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Kitin invasions: Empowering hominkind

Posted: Fri Jul 10, 2009 2:46 pm
by michielb
From what I've seen from invasions so far it seems to me like there is a switch somewhere that says: "Kitin Invasion" that can be toggled on or off. Would it be possible to change this so that homins themselves could push back the invasion by killing a fixed number of kitin invadors?

What i mean is this: from the moment an invasion starts a fixed number of kitin is set to spawn in several spawn waves. Killing these kitin and handing in the kitin pieces will decrease this number by the number of kitin pieces handed in, if the right amount of pieces is handed in no more kitin will spawn and the invasion is pushed back until the next time.

This would reduce the helpless feeling people get when nothing the do has any effect on the mob disrupting their gameplay and make good on the promise beeing able to affact the world through our actions?

Not sure how hard this would be to implement but I might be a nice idea to look into...

Re: Kitin invasions: Empowering hominkind

Posted: Fri Jul 10, 2009 6:14 pm
by liseke
erm, michielb, handing in the mission mats and supplying the camps decreased their %, with a lower % there actually were less kitin in that area...

but heck xD

Re: Kitin invasions: Empowering hominkind

Posted: Fri Jul 10, 2009 7:25 pm
by michielb
liseke wrote:erm, michielb, handing in the mission mats and supplying the camps decreased their %, with a lower % there actually were less kitin in that area...

but heck xD
First off: the name (still) is Machieltje read the bloody sig that's what it's for!

Secondly I wasn't talking about the camps nor was I talking about this particular event I was talking about invasions in general making a suggestion about how I thought it should work but I guess I shouldn't bother as people seem hell bent on misreading me whatever I type...

Re: Kitin invasions: Empowering hominkind

Posted: Sat Jul 11, 2009 8:48 am
by liseke
michielb wrote:From what I've seen from invasions so far it seems to me like there is a switch somewhere that says: "Kitin Invasion" that can be toggled on or off.
suggests to me you're talking about every invasion. For this invasion there is no "switch" it seems. Other than that I do think your suggestion is valid, it even looks like the dev think the same way as you, at least with the current invasion.

and as for
michielb wrote:First off: the name (still) is Machieltje read the bloody sig that's what it's for!
chill out is all I have to say to that.

Re: Kitin invasions: Empowering hominkind

Posted: Sat Jul 11, 2009 9:22 am
by michielb
liseke wrote:suggests to me you're talking about every invasion. For this invasion there is no "switch" it seems. Other than that I do think your suggestion is valid, it even looks like the dev think the same way as you, at least with the current invasion.

and as for



chill out is all I have to say to that.

As far as I can tell the current event does have a switch that needs a GM to flip it and the fact that kitin numbers only went down after the event enforces that believe.

What I suggest is that players, by simply killing KotD, can determine how low an invasion lasts: kill enough and no more will spawn. No GM or CSR turning off or lowering the spawn but player actions that really make a difference...

Re: Kitin invasions: Empowering hominkind

Posted: Sat Jul 11, 2009 10:41 am
by acridiel
Sure, would be nice to have a "self determined Invasion", that relied on the number of Invaders truly killed by the Homins.

But I see a few problems there:

1. It´ll possibly over too soon. As (hopefully) players would band together (yes, I know, rather unlikely) to kill the attackers in one big sweep.

2. It could last too long, because of many not wanting "to grind Kitin" for so long. (Actually that´s what happened on Thursday, some complained about that particular fight against the Kitin being "nothing but a big grind")

3. New players would be even less helpful, if there weren´t "other" activities to hold back the invasion. Now they can at least forage, or ride. (If they dare and others help them)

CU
Acridiel

Re: Kitin invasions: Empowering hominkind

Posted: Sat Jul 11, 2009 4:35 pm
by liseke
michielb wrote:As far as I can tell the current event does have a switch that needs a GM to flip it and the fact that kitin numbers only went down after the event enforces that believe.
The big difference between 100% kitin occupation and 95% was not noticeable no. But after the event, a region that said 15%, and was brought back to 0%, gradually showed less Kitin. Even while fighting during the event on thursday, they didn't depop all of a sudden. A lower % meant certain areas in the region no longer occupied.

Re: Kitin invasions: Empowering hominkind

Posted: Sat Jul 11, 2009 8:15 pm
by michielb
acridiel wrote:Sure, would be nice to have a "self determined Invasion", that relied on the number of Invaders truly killed by the Homins.

But I see a few problems there:

1. It´ll possibly over too soon. As (hopefully) players would band together (yes, I know, rather unlikely) to kill the attackers in one big sweep.

2. It could last too long, because of many not wanting "to grind Kitin" for so long. (Actually that´s what happened on Thursday, some complained about that particular fight against the Kitin being "nothing but a big grind")

3. New players would be even less helpful, if there weren´t "other" activities to hold back the invasion. Now they can at least forage, or ride. (If they dare and others help them)

CU
Acridiel
A system like the one I described would of course need fine tuning but even with the current invasion there are people who think it lasted too long. What i suggest however means players themselves can influence the duration to some degree.

As for point 3, there could be other ways to get newbies involved. For instance digging and crafting missions to keep city guards equipped and there's no reason why supply missions have to be abandoned.

@Nikopol: I could be wrong but I think there was a CSR leading the hunting parties (there certainly was one in the lakelands) and as we know CSR's can influence mob spawns (the infamous invasion switch I mentioned earlier.)

Re: Kitin invasions: Empowering hominkind

Posted: Sat Jul 11, 2009 8:20 pm
by michielb
Just to be clear: what I would like to see is KotD not respawing after a predetermined number of kitin have been killed. In other words you can actually clear an area of KotD and once they're gone they won't come back.

Edit: in other words not some statistic on a website telling me we were 50% successful but actually seeing in game that we have eliminated all invadors....

Re: Kitin invasions: Empowering hominkind

Posted: Sun Jul 12, 2009 6:17 am
by raven58
A few years back now i took part in a "Kitin invasion",not sure if it was called an Event back then!...anyway as what i cam remember the Invasion took place in Knoll Of Dissent and for days we killed the Kitins and had to do missions to aid the fight against the nasty Kitins.....some had found out that the main boss,(not sure of the name ) of the invasion would have to be killed to end the invasion and drive the kitins back to the depths.
A group had found out where the boss was and we decided to go and kill the darn thing...about went past and it was still alve with full health..lol in the end we gave up.
Come the last day of the "Event" we where told to gather together near Towerbridge Way (KoD) to fight our way through to the Kitin boss and kill him/her.
We was lead all over KoD killing as we went along and lead by the Event team and you know we killed that darn boss within 30-60 seconds lol .
From that day onwards i have never taken part in this type of Event ...the game Ryzom is open-ended but the Events like "Kitin invasions" are not you have to play it out step by step and cannot deviate from the plan or time frame(span) of the Event,Hey it might be heaven for you Role players and title huggers in Ryzom - go knock yourselves out lol but that not my thing !
Thumbs up for putting an Event on anyway.
Cheers!