Outposts - Your Feedback

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What is your first impression about the Outposts feature?

Poll ended at Fri Mar 18, 2005 7:38 pm

I can't wait! *drooling on keyboard*
70
65%
Nice idea, but there's a few things that should be changed to make this fun.
26
24%
I am not interested in GvG Combat and outposts based on my personal preferences and/or playstyle.
8
7%
I'd like to participate in Outposts/GvG Combat, but I don't like the feature.
3
3%
 
Total votes: 107

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lawrence
Posts: 1238
Joined: Tue Sep 21, 2004 9:00 am

Outposts - Your Feedback

Post by lawrence »

Hi folks!

Now that an initial introduction to the upcoming Outposts feature has been published (http://www.ryzom.com/?page=outposts-intro), we're interested in hearing your feedback about them.

- What do you like about the outposts so far?
- Is this feature something that you are looking forward to yourself, something you will be participating in?
- Is there anything you are missing in the current concept for outposts and GvG combat, anything you would like to see changed?
- Do you have any questions about outposts at this time? (other than an ETA for when the feature will be added ;) )
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thewarcc
Posts: 264
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Re: Outposts - Your Feedback

Post by thewarcc »

lawrence wrote:- Do you have any questions about outposts at this time? (other than an ETA for when the feature will be added ;) )

I have a question about this: "The guild can also construct a few buildings on the outpost's territory to gain further advantages."

I'd like to know more about this one.!
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pinguini
Posts: 66
Joined: Tue Sep 21, 2004 2:26 am

Re: Outposts - Your Feedback

Post by pinguini »

So far I love what I am hearing though there is a question I do have.. or actually it might end up being several questions.

Since there are a lot of guilds and all differ in the number of member,s how equal will the chances be?

The Defense that has been mentioned, is it NPC defenses only or Player chars defense as well? I mean if a hostile guild attacks and kills all NPC Defenders but members of the guild "owning" the outpost are still alive and fighting, is the outpost changing to the offensive guild or stays with the defending?

In the actual manual, it said that there will be two ways of getting to an outposts, diplomatic and fighting.
The thread describing the outposts, say that they outposts " hostile NPCs or creatures may occupy it." Now does that mean that the diplomatic way will not be part of it?

I think that's about all for now, might come up with something else as well :)

Oh, and one thing, how about spawning places or TPs at Outposts? Cause I can imagine it being a bit annoying to have to run to the outposts if it actually is attacked.
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usinuk
Posts: 392
Joined: Thu Sep 23, 2004 12:43 am

Re: Outposts - Your Feedback

Post by usinuk »

I just want to double check - are outposts in fact the green flagged empty spots now?

Also - what if you're not in a guild? How does that affect your ability to enter/exit outposts?
predzz
Posts: 111
Joined: Wed Sep 22, 2004 2:45 pm

Re: Outposts - Your Feedback

Post by predzz »

1.) I am wondering, is it possible for a guild to have only 1 outpost at a time?

What interests me most is having some more challenges in the game, i know some (high lvl mostly) players/guilds that are losing interest simply because they've seen/done/killed pretty much everything there is to see/do/kill. (and the only thing left is grinding, which just never seems to stop ;) ) So some bigger and worthwile challenges are definately a good idea.

Also GvG options are nice, although i'm not sure how often these will take place, after all, a lot of guilds are friendly ones not looking for trouble (as most of the community). Thus:

2.) Are guilds forced to fight another guild to obtain the bonuses of an already taken outpost, or will "official" alliances (see 3.) allow guilds to also enjoy the bonuses of the outposts of other guilds in their alliance.

3.) Will there be a possibility to make alliances so that the server will be able to recognise an alliance and will they be able to form a "larger" team (see 4.)

Currently in a PvP area for example the nexus, you can attack anyone outside of the team (and not ressurrect either), which is rather annoying when you are travelling with a large group and u need to split into multiple teams, making you ennemies to the people outside of your team, but still belong to your guild or alliance.

4.) Could we please have an option to interlink teams, so that they cannot attack each other in PvP areas and still be able to heal each other. This does not mean they can share XP, or loot even. Just for the purpose of easily selecting a true ennemy and not one that belongs to your guild/alliance

5.) Will dappers effect anything concerning outposts... only for hiring Guards, or also base defences, etc ...

6.)A lot of outposts at the moment are called Workshops, Border Posts, Strongholds, Research Centers etc. Will there be a significant difference between the outposts?
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rushin
Posts: 1889
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Re: Outposts - Your Feedback

Post by rushin »

One question that's been raised elsewhere..

Can other guilds only attack an occupied outpost at certain times? Otherwise we need to man them 24/7 so u better include caffine with our subs :D
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glipe
Posts: 394
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Re: Outposts - Your Feedback

Post by glipe »

I'm not even into PvP that much but this appeals to me a lot. I would prefer it if only one outpost could be occupied by on guild. After all, you don't see tribes having more than one base! I look forward to the politics involved, the guild splitting (because that will happen if the 1 for 1 plan is active. Big guilds splintering to take advantage of a few outposts) and defending my outpost with my life.

I don't look forwards to the constant moaning of people who have been unseated from their outposts after they have been captured by a more powerful guild.

MAN THE AUTOLAUNCHERS!! Incoming!
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mboeing
Posts: 603
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Re: Outposts - Your Feedback

Post by mboeing »

The proposed concept is very vague. Many key elements are not clear to decide wether its something to look forward to or to be totally disapointed about when its actually going life.

I hoped and thought that fame has something to do with outpost and being able to "aquire" them. Also as posted beforehand guild quests were to be key element in the outpost gaining process. This seems to have been dropped completely.

Much will depend on the actual bonus such an outpost can give. Besides the obvious - new spawn point/portal for the owning guild.

Since I in general hate PvP I would prefer if the GvG would be kept to a minimum, because i know of another game (which is totally PvP based) that GvG events can cause a lot of frustration. Especially if such events can take place at any time and the attacking guild just has to wait for a good moment to be able to succeed easily.

I agree with a lot of points raised by acamp (Predzz) , although i would hate to see bonusses given to players just because they happen to be in the right alliance. If that happens I can predict we will have one or 2 huge alliances controlling most of the outposts. And some of the guild splitting into several smaller ones to form an alliance that can control more outposts. Alliances should only exist for the mutual benefit of added defenders / attackers.

I wouldn't give outpost any bonusses at all in the beginning. Bonusses should only be gained by rebuilding it. For each finished building there will be a certain bonus / feature. When an outpost is attacked the buildings will loose hitpoints and need to be repaired to provide the bonus again. Either by the defending or the attacking party - whoever won.

Rebuilding I imaging can be implemented quite easily in the following way:

Harvesters supply certain quantities of quest mats (some are named building mats already) to an NPC located on the outpost.

Not only should you have to pay dappers to aquire NPC guards there should be a regular fee as well. (we really need a decent money sink). The money can be drawn out of the guild coffers (guild hall money)
Last edited by mboeing on Sat Mar 05, 2005 1:12 am, edited 1 time in total.
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a02chrha
Posts: 105
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Re: Outposts - Your Feedback

Post by a02chrha »

rushin wrote:One question that's been raised elsewhere..

Can other guilds only attack an occupied outpost at certain times? Otherwise we need to man them 24/7 so u better include caffine with our subs :D


Exactly what I wonder.. or can a guild just plan: "ok guys! wake up at 4am and well get the outpost while the other sleeps!!"

Yes, the NPC guard thingy might be some sollution, but my guess NPC + 10-50 players or not makes a hell of a difference =)
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threbus
Posts: 204
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Re: Outposts - Your Feedback

Post by threbus »

a02chrha wrote:Exactly what I wonder.. or can a guild just plan: "ok guys! wake up at 4am and well get the outpost while the other sleeps!!"

Yes, the NPC guard thingy might be some sollution, but my guess NPC + 10-50 players or not makes a hell of a difference =)


We just need to know how many NPC guards u can have, if you can have 100 or something it'll be easy to keep an outpost. But it whould be fun to tell the other guild when you come to attack so both guilds can show up and have fun fighting for the outpost.
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