Hey I wasn't butt kissing! I was butt staring!
j/k
I know exactly where you coming from, and I hope you don't actually feel bad for doing this It's the right thing to do. I would wish for you to stay only if you still find things that are enjoyable in the game. But if you don't, it'll be dumb for you to keep subbing but not playing (althought I am sure Nevrax appreciated it very much ).
Q&A Round IX
Re: Q&A Round IX
Last edited by vinnyq on Mon May 23, 2005 9:38 pm, edited 1 time in total.
Fyrx, Fyros
Re: Q&A Round IX
Oh, I would also like to know when we going to get to fight the Kitins (Kite-een) again? When will there be another invasion event (that will hopefully also further the story of SoR)?
Fyrx, Fyros
Re: Q&A Round IX
Outpost Questions that have come up....
I saw the working example of the outposts at the show and I was impressed. Since I have come back and posted about it several interesting questions have come about so I wanted to post them here to hopefully get an answer.
1) I saw the fact that a central part of outposts is the ability to hire NPC's to protect it. The question has come up concerning the attacking guild. Will it be possible to hire NPC's to help in attacking? If it isn't how is it going to be possible for a guild of 10 players to take on a guild that has 6 or 7 waves of NPC's to fight?
2) I remember being told something about bonuses, can you tell us more about that?
3) Can you tell us more about the guild alliance aspect of the outposts?
4) Will faction have anything to do with the price and ability to hire NPC's?
5) Will wildlife and bandits tribes attack the outposts? For example if we build an outpost in the roots and the Kitin come near will the NPC's we hire protect us?
6) Will it be possible to have the NPC's we hire attack non guilded players? What about guilded ones that don't declare war? As an example if my guild builds an outpost and I want the NPC's to attack anyone with a high Karavan faction that comes into my outpost area, can I do that?
7) It was said sometime ago that there would alse be a diplomatic way to get outposts. Is this still true, how will that work?
8) This is for the people who designed the outposts. What are your goals with introducing outposts into the game? What I mean is what effect do you want them to have on players?
9) From what I saw the outpost are about one thing really, that being guild vs. guild conflict. Did I get that right, or is there another purpose to them in the game?
10) Will crafter guilds be able to create armor for thier hired NPC's to wear to give them stronger abilities?
I think that about covers the gray areas that have come up. Thanks ahead of time for answering them... Lately many of my questions have been answered in a very straight forward and clear way and I truely appreciate it.
I saw the working example of the outposts at the show and I was impressed. Since I have come back and posted about it several interesting questions have come about so I wanted to post them here to hopefully get an answer.
1) I saw the fact that a central part of outposts is the ability to hire NPC's to protect it. The question has come up concerning the attacking guild. Will it be possible to hire NPC's to help in attacking? If it isn't how is it going to be possible for a guild of 10 players to take on a guild that has 6 or 7 waves of NPC's to fight?
2) I remember being told something about bonuses, can you tell us more about that?
3) Can you tell us more about the guild alliance aspect of the outposts?
4) Will faction have anything to do with the price and ability to hire NPC's?
5) Will wildlife and bandits tribes attack the outposts? For example if we build an outpost in the roots and the Kitin come near will the NPC's we hire protect us?
6) Will it be possible to have the NPC's we hire attack non guilded players? What about guilded ones that don't declare war? As an example if my guild builds an outpost and I want the NPC's to attack anyone with a high Karavan faction that comes into my outpost area, can I do that?
7) It was said sometime ago that there would alse be a diplomatic way to get outposts. Is this still true, how will that work?
8) This is for the people who designed the outposts. What are your goals with introducing outposts into the game? What I mean is what effect do you want them to have on players?
9) From what I saw the outpost are about one thing really, that being guild vs. guild conflict. Did I get that right, or is there another purpose to them in the game?
10) Will crafter guilds be able to create armor for thier hired NPC's to wear to give them stronger abilities?
I think that about covers the gray areas that have come up. Thanks ahead of time for answering them... Lately many of my questions have been answered in a very straight forward and clear way and I truely appreciate it.
Re: Q&A Round IX
I would like to elaborate this questions. If yes, do NPC actually wear and use player made equipment. In Kitin invasion event npc guards had standard equipment and only quantity and quality (q) of player crafted items mattered. Item grade(basic-supreme) or actual stats did not have any effect.raynes wrote: 10) Will crafter guilds be able to create armor for thier hired NPC's to wear to give them stronger abilities?
I know, this is much to ask but it would rock!
Mikos, Abyss Eye
Re: Q&A Round IX
1) Will there be a penalty for those who fail in conquering an outpost ?raynes wrote:Outpost Questions that have come up....
2) Are all hired NPCs visible or are there sort of barracks ?
3) It was said that it takes 24 hours between declaration of war and the posibillity to attack an outpost. If offender and defender have both one ore more outposts, are they then all included in this war ? I mean, is a declaration of war doublesided ?
4) Are outposts visible on the map. Probaply with status (on war or not) and with current owner ?
5) How long, approximately, does it take to conquer an outpost ? 10 minutes, 1 hour, 6 hours, 6 days ? Are even sieges possibel ? I mean, is there enough time to start political action, calling allies or such ?
Psylo - Tryker and Homin
Shinto Digging Ltd.
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typing errors are intended and ment for entertainment
Shinto Digging Ltd.
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typing errors are intended and ment for entertainment
Re: Q&A Round IX
micrix wrote:1) Will there be a penalty for those who fail in conquering an outpost ?
2) Are all hired NPCs visible or are there sort of barracks ?
3) It was said that it takes 24 hours between declaration of war and the posibillity to attack an outpost. If offender and defender have both one ore more outposts, are they then all included in this war ? I mean, is a declaration of war doublesided ?
4) Are outposts visible on the map. Probaply with status (on war or not) and with current owner ?
5) How long, approximately, does it take to conquer an outpost ? 10 minutes, 1 hour, 6 hours, 6 days ? Are even sieges possibel ? I mean, is there enough time to start political action, calling allies or such ?
I can answer number 2. They aren't visable and that is on purpose. They set it up so that the attacking guild can't know how many troops you have. They could kill a wave, think they are done, then another one appear.
And I think the 24 hour period is designed to give you time to call your allies and such.
Re: Q&A Round IX
Another question, unrelated to outposts.
As it has been stated, a lot of work is in progress to streamline the delivery of new content, rites, etc. which should be released more often and regularly. This raises a new question: the patching process. Is something being done the patching process and server downtimes? Can players expect low server downtimes during content updates, and not those horrid 8h downtime? Is it viable to have some kind of redundancy infrastructure where server downtime is truly minimum?
thanks,
Ani
As it has been stated, a lot of work is in progress to streamline the delivery of new content, rites, etc. which should be released more often and regularly. This raises a new question: the patching process. Is something being done the patching process and server downtimes? Can players expect low server downtimes during content updates, and not those horrid 8h downtime? Is it viable to have some kind of redundancy infrastructure where server downtime is truly minimum?
thanks,
Ani
Re: Q&A Round IX
Questions on outposts that im not sure has been asked yet...
How do you plan to introduce the outposts?
Will it be a case of one day we can just get one?
Do you plan to bring a storyline with it so that us roleplayers have a reason behind the PvP associated with outposts?
I hope there is lore to these outposts
How do you plan to introduce the outposts?
Will it be a case of one day we can just get one?
Do you plan to bring a storyline with it so that us roleplayers have a reason behind the PvP associated with outposts?
I hope there is lore to these outposts
Alibooma
Was Sleeping... Is now Awake!
Was Sleeping... Is now Awake!
Re: Q&A Round IX
Another one...
Can we have some numbers and examples or something to muse over with relation as to how dodge and parry values are worked out, how affective they are etc?
Can we have some numbers and examples or something to muse over with relation as to how dodge and parry values are worked out, how affective they are etc?
Alibooma
Was Sleeping... Is now Awake!
Was Sleeping... Is now Awake!
Re: Q&A Round IX
I asked this in a 'get to know the game and community' post and they suggested putting it here...
Hello Devs and the Ryzom community,
I'm doing the 14 day trial and I wanted to post and ask some very specific questions in order to get a feel for the general level of happiness in this community, I came here after reading hundreds of great player reviews at MMORPG.com about the community and customer service here so figured it was worth a try despite vowing never to play another MMORPG....why?......
SWG
I played SWG for 18 months and have been put off playing MMORPG's heavily by the negative community and the absolutely tyranical development team and obscenely bad customer relations.
My questions for the Devs - please just answer fairly, honestly and stay away from corporate 'generic' speak.
1) Paid expansion packs, extra free content or fixing existing content, with limited manpower how do you make the decision of where to focus your labor?
2) At E3 this year my co-worker saw your booth but said he walked past it without stopping because he'd never heard of the game, how do you feel about that? Do you consider yourself a different market segment from WoW or SWG?
3) MMORPG communities are notorious for being unhappy, SoR seems to be pretty happy from what I've heard, how does a Dev team keep that going? How will you avoid the 'Dev's versus community' rift?
4) Big community or happy long-term community???
Thanks for your candid and direct replies.
Hello Devs and the Ryzom community,
I'm doing the 14 day trial and I wanted to post and ask some very specific questions in order to get a feel for the general level of happiness in this community, I came here after reading hundreds of great player reviews at MMORPG.com about the community and customer service here so figured it was worth a try despite vowing never to play another MMORPG....why?......
SWG
I played SWG for 18 months and have been put off playing MMORPG's heavily by the negative community and the absolutely tyranical development team and obscenely bad customer relations.
My questions for the Devs - please just answer fairly, honestly and stay away from corporate 'generic' speak.
1) Paid expansion packs, extra free content or fixing existing content, with limited manpower how do you make the decision of where to focus your labor?
2) At E3 this year my co-worker saw your booth but said he walked past it without stopping because he'd never heard of the game, how do you feel about that? Do you consider yourself a different market segment from WoW or SWG?
3) MMORPG communities are notorious for being unhappy, SoR seems to be pretty happy from what I've heard, how does a Dev team keep that going? How will you avoid the 'Dev's versus community' rift?
4) Big community or happy long-term community???
Thanks for your candid and direct replies.