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

mrozzy
Posts: 314
Joined: Wed Sep 29, 2004 1:29 pm

Re: Outposts - Your Feedback

Post by mrozzy »

I just got one major question: Guilds will have advantages when they control an outpost ... wich advantages????
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auqone
Posts: 20
Joined: Mon Nov 01, 2004 9:46 pm

Re: Outposts - Your Feedback

Post by auqone »

Will there be Spawns or Teleports at the Outposts for the guild who owns it?
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richaden
Posts: 87
Joined: Fri Dec 17, 2004 5:11 pm

Re: Outposts - Your Feedback

Post by richaden »

mrozzy wrote:I just got one major question: Guilds will have advantages when they control an outpost ... wich advantages????


Aye, I would like to know that too.

Otherwise, I am looking forward to the new challenges (and new conflicts) that the outposts will bring. I played Neocron 1 for a considerable amount of time, so am a veteran of outpost wars, and the politics can be very interesting... with factions basically tearing themselves apart due to powerful guilds feeling THEY and THEY ALONE should control a certain outpost, attacking even their so-called allies! I can't wait :D
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iphdrunk
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Joined: Tue Sep 21, 2004 8:20 am

Re: Outposts - Your Feedback

Post by iphdrunk »

I would like to ask the following:
"could you elaborate a little more on the role of harvesters and crafters in outpost management?" it has been hinted about constructions but I still don't know what this means. Will there be new 'building' crafting plans? another craft branch? Will crafters and harvesters left to be the 'guild funding to buy NPCs' only?
trenker
Posts: 366
Joined: Thu Sep 30, 2004 7:22 pm

Re: Outposts - Your Feedback

Post by trenker »

Some ideas:

> An ingame Guild alliance feature so the game knows who is against whom.
> An icon or colour above characters so we can spot enemies/friends.
> An alliance chat window.
> An option to beep when new chat comes in a window.
> A guild strategic window with some info like:
- Time of last attack on outpost and by what guild.
- An alarm bell to muster the guild and/or allies to the outpost.
- The number of players online and where they are (like Friends list).
> A limited lock down option/times to avoid depressing defeats while off-line.
> Visible guild ranks to assist team organisation/coms and 'kill the king' option.
> NPC guard options like 'aggressive, defensive, stand ground', aggro range.
> Some defensive bonus so outposts aren't changing owners every 5 mins.

Some questions:
? Will we get xp for killing enemy players?
? Are outposts located at tribe camps or flagged ruins?
? Only one outpost per guild?
? Can we take outposts in other race lands? (he hee)
petej
Posts: 655
Joined: Tue Sep 21, 2004 1:48 pm

Re: Outposts - Your Feedback

Post by petej »

Unique advantages

The outposts provide unique advantages. Each outpost gives a bonus to the guild that occupies it. The guild can also construct a few buildings on the outpost's territory to gain further advantages.


I hope this includes :- Spawn , Teleport , Raw Material Merchant and Stables

I would also like the ability to target/kill anyone on the guilds "Turf" (area of control) - PvOutpost , once "agro" had been initated inside the outpost area it should be sustained until a respawn (like combat v tribes) , only guild members who were presnt in the outpost area whilst the agro player was should be able to continue the fight out of the area , PvP between players who dont belong to the controlling guild should not be possible -theres still issues with this though ie what happens if the player is healed outside the area does agro transfer to the healer ? ...I guess thats why this hasnt been mentioned it would be hard to stop it escalating into a world war lol

NPC controlled outposts

When an outpost is not owned by a guild, hostile NPCs or creatures may occupy it. The first challenge for a guild, which wants to get control of an outpost held by these NPCs, is to fight and defeat them.


That sounds like a very bad idea for Zorai and Matis as the outpost locations are on the pathways between regions or on restricted routes (walled passages) within a region. A sudden blockng of all the routes post patch 3 would be a nightmare , even if these spawns of agro were only triggred once an outpost possesion mission was taken I could still see whole regions being closed off by the initial rush of interest/uptake of these type missions. I hope the controll mission is time limited (maybe one or two Atys day/night cycle's ?) and the agro will only be there for the duration of the mission. This could be extended once a stable outpost ownership level was reached with some agro and some player controlled outposts

Guild wars

The next challenge is to actually keep the control of the outpost. Other guilds can try to conquer it by launching an offensive. In case of conflict between two guilds, the zone around the outpost becomes a PvP area.


"Launching of an offensive" thats an interesting phrase id hope it would be in a controlled maner ie through taking a mission and only activated for a certain amount of time at peak playing hours , maybe the controlling guild has to agree a certain time/date (within limits) for the battle of ownership ?

Hiring NPCs

The guilds can hire NPC soldiers to defend their outpost. They can choose between different types of NPCs and organize their defense.


I hope these NPC soldiers are imune to pulled agro or theyl be gone in a very short space of time and totaly useless ,maybe they could just respawn (without any loss) if killed by mobs and only take real damage (loss of guards) from player v NPC fights
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ethania
Posts: 103
Joined: Thu Sep 30, 2004 4:08 pm

Re: Outposts - Your Feedback

Post by ethania »

How about the amount of bonus. Will the Noob Green Seed outpost give as much bonus as an outpost in the Koll of dessent? And lets say a guild whit rather low level, will they ever be able to hold an outpost? The idea about a Teleporter in the outpost or the ability to build one (hire one) sound good. Damn anoying to have to run from some place distant to get there in time! How strong will the guards be? I mean they will have to be REALY strong to be able to fight back a horde of high level players whit a few good healers! Or will the controller a an outpost be able to set the tactic of the NPC so the will fight the healers in the first place? Otherwise things will be quite tough...
Nice thread by the way!
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aylwyne
Posts: 575
Joined: Fri Sep 24, 2004 10:27 pm

Re: Outposts - Your Feedback

Post by aylwyne »

From the post, it sounds like occupying an outpost is pretty much a task for fighters (fight off the mobs and other guilds, etc.).

I really think there should be other ways to occupy outposts. The names of the outposts suggest that some are centered around non-combat activities (diplomatic outposts, workshops, etc.)

I've been giving thought as to how you could do things other than combat for outposts yet still retain the GvG aspect.

For harvesting/crafting outposts, you could have a quota of resources and/or crafted items that your guild had to meet in order to occupy the outpost. You'd then have to maintain a certain quota to keep the outpost (could be per week or maybe per in-game year, etc.). In order for a guild to take the outpost from you, they'd have to beat your production for the given timeframe by a certain percent (maybe 20%). This type of outpost wouldn't be able to be taken over by fighting.

A diplomatic outpost could be acquired by doing enough missions for certain races. Again, to keep the outpost, you'd have to keep doing a certain number of missions over time and for another guild to take the outpost, they'd have to outdo you by a certain amount.

In either of these cases, there should be a window that tells you your current productivity for the current period as well as any contending guilds. That's really no different than being able to gague your progress by counting corpses in a combat type of outpost.

The bonuses that the outpost provide should be related to the type of outpost (increased harvest output, increased crafting success, fame boosts, etc.)

Maybe ideas like this are in the works but it just didn't sound like it based on the post. I sure think outposts need to be more than a place to do GvG fighting. The "border posts", "strongholds" etc. would still be fight type of outposts but I think there should be a mix.

They should try to be as creative as possible in the different ways to obtain and take over an outpost.
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pr0ger
Posts: 221
Joined: Tue Sep 21, 2004 6:57 pm

Re: Outposts - Your Feedback

Post by pr0ger »

idea.1 :
I think of a good balancing solution for all guild having outposts, without "1 outpost per guild" limitation :

daily upkeep cost !

dappers from guild hall are taken automatically to pay soliders and building maintenance in an outpost!

also, as long as the guild can pay, they can control more than 1 outpost!
if they can't, outposts will randomly be lost!

this could be a good "money sink" as mboeing (sky) said earlier.


idea.2 :
GvG will be in advantage of larger guild, we need a coalition system.


comment.1 :
where are the guild mission ? GvG is not a solution! currently we see guild "fun" hunt, or guild "fun" harvest session... please think about a way let guildmates play together w/o relying to their best nuker to kill others players :/
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grimjim
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Re: Outposts - Your Feedback

Post by grimjim »

Limit it to a number of outposts maximum equal to your founder+high officers numbers.
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