Outposts are missing something...

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oldmess
Posts: 634
Joined: Mon Dec 27, 2004 12:25 am

Re: Outposts are missing something...

Post by oldmess »

Re: Allowing owning guild to TP into their outpost:
marct wrote:Afraid this would give an unfair advantage to the defenders in a time of war. Which is most likely why it has been omitted.
Agreed, but couldn't they simply make the teleportation function inactive during the various "at war" phases? Basically as soon as the PvP is active?

Heck, it would even give guilds a reason NOT to use the lame "fake war declaration" thing cause they wouldn't be able to TP into their outposts as it's in a constant state of war.

Almost all of the items we've been talking about should be turned off during wartime. Got a stable boy? Great, but he's shuttered up shop during the battle and refuses to come out until things have calmed down.


The exploit this leads to is harrassment - if I declare and cancel constantly on an enemy guild, I prevent them from using their outpost fully. Any guild that declares/cancels twice in a row should be prevented from declaring again for a period of time (a week maybe?). Something simple like that.
OudKnoei - Pegasus-Foundation
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Avatar of Destruction / Pikeman / Master of Life / mediocre digger in the sand

"I don't mean to sound bitter, cold, or cruel, but I am, so that's how it comes out." - Bill Hicks
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oldmess
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Re: Outposts are missing something...

Post by oldmess »

sprite wrote:Berello Gorge border post has a named Kipucka walk through it and spend most of its time "near" it :D
That's our fault. We keep feeding him yubos. Now he won't leave. (Sorry, Frydes, but they just make such wonderful kitin snacks.) The real trick is thowing them far enough that the Kipucka gets them, but doesn't notice you.

Don't be too mad at us though. I've been by Ballistic Mystix's OP and I'm pretty sure they're tossing buckets of yubos out to feed the nearby herd of kinchers and xerxes. Sheesh, that crowd just won't wander off.
OudKnoei - Pegasus-Foundation
Tryker / Karavaneer
Avatar of Destruction / Pikeman / Master of Life / mediocre digger in the sand

"I don't mean to sound bitter, cold, or cruel, but I am, so that's how it comes out." - Bill Hicks
petej
Posts: 655
Joined: Tue Sep 21, 2004 1:48 pm

Re: Outposts are missing something...

Post by petej »

The only ppl who seem to get any benifit (apart from drill products/boosted items) in the owning Guild atm are the Leader and High Officers as they can access the Guild Hall (Put/Get mats) -I believe , sure everyone can store mats but cant retrieve.

Theres two things id like to see added along those lines:-

1/ Have "Guild Crafters" who can access (Put and Get) from the Guild Hall (for all Guilds not just those owning an OP) , those that do own an OP should be able to access it from the OP , about the same number of positions as Officer , would need alittle programing to define the "Guild Crafter" class and add that option so the Leader/HO's could assign them to members

2/ Allow members in the OP owning Guild to access their personal apartments inventory (put and get) from the OP , this would make it easy for any Guild Member to craft at the OP or also to re-equip themselves when changing role from say forage to hunting without the need to go into town (ie they hang around/visit the OP instead) ,doesnt need anymore space just popup/activate members apartment tab's in the inventory once they enter the OP

Im sure Nevrax would much prefer to see Guilds running Guarded packer trains (id like to see that too actualy lol ) but I dont think that will ever happen unless we have items that cannot be ported and are produced in large amounts or have a bulk greater than a player can carry...
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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dc77066
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Joined: Sat Sep 25, 2004 12:15 am

Re: Outposts are missing something...

Post by dc77066 »

Toler keeps chasing me away from my outpost... far easier to run into town to pull stuff out of the GH.

Outposts do need something more... I got two open spots for buildings... a spa/sauna/pool/workout room would be nice. A stable too (heck the Town Hall is just a stable boy's booth anyway). I want a bar with neon lights serving stinga rum and balance flowers.

Life is changing on Atys,
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sidusar
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Re: Outposts are missing something...

Post by sidusar »

marct wrote:Afraid this would give an unfair advantage to the defenders in a time of war.
What Oud said. Deactive it during war.
oldmess wrote:if I declare and cancel constantly on an enemy guild, I prevent them from using their outpost fully.
We already agreed in that [thread=20500]other thread[/thread] that we needed some measures in place to prevent constant declaring and cancelling.
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