.

Just a suggestion, but I think it would be much simpler than implimenting an entire new skill tree.