[DEV] Outpost Rewards

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swe999
Posts: 180
Joined: Fri Apr 08, 2005 4:51 pm

Re: [DEV] Outpost Rewards

Post by swe999 »

someone i find it hard to believe that lowbies would be able to easily make catalyzers


btw i want a LA helmet :-o
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kazuki
Posts: 65
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Re: [DEV] Outpost Rewards

Post by kazuki »

**Once the foraging building is available, new raw materials will be automatically and periodically gathered, and be available for your own crafters, or for distribution among your allies.**


Does automatically mean we do not actually 'dig' for them? Do foragers have a part in any of this?


*You will also get items of a new type, consumables, which will - for example - increase your character's characteristics temporarily.*
*- You activate a level 50 catalyser stack (quantity 34);*

What is the bulk on the consumables and catalysts? Will we be granted incresed bag abilities to enable the new additions?



Increased guild storage anywhere in sight? The new magic self digging (?) buildings are (might be) expected to hold their tasty treats, but what of the items crafted from the appearing bounty? Where are we to put it? What are we going to do with shiny new toys (excepting tools, which has been explained), kill the same beasts we have now?

Craft plans: 92/28=3.285. Explain distribution please.

*Apologies if any of these were answered in the war for outposts answers, I did not read that as I am trying to maintain a positive attitude here in my month of decision.*
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Xavier Antoviaque
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Re: [DEV] Outpost Rewards

Post by Xavier Antoviaque »

kazuki wrote:Craft plans: 92/28=3.285. Explain distribution please.
The crafting plans will be available to everyone through special trainers, and will require to spend skill points. However you'll need the special raw materials from the Outposts to actually use them, though.

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altomesa
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Re: [DEV] Outpost Rewards

Post by altomesa »

Cool stuff. But I'm unclear on a couple of things.
Xavier Antoviaque wrote:The crafting plans will be available to everyone through special trainers, and will require to spend skill points. However you'll need the special raw materials from the Outposts to actually use them, though.

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Xavier.
This sounds like all new crafting plans will be available at each outpost. But....
When you conquer an Outpost, you won't directly get a reward or a bonus. You'll have to actually use the Outpost, by placing a forage building on the Outpost, which will allow you to dig more deeply into Atys' ground and reach new raw materials and consumable items. They will depend on the Outpost you are controlling.
The last line here gives the impression that not all new raw materials will be available at each outpost which I am assuming that would mean not all new crafting plans could be built at each outpost. It all makes sense to me and I agree we shouldn't be able to craft all 92 new plans from one outpost but many of us are waiting for detailed information on the differences between each type of outpost so we can choose which type of outpost we want to control. For example, if I am primarily an armor crafter why would I want to control an outpost that gives materials for weapons? Any chance we can get more detailed info on what the differences will be between controlling a Farm as opposed to a Research Center or Magic Pole, etc?
Last edited by altomesa on Fri Oct 21, 2005 9:03 pm, edited 1 time in total.
numinein
Posts: 62
Joined: Sat Jul 09, 2005 10:08 pm

Re: [DEV] Outpost Rewards

Post by numinein »

ayurveda wrote:yea... for you ;)
but it may help lowbies to level quicker for example ^^
I love this idea for catylysers(i take back my ability to spell )

that would help so much for ym heal
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larwood
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Re: [DEV] Outpost Rewards

Post by larwood »

AWESOME!

You said next month these will be implemened. When will they go into ATS testing? Dates, dates, dates. :)
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jared96
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Re: [DEV] Outpost Rewards

Post by jared96 »

So, again I must assume, the guild has no option to Betty Ford it....."just say no". So guilds who have no interest in PvP will be denied yet another aspect of the game world.

If your gonna make it mandatory, why not let the guilds decide on what;'s at stake with options ranging from "the keys to the city", 10 dapper or the loser has to tour the 4 worlds pantsless.
blaah
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Re: [DEV] Outpost Rewards

Post by blaah »

jared96 wrote:So guilds who have no interest in PvP will be denied yet another aspect of the game world.
yep, outposts are _pure_ PvP.
sure.. they are saying that "if you not interested with PvP, you can use guards to protect your outpost"... but that's only in defence phase.
if you want to keep outpost, you need to battle with human opponent.

diplomacy/bribery/"protection"/mercs.. riight.
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lennie12
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Re: [DEV] Outpost Rewards

Post by lennie12 »

For every new bit of information I see from the developers I feel myself moving closer and closer to the unsubscribe button.

I love ryzom. I loath pvp. All new content requiers pvp. This means that ryzom is quickly becoming a game that I will disslike greatly.


A shame really :(


Annyone know of a decent mmorpg out there that doesn't have pvp in it? if you do pleas let me know as I will move to that asap.
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grimjim
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Re: [DEV] Outpost Rewards

Post by grimjim »

lennie12 wrote:Annyone know of a decent mmorpg out there that doesn't have pvp in it? if you do pleas let me know as I will move to that asap.
Get me some development money :P
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