Otr wrote: » In real world, a mount which would protect it's rider is a bit harder to obtain. The creature which defends the human, is encouraged and feels having the freedom to take decisions. The one which you ride, is encouraged to follow orders and preferably to stay where you left it and wait for you to return. To have one you can ride and would also defend you, it should be a predator which evolved to live in symbiosis with a weaker creature, which he would value for the services it brings. And the human would take the place of that creature.
Warth wrote: » You really want a notification whenever another player is near you? Seems rather distracting and immersion breaking when your stag growls 20 times an hour just because there is passer-bys.
Dolyem wrote: » My take. -Before or after combat, mounting up should be normal. -If you're in combat, mounting up should take longer than a normal mount-up. -If you are taking damage you should not be able to mount up. -if you take damage while in the process of mounting up you should be dazed/dismounted -if you take damage while mounted, the affect should be determined by the type of mount you are on. For example, a combat mount shouldn't have any negative affects added while a purely travel based mount would have a % chance for you to be dismounted/dazed when damaged.
Warth wrote: » I agree with everything you said except the bold part. Dolyem wrote: » My take. -Before or after combat, mounting up should be normal. -If you're in combat, mounting up should take longer than a normal mount-up. -If you are taking damage you should not be able to mount up. -if you take damage while in the process of mounting up you should be dazed/dismounted -if you take damage while mounted, the affect should be determined by the type of mount you are on. For example, a combat mount shouldn't have any negative affects added while a purely travel based mount would have a % chance for you to be dismounted/dazed when damaged. A percent change is a garbage way to do it. It literally only ends in frustration. Frustration of the attacking player if the % doesn't trigger. Frustration of the fleeing player if the % does trigger. Make it 100% instead to dismount once a certain damage thresh hold was hit. Then you can also vary the damage threshhold depending on the type of mount (combat vs. travel / horse vs rhinoceros).
Dygz wrote: » Ashes has combat mounts. There cannot be a mechanism that prevents Gatherers from getting on a mount while they are taking damage. That gives all the advantage to mounted players attacking Gatherers. It means Gatherers have an extreme disadvantage if they wish to escape. In addition to the disadvantage of not being able to respond in kind with their own mounted combat attack.
CROW3 wrote: » Exactly. Which is why I’d allow the summon / mounting regardless of ‘in combat’ status - as long as the mount could be attacked/disabled/killed. Has there been any decision on corruption (or even a % of corruption)?
Dygz wrote: » Um. No. Engaging in activities as a Non-Combatant and then being hindered from escaping simply because someone chose to attack you is all risk and no reward. It's a PvX game. Not a PvP game where PvPers have considerable advantage over PvEers.