Info on the Upcoming Outposts

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cerest
Posts: 715
Joined: Tue Sep 21, 2004 10:00 am

Info on the Upcoming Outposts

Post by cerest »

A introductory text on the outposts, written by Julien from the Web team, has just been published on the Website.

Here are the links :

[EN] http://www.ryzom.com/?page=outposts-intro
[DE] http://www.ryzom.de/?page=outposts-intro
[FR] http://www.ryzom.fr/?page=outposts-intro


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aylwyne
Posts: 575
Joined: Fri Sep 24, 2004 10:27 pm

Re: Info on the Upcoming Outposts

Post by aylwyne »

I posted this on the "Outposts - Feedback" thead on the Aripostle forum before I noticed this was a sticky we could reply to.

From the post regarding outposts, 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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buzyb77
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Re: Info on the Upcoming Outposts

Post by buzyb77 »

I worked last night=(

at work I read over the Print out many many times

the info that was Given Left me with more Questions than Answers

here are my Questions


What are the new tools?

What are Examples of the rewards? (give 2 examples at least)

If a guild (guild A) gets an outpost from the npc and Builds the extra buildings, then is attaccked by another Guild (guild A) will the orgial guild (guild a) mantain controll of there extera buildings or will the new guild (guild b) get control of them or will the extra buildings be lost?

will the highered Npc have to be equiped by players if so will we be able to higher harvesters NPCs so they can supply us with mats to Craft equipment for the Melee/magic NPC?

Will the outpost be the Currently Distroyed Outpost that litter the landscape or will they be inn a new area if so will there be a new Harvest tree in that area?

Will people be ableto Port from main Guild house to Outpost or be able to port directly to outpost or will it be a major Pain??

If Guild outpost is under attack well the Guild get a notification it is happening and buy whom?

will NPC quater kills/kill hostile tat wander near outpost?? example if A Rangus get too close to cam will the Guards kill it and Quarter?

Also most impotant ETA??

other Questions will follow!
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