New Q&A Round

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svayvti
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Re: New Q&A Round

Post by svayvti »

marct wrote:But if you allie yourself, you can have the same benefits from the outpost, or a portion of those benefits shared with the owner.
Wrong. Read again:
Can several guilds control a same outpost? [Submitted by arsaphes (FR)]
No, only one guild can control a given outpost
in other words, you can't share outposts or benefits.

What I got out of this is that:

Tribe outpost officers and any usefulness of fame have been axed from outposts.

Tribe raids have been axed from outposts.

Instead it seems we get AO's notum wars as a substitute to appeal to a small group of Ryzom players in a dwindling and already small population. When instead of trying to please a small fraction of an already small player base we should be trying to please the masses of the player base and to impress former players and players of other games to come to Ryzom.

PvP for a few outposts or a specific type of outpost is fine. However, Ryzom really needs the original vision of outposts it sold to players current and former. Tribes and fame should matter in this game with raids and great rewards rather than trying to make "Notum Wars" succeed in another game when it has already failed in others.
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marct
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Re: New Q&A Round

Post by marct »

svayvti wrote:Wrong. Read again:



in other words, you can't share outposts or benefits.
So I guess if I hold an outpost that can make consumables say, and you allie with me, I could not make consumables for you?

Everyone is sooooo negative. Try a little harder to look around.

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sehracii
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Re: New Q&A Round

Post by sehracii »

While consumables would be great and all, that's not what people really want.
They want an outpost they can call their own.

No matter how you cut it, the anti-PVP and the small and/or relatively low-level guilds will never have it.

I think it's fair to say those two groups combined are the majority of the playerbase, or close to it.

And then you have to ask why content is being added solely for a minority.

While I'm not too appreciative of the the PVP heavy implementation we seem to be getting, allowing more outposts to be taken would really ease my mind. Let the big guys rough it up over the important posts, and the rest of us can claim our own undisputed piece of the pie in a quiet corner of wildnerness.

Everyone gets what they want, what's wrong with that?

But alas, it is not to be...
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rushin
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Re: New Q&A Round

Post by rushin »

i might be a bit confused, well i am 'cause i've just this minute woken up.. but isnt the idea that guilds fight over op's? if there were enough for every guild to have one then it might be a bit dull.
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thlau
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Re: New Q&A Round

Post by thlau »

micrix wrote:And son, you and me will fight about the outpost behind Fairhaven ;)
No I wanted to seize the Darkmoor Border Post since founding my guild.
But not if I have to fight friends to claim it.

I think I will improve my diplomatic relationship with the different races, and watch where this is heading.

"We Trykers live by the virtues of Freedom, Equality and Sharing!"


But if there are tryker bases guilds, who are in need of our help defending their homes, we will be there.
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grimjim
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Re: New Q&A Round

Post by grimjim »

rushin wrote:i might be a bit confused, well i am 'cause i've just this minute woken up.. but isnt the idea that guilds fight over op's? if there were enough for every guild to have one then it might be a bit dull.
Given that the outposts most guilds are going to want are going to be in their own lands (excluding the groups that will want to stake a claim in the PR) isn't most of the fighting going to be between groups that should, ostensibly, be working together? People of the same race and faction?

Doesn't that... like... completely contradict the direction the story is going?

"We must unite to fight Them Other Guys!"
"Me want outpost, krunk smash..."

Mehhhh...
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hans1976
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Re: New Q&A Round

Post by hans1976 »

So what you are saying is that we should get the big Tryker guilds together (all two of them) and then these will play a small game of cards to distribute the outposts.

"Okee, you take outpost X, I take outpost Y and the others can fight over Backwater station. Hereby we make a non-attack treaty between us and lemme know when you want another outpost, we play again."

Hmmmmmm.....
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oauitam
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Re: New Q&A Round

Post by oauitam »

rushin wrote:... isnt the idea that guilds fight over op's? ...
Sadly, I think you're right. Nevrax are so obsessed with getting something ingame that they can call "Outposts" that GvG is the only thing getting implemented at the moment.

(It's our own fault really. We complain about the dumbed down system and we complain about waiting for anything more complex :) Whatever they do they can't win.)
philu
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Re: New Q&A Round

Post by philu »

grimjim wrote:Given that the outposts most guilds are going to want are going to be in their own lands (excluding the groups that will want to stake a claim in the PR) isn't most of the fighting going to be between groups that should, ostensibly, be working together? People of the same race and faction?

Doesn't that... like... completely contradict the direction the story is going?

"We must unite to fight Them Other Guys!"
"Me want outpost, krunk smash..."

Mehhhh...
Agreed. The two elements totally contradict each other if you look at it that way.

So we get no NPC guards (as originally promised).

Do we get trainers (as originally promised)? No mention so far.

What about TPs and spawn points? Do the defenders at least get them? If not then, if you die during a battle, you've got to trek back to the OP to defend it?? Bad, bad, bad.
They can repop indefinitely. However, since it takes time to repop, to come back to the battle field and to get back to full heal/sap/etc., it is certainly something you want to avoid.
This makes sense but I hope it's not the same for defenders.
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hans1976
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Re: New Q&A Round

Post by hans1976 »

philu wrote:So we get no NPC guards (as originally promised).
We get NPC guards, they come in squads and the squad per wave can be controlled by the defenders.
These NPC's *can* cost dappers, if you want them boosted up.
The NPC's will spawn when there is a GvG war going on over an outpost.

I find this a much more interesting method then the scenario that would be like:
Guards always on. More dappers/effort is more guards. An outpost is hard to reach because of the massive amount of NPC dudes and dudettes walking in/on/around it. To be able to have a use and a reason for these little guys, open PvP is a thing that comes to mind, so any guild that is opposing you /at war with you / has fame too different from yours can charge your ourpost only to be slaughtered by the swarm...

Look at it from the bright side, where you have 5 groups.
1: Your guild
2: Their guild
3: the NPC squads
4: your allies
5: their allies
6: Neutrals

Now assuming I get it right:
If you are attacking in phase 1, you will have to fight their squads.
You can heal: Your guild and your allies
You can kill: Their squads, their guild, their allies.

If you are defending in phase 1, you will have to keep your squads alive by killing their guild and their allies.
You can heal: Your guild and your allies.
You can kill: Their guild and their allies.

If you are attacking in phase 2, you will have to keep your squads alive and fight their guild and their allies.
You can heal: Your guild and your allies
You can kill: Their guild, their allies.

If you are defending in phase 2, you will have to fight their squads and their guild and their allies.
You can heal: Your guild and your allies.
You can kill: Their NPC's, their guild and their allies.

Now these allies can come in during any phase of battle, so when things went ugly during phase 1, you can call for help in phase 2.
As phase 1 and phase 2 *can* be (for example) an hour apart from each other and news has the tendency to travel fast on Atys and some old bonds or vendetta's arent forgotten...

No DP if respawning, aggro will attack everyone but the NPC's, area of war is in direct vicinity of defending guild outpost.

Attackers in phase 1 can:
- kill all npc's in round n. they will move to round (n+1).
- fail in killing all npc's in round n. They set the threshold for the defenders on t

Defenders in phase 2 can:
- kill all npc's in round (n < t), they will move to round ((n+1) =< t). IF n = t THEN they can keep the outpost.
- fail to kill all npc's in round (n =< t), they will loose the outpost.

Neutrals are observers. They are just here to pick up that potion of enduring stiffness, to rub on their armor, honest!

Okee, can someone confirm this battle system is correct? If yes, I might even be looking forward to it. (of course this looking forward is assuming that we wont see badmouthing in region)

Hmmmmmm... :D
Last edited by hans1976 on Thu Oct 06, 2005 12:02 pm, edited 1 time in total.
Reason: neutrals?
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