View Full Version : Ambushes
Bleedingheart
02-28-2006, 06:32 PM
<div></div><div> Here's an idea I would like to see implemented down the road(either as an LU or adv. pack/expansion feature).</div><div> </div><div> </div><div> -What if they implimented ambushes in the game? They did this a little bit with the rabid hamsters(Roekilliks) events but I would like to take this further. What I propose is to have ambush encounters that are not quest related in some fashion. Imagine if you will that you and your companions are traveling down a quiet run-of-the-mill road through a wooded area......then all of a sudden a band of ruthless highwaymen jump your group and all hell breaks loose. All of these encounters would be insta-pop and be completely at random. These encounters would be in addition to the mobs that are already in place in the zones and would be restricted to all open area non-instance zones. Imagine again if your group finally caught up to a band of gnolls that you were chasing.....you engage the enemy....then at some inoportune time your group is ambushed by said highwaymen(or any other creature that was lured by the commotion)..then not only do you have the gnolls to worry about but the highwaymen as well.</div><div> This could be accomplished on all lvls of play. A solo player fighting a solo -type creature could be ambushed by another solo-type mob. A group could be ambushed by a group content ambush and raids(there's the 2 dragons in DoF...it's a start at least :smileytongue<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> could be ambushed by a raid type encounter that would affect only the raid involved and not every one and there brother and sister would be affected by zone-wide stuns etc. In addition to the solo and group encounters there could be rare instances that a named ambush could spawn and drop something nice if said players survive and defeat the encounter. Ambush mobs would remain in the world for a short duration(10 min. as example) if the player either dies or runs away then despawn. For raid ambushes the same would apply for duration but possibly make all ambushes a named encounter(assuming that the main target has a powerful ally or an enemy that's come knocking and wants to swat 2 birds with 1 stone).</div><div> I think this could make the game alot more challenging on all lvls of play and give it that *ZAP* of spotaneity that most people crave in an MMORPG. Hehe would at least make traveling across land more interesting(still hoping for boats and high seas adventure here :smileywink: . Then ambushes could occur there as well.) After all....this is supposed to be a very dangerous world we play in. May as well make it more exciting:smileyvery-happy:</div><div> </div><div> P.S. I can already hear people saying that it would be too hard and people would get ticked for dying blah blah blah......Look at this way >>>>>this would give you even more reason to learn how to play your class efficiently :smileywink:</div><div> </div><div> Edit: I think this could also give that whole RISK vs. REWARD a boost that people are looking for while at the same time not making the box-and-ship factory mobs(minus the raid ambushes) so powerful as to unbalance gameplay.</div><p>Message Edited by Bleedingheart on <span class="date_text">02-28-2006</span><span class="time_text">05:38 AM</span></p>
JoarAddam
02-28-2006, 07:32 PM
<div>I'd enjoy it, if it were not on any recognizable timer. It would make contested raids interesting, too!</div><div> </div><div>In some of the early stuff I read about this game, I thought that was going to happen, I can't remember the exact place, but they said something like "Imagine returning home after stealing a priceless artifact from antonia bayle, only to find assasins waiting for you" </div><div> </div><div>That would be so COOL! I enter my inn room and there's a fight waiting for me.</div><div> </div><div>I'd also like to turn my inn room in NFP into a PVP zone that uses my house pets as mobs. I'd definitely play on a PVP server if I could do that.</div>
Erick_Stormfu
02-28-2006, 08:23 PM
<div></div><p>anotonica has one of these since launch. when you travel the road, and go into a certain pass, highwaymen pop on both sides of the pass, trapping you in.</p><p> </p><p>-Erick</p>
JamesRay
02-28-2006, 08:25 PM
<div></div><p>I think this is already an in game feature...there have been plenty of times where I am walking along in a zone, perfectly quiet, then the next thing I know I'm mobbed by a swarm of creatures and fighting for my life.</p><p> </p><p>...wait, nevermind, thats just lag. Play it off as a primary feature in KoS and it explains a lot!</p>
Ookami-san
02-28-2006, 08:56 PM
<div></div><p>Actually... this would be cool.</p><p>A random invisible trigger that spawns and does an encounter that scales with your level and whether you are grouped or solo. And maybe has something to do with quests you've completed... for instance...</p><p>You completed a writ for aviaks and suddenly you are jumped by aviaks screaming "You killed my brother... now I'm going to kill you!"</p><p> </p>
Rijacki
02-28-2006, 11:09 PM
There are several "trigger" spots already. The bandits in Antonica is only one of them. Inside the rumbler caves in Thundering Steppes is another (and you can't be invis or the cave will just seem totally empty until you start to cast escape *laugh*). Encounters which have an "event" to spawn other tougher encounters are another "ambush", too. They're really cool and surprising the first time you encounter them.. after that, of course you will begin to learn where the trigger is and either avoid it or intentionally trip it. I do, however, wish there were more and that they might be a bit more.. umm.. random.<div></div>
Treyz
03-01-2006, 08:51 AM
<div></div>Come play on a PvP server....You will have your fill of "ambushes" the first hour after you hit level ten. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Besual
03-01-2006, 10:40 AM
There some ambushes on fixed locations in the game. And thats the way it should stay. The Roekilliks ambushes got anoying after the 3rd time. There was a good chance that they pop and will kill you while you were afk. No thank you.<div></div>
Bleedingheart
03-01-2006, 04:36 PM
<div></div><div></div><p><anotonica has one of these since launch. when you travel the road, and go into a certain pass, highwaymen pop on both sides of the pass, trapping you in.></p><p> -I didn't know about these fixed spots....sorry:smileysurprised: But I still think it would be sweet if they added more of them and make them completely random in trigger points and timers. I wouldn't want them to be so common as to be more annoying than fun but have it so that every now and then you may hear about someone in OOC or just in passing conversations that someone was jumped by by this group of cutthroats or a pair of ferocious lions that eat people(Ghost and the Darkness anyone?). I think these would give more of a pen-and-paper-rpg feel also in that you will never know what's going to happen.</p><p> <There some ambushes on fixed locations in the game. And thats the way it should stay. The Roekilliks ambushes got anoying after the 3rd time. There was a good chance that they pop and will kill you while you were afk. No thank you></p><p> -This being an MMORPG I don't believe anything should stay in stagnation. With the rabid hamster ambushes it actually helped people stay on their toes(and get more xp and loots too!) and choose more carefully where they may want to go afk. Spontaneity and excitement and an added opportunity to rise above the same boring grind-fest against mobs that you already KNOW are there and gain a little more sense of truly being "heroic".</p><p> -One thing I would like to add to this would be: With the advent of mounts and travel buffs available to players I was thinking if said players were ever ambushed while traveling from point A to point B those buffs would be suspended as if you have engaged an enemy(you were ambushed after all.....even the greatest of heros cannot forsee all eventualities :smileywink:</p><p>Players would then have a choice. *puts on best Howie Mandell voice impersonation* They could either go with DEAL.....and thats go and throw down with the ambushers(either humanoid or creature) or they could choose NO DEAL.....and turn tail,hit the yell button and run away screaming like a little girl while wetting themselves(Or if you just HAPPEN to have a musical troupe with you,you can run away!! Sir Robin style(Monty Python and the Holy Grail reference for those that don't know ) :smileytongue:</p><p> </p><p> </p><p> </p><p>Message Edited by Bleedingheart on <span class="date_text">03-01-2006</span><span class="time_text">04:15 AM</span></p>
chanaho
03-01-2006, 08:41 PM
This sounds great. However it can also be implemented in a way similar to what happensin the forrest ruins now. Anyone can check it out who hasnt been in there for a while. I justhappened to have made an alt to try out the new quests and found out the hard way about it. What happens is at dusk you get a message something like "as dusk falls a grp of (pirates)begins attacking the ruins !". After this, a grp of about 15 pirates head up the side of the ruinsfrom the beach (opposite the pond) and go into the ruins. If your on the side of the ruins when they come thru or are in the ruins when they come in..your in trouble...They split and run all around full agro attacking everything..then they go non agro(i believe this is when they start re-targetting things) and turn agro again and attack more stuff..Your still not safe..all night they will go back out and down the side of the ruins attacking andback to the ruins etc. Whats interesting is that even though they're in a pack and are heroic(by themselves they are V con) you may only have one or two that actually agro you and comeafter you. At dawn another message comes that the "watcher has awakened and the pirates retreat tothe beach" at this point the watcher in the ruins attacks all the pirates left in there as the remainingscramble back down to the beach..again agroing all the way back.Pretty neat to watch. Better if you had a grp that could try and take them down. bonus reward? Now add something like this to other areas... outside of stormhold pops 25 skellies that just runhelter skelter around a wide area agroing anyone in their path, or scarecrows go on a rampageall over the farmfields. Giants rampaging thru TS. Endless opportunities here. And no, theydont have to be heroic encounters. Just something to make the game less static.<div></div>
KBern
03-02-2006, 12:45 AM
<div></div><p>This sort of happens in parts of bonemire.</p><p>Some of the Ravosects seems to have Ambushers that hide and pop out right as you start to mine a node or get too close to a clump of rocks.</p>
jeanjuedi
03-04-2006, 02:42 AM
<div></div><p>Yep, that happened to me as well. Tried to get a shiney, was invised, waited for wanderers to wander off, dropped invis while collecting then BAM! I really wasn't expecting that <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p><p>There are also the lions that pop in Zek when you go down the trail on the way to DFC.</p>
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