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NPC Snare

Quoetzl

Active Member
NPC Improvements
When an NPC hits a player from behind there is a chance that a -50% movement snare (Hamstring) will be applied. This is active for every NPC and impacts both regular and combat movement. The chance of application is based on the level difference between you and the NPC & if you are in combat stance.

This one bothers me a bit.

I'm out exploring or harvesting and I get jumped by a 2 or 3 chevron NPC. In or out of combat stance, I am almost always snared and then killed with 0 chance of escape.

This is with the +15 warden movement buff equipped and most likely outleveling these NPCs.

Could the percent change be scaled down based on their level compared to mine? Or just reduced to more than half the time to encourage people to explore more.

I want to be scared to explore, a bit. I want to have the need to flee. But I don't want ALL of those situations to end in death.

Otherwise, we're just basically running for our lives...always.

Q
 
You shouldn't be dying every time. Either you're playing with fire doing exploring/harvesting near high level mobs to begin with, or you're just getting bad luck.
 
I just want to note that you have more than 15 movement buff as a warden, you get movement buff as part of your level bonus for warden (Max +5 at 50). It's likely 17 by now at your level as you get +1 per 10 levels, plus any movement you are getting from gear.

I don't like this feature. Not sure exactly what it's trying to do here.
 
Huh, I guess I have been lucky. Only once have I been killed trying to run and that was when I got 3 on me at once and 2 of them were 2^ mobs. Other than that, I haven't had any issues running from one mob. I know one thing I do is leave combat stance and run backwards at first to gain a little gap and then I turn and run. Long as you are backing up they don't snare you. I usually don't get too near wolves or other creatures that run faster than me though, but I have been chased by a few wolves who would have killed me but I could heal through it. If they outrun you, being snared or not won't matter.
 
Run through North gathering the next level resource nodes at around lvl 7-9 and let me know how many times you get snared by a wolf or bear and eaten.

I run through there at Lvl 23 and still have issues.

Q
 
I've spent literally hours and levels in that zone collecting. If you take the path to the left towards Meadows and stay mainly on the right side of the trail, you won't have much problem at all. They did recently add some mobs on that side towards the zone into meadows that will aggro you, but it's fairly easy to not get too near them. The left side of the road will have more bears and (at night) wolves so I don't go on that side until towards the end by Meadows. I've been chased by a bear here and there when I am not paying attention, but bears aren't too hard to out run. I think I have been caught a couple times and killed before I could make it to the zone to Meadows. It's just risk vs reward really. How close do you want to get to mobs that aggro vs playing it safe. At level 23, nothing on that side of the zone should kill you. They are all like level 10 or below.
 
Huh, I guess I have been lucky. Only once have I been killed trying to run and that was when I got 3 on me at once and 2 of them were 2^ mobs. Other than that, I haven't had any issues running from one mob. I know one thing I do is leave combat stance and run backwards at first to gain a little gap and then I turn and run. Long as you are backing up they don't snare you. I usually don't get too near wolves or other creatures that run faster than me though, but I have been chased by a few wolves who would have killed me but I could heal through it. If they outrun you, being snared or not won't matter.
This post right here is a major reason why REV is an outlier in giving opinions here.

It goes back and forth on itself.
The point is, why is this fun why is this a good system?
So either you are snared and its just a pain, or you can't out run it and forced to fight or die. This seems like a really bad system.
We are talking about someone that has 17+% movement speed increase too. This is a no brainer.
I'm not sure what you want this game to be as you are a player like me, however, if this is the DEVS feel to make the game based on these opinions like this, it will be very small niche game that few will want to play longer than a day.

Ask yourself, is this the types of things the game should be about? Being annoyed/punished by a snare "feature" or should the game be about exploring, socializing, having fun, excitement and adventure?

Just think about it for a second, he is level 23 in a level 9 area. Why? LOL
 
I am sorry I don't just agree with you on everything. We all have opinions. I prefer to have risk of dying and don't want every encounter to be trivial or easy to just run from. You may like that. That is your opinion. I won't call you names for it.
 
I am sorry I don't just agree with you on everything. We all have opinions. I prefer to have risk of dying and don't want every encounter to be trivial or easy to just run from. You may like that. That is your opinion. I won't call you names for it.

He is level 23 in a level 9 area. What are you talking about? Do you not see the flip flop?

So you prefer the risk of dying, yet you already said no risk of dying. So why is this an issue?
Level 23 in a level 9 zone has NO FEAR OF DEATH yet is being annoyed like crazy by aggro mobs that are faster than them and being snared all the time and can't even run away, being forced to kill a mob. This is just bad.
 
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So far I've read almost all your opinions on here and they are so fringe and not good for any game. I don't even think you want them really yet you just want to post about how "hard" it should be when really just making it really not fun. I bet the game would be better off asking what your opinion is on something then doing the opposite 100% of the time would be best.

This is not an attack on you, this is just reading what you've said about all sorts of topics.
Everyone's opinions are welcome here. Even if you disagree or think they are bad for the game. These forums are for discussing topics in a respectful way. Our community is comprised of a broad range of individuals with a broad range of opinions.
 
Everyone's opinions are welcome here. Even if you disagree or think they are bad for the game. These forums are for discussing topics in a respectful way. Our community is comprised of a broad range of individuals with a broad range of opinions.

I agree all opinions are welcome here, never said otherwise. My opinion for the DEVS (you pretty much lol) is if REV says something should be in the game you should take a hard look at what the opposite is and likely do that.

Things like this snare and other very fun and very annoying features need to be removed for the whole of the game, look at the game and say to yourself "Why is this fun?" if it's not, you likely should remove it.
Things like risk of death can very well be fun I get that. Being snared by a mob 13+ levels lower than you, not fun in anyway.
 
I agree all opinions are welcome here, never said otherwise. My opinion for the DEVS (you pretty much lol) is if REV says something should be in the game you should take a hard look at what the opposite is and likely do that.
The way you said it was very disrespectful. Just because you said it's not a personal attack doesn't make it any less personal.

Things like this snare and other very fun and very annoying features need to be removed for the whole of the game
This is your opinion so it is certainly welcome here; it has been noted and will be included into any internal design discussions moving forward.
 
The way you said it was very disrespectful. Just because you said it's not a personal attack doesn't make it any less personal.


This is your opinion so it is certainly welcome here; it has been noted and will be included into any internal design discussions moving forward.
Understood. I will change it.

Thanks for the reply.
 
NPC Improvements
When an NPC hits a player from behind there is a chance that a -50% movement snare (Hamstring) will be applied. This is active for every NPC and impacts both regular and combat movement. The chance of application is based on the level difference between you and the NPC & if you are in combat stance.

This one bothers me a bit.

I'm out exploring or harvesting and I get jumped by a 2 or 3 chevron NPC. In or out of combat stance, I am almost always snared and then killed with 0 chance of escape.

This is with the +15 warden movement buff equipped and most likely outleveling these NPCs.

Could the percent change be scaled down based on their level compared to mine? Or just reduced to more than half the time to encourage people to explore more.

I want to be scared to explore, a bit. I want to have the need to flee. But I don't want ALL of those situations to end in death.

Otherwise, we're just basically running for our lives...always.

Q
The chance to apply varies depending on the level difference between you and the NPC. These values could likely use some tweaking if it is happening too frequently when you are that much higher than the surrounding NPCs. I'll take a look.
 
I recently started P99 again and there is a striking difference in the relative "safeness" of approaching mobs vs embers. The biggest thing I'd like to see in Embers is a much greater distance for targeting, and the ability to see if the mob will be aggro or not. It feels bad that even mobs with the same name will be aggro or not from zone to zone.

I also kind of wish every mob was the same speed so you didn't have wolves and such that stuck to you 100%... that or they give up on following you eventually even if they're biting at your heels. Should also be mentioned how much of an advantage some classes have in this regard i.e. brigand or marshall with the ability to de-aggro just about anything.
 
I recently started P99 again and there is a striking difference in the relative "safeness" of approaching mobs vs embers. The biggest thing I'd like to see in Embers is a much greater distance for targeting, and the ability to see if the mob will be aggro or not. It feels bad that even mobs with the same name will be aggro or not from zone to zone.

I also kind of wish every mob was the same speed so you didn't have wolves and such that stuck to you 100%... that or they give up on following you eventually even if they're biting at your heels. Should also be mentioned how much of an advantage some classes have in this regard i.e. brigand or marshall with the ability to de-aggro just about anything.
I can look into expanding the targeting distance a bit. I don't want it to go too far though as it's also a bit of a "fog of war".

I do agree that having some mobs with the same name have different aggro behaviors is not great. Some of this is likely due to how most mobs in South Newhaven are non-aggro to make the newbie experience less punishing. This is something we were working on recently but I think it got sidetracked - will bring it up again in our next design meeting.

In regards to the same speed mobs - I like having different mobs have different speeds as it adds a bit of a "this mob is far more dangerous than this type of mob" situation when exploring the wilds. There is room to figure out some sort of "escape" mechanism at some point - but the tricky part here is making it not exploitable.
 
Welcome to the life of a sentinel. Nothing worse than running 20 minutes with a mob on you. Every class needs someway to have a chance to disengage from these mobs.

I love how a warlord is saying the system is fine and they don't have a problem. Hypocritical much? How do you like having this mechanic yet you play a class that completely avoids the mechanic?

Why are there even 2^ or 3^ guarding nodes designed for solo players anyway? Node farming is generally a solo gameplay solution that most people do during downtime when they cant group. Yet this game has mechanics where certain classes are totally jacked.
 
I also kind of wish every mob was the same speed so you didn't have wolves and such that stuck to you 100%... that or they give up on following you eventually even if they're biting at your heels. Should also be mentioned how much of an advantage some classes have in this regard i.e. brigand or marshall with the ability to de-aggro just about anything.
I have slippery slope concerns with things like this homogenization wise. So every mob should be the same run speed, every class should have the same escape potential.
Should every role also have equal self heal abilities for solo?

In my opinion I want the game to feel more like a world I'm living in and not a speed run game I'm min/maxxing for efficiency. It's the same concept as risk vs reward. Sometimes the world needs to be unfair because when you triumph over adversity it feels like an accomplishment. Modern MMOs do Not feel that way.

Things like this snare and other very fun and very annoying features need to be removed for the whole of the game, look at the game and say to yourself "Why is this fun?" if it's not, you likely should remove it.
The thing is that this was added for a specific reason, that humanoids were not as fun because they were too Much of a pushover before.. Obviously there is an issue with the level difference complaints in this thread but let's give it a few iterations before jumping straight to the above quote.
 
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