Outposts in the US

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petej
Posts: 655
Joined: Tue Sep 21, 2004 1:48 pm

Re: Outposts in the US

Post by petej »

"Patch 1 = total disaster"

Quickly fixed and as things are _now_ they are better than pre patch 1.
Yes it is better _now_ but my point was that _that patch was_ a disaster , i dont remember the fix coming quickly either but thats beside the point
"Cosmetics = Broke"

Erm... no. They work. We could do with more options though. What's broke is people using a 'cheat' to get the hairstyles etc from the other lands, not designed to work on their character, which, in most cases, look a bit crap.
Cheat = loophole = poor programing , ok so broke was a little harsh
"Mounts = Broke"

Again, nope, there's one minor and occasional problem with invisible people.
Theres also a bug with stabling your mount , Ctrl-P and inventory report the mount as stabled but it stays visable by the stable (where ever it was when you commanded it into the stable) it then appears next to you when you go through a portal , so atleast two rather annoying problems
"Outposts = MIA presumption of death *soon* ?"

On the ATS, apparently.
Yes they have reported starting inhouse testing ,its a long way from *soon* after release though and we're not there yet
"Rites = Broke"

Nope, they work, just not enough of them and a few _individual_ rites were broken.
The 8 (ive heard rumors of 12 but my low combat lvl may prevent me from seeing those -need 150+ ?) in game work yes but the other 90(?) have been with held , im sure they wouldve put atleast some of those out by now if they could
"Ryzom ring - too early to comment yet realy but my fear is this will (has?) split ryzoms small team to such an extent that they wont be able to come through with anything , they dont seem to be able to follow their own advice and fix what they have before adding new stuff."

Depends what it is :)
Indeed it does , half of me wants something big and exciting , the other half wants something with minimal work involved (for Nevrax) so they can get on and fix/finish what theyve already started (including outposts)

OK so il eat half and btw ive always room for pudding :p
Zoraï : Master Desert/Forest/Jungle/Lakeland/PR Forager , Master Light Melee Weapon Smith , Jeweler Master , 201+ in All 39 Craft Branchs , All Craft Trainer and Outpost plans -gone walkabout (solo) awaiting new content
"There are no OMG's of mass destruction"
petej
Posts: 655
Joined: Tue Sep 21, 2004 1:48 pm

Re: Outposts in the US

Post by petej »

/back to topic

Outposts i believe (hope they) will give players a way to truely influence day to day life on Atys , some areas will become hostile (controlled by enermy guilds) others will be an oasis of safty in a hostile region , these will be dynamic in that outposts will change hands/ownership from time to time , alliances will be made and broken , politics will come into play , it opens a whole new area of the game far removed from lvl grind and more substantial than RP ( imo - no disrespect intended to the RP'ers but this aint no beach party :p )

It all depends how Nevrax implement outposts and exactly what features are included but like many people i have high hopes for this feature to be what makes Ryzom great
Zoraï : Master Desert/Forest/Jungle/Lakeland/PR Forager , Master Light Melee Weapon Smith , Jeweler Master , 201+ in All 39 Craft Branchs , All Craft Trainer and Outpost plans -gone walkabout (solo) awaiting new content
"There are no OMG's of mass destruction"
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vinnyq
Posts: 1311
Joined: Fri Nov 05, 2004 12:05 am

Re: Outposts in the US

Post by vinnyq »

What difference to the day to day game will the addition of outposts make?
Outposts = more objectives to accomplish = good!
Fyrx, Fyros
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