i agree with alot of posts here, obviously smaller Guilds wont have enough fire power to take an OP, so let them build their own, there are ALOT of OP's ingame that are not active, let them start a new one, either by building it themselves, or a another to to construct it, lets not make the game 100% PvP if you want something like the larger guilds have.
make it so someone who wants an OP can select what empty OP they want and in what region, also, limit the OP's a guild can have.
just my thoughts.
ps. how about some PR OP's aswell.
Dear Players (OP related)
Re: Dear Players (OP related)
[COLOR=yellow]«-®-» Põ§мÖ «-®-»[/COLOR]
Light Armor;
250 Boots, 250 Gloves, 250 Sleeves, 250 Vest, 250 Pants.
Jewels;
250 Anklet, 250 Braclet, 250 Earring, 250 Ring, 250 Diadem, 250 Pendant.
Weapons;
250 2H Pike, 250 2H Axe, 250 2H Mace, 250 2H Sword, 250 Amps, 250 Daggers.
Melee;
250 Pike, 250 Axe
Magic;
250 Elemental, 250 Heal, 250 OA, 250 DA.
Forages;
250 Forest, 250 Jungle, 250 Lake, 250 Desert, 250 PR
(Other Skillz: I'm gettin there)
If you asked me if i had a God complex, let me tell you... I am God.
RFC:OP related(1.)
1.The ways to get em
1.1.the PvP way would/should be like it is now(thats the easiest way)
well simply put, as it is allready. save the Dev´s time an Nevrax money
1.2.the PvE way could be made like the EP2 temples, dig/hunt mats&craft
if u decide to use your crafters, there should pop two Missiongivers(1def,1att) at the OP, of the Civilisation/Region the OP is in(eg.trykers if its in Aedan Aqueus, 2 Zoraï if its in Withering, etc.) that gives out mission to gather Quartered or Harvested Mats and bring it to him, also should give missions to craft those mats into stuff.
And winner is the guild who brings/crafts the most stuff, time to gather should be a bit higher then the 2 hours as you have to run around to get the mats
1.1.the PvP way would/should be like it is now(thats the easiest way)
well simply put, as it is allready. save the Dev´s time an Nevrax money
1.2.the PvE way could be made like the EP2 temples, dig/hunt mats&craft
if u decide to use your crafters, there should pop two Missiongivers(1def,1att) at the OP, of the Civilisation/Region the OP is in(eg.trykers if its in Aedan Aqueus, 2 Zoraï if its in Withering, etc.) that gives out mission to gather Quartered or Harvested Mats and bring it to him, also should give missions to craft those mats into stuff.
And winner is the guild who brings/crafts the most stuff, time to gather should be a bit higher then the 2 hours as you have to run around to get the mats
Last edited by kurita on Mon Apr 17, 2006 3:55 pm, edited 1 time in total.
Lyrthïs
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
RFC:OP related(2.)
2.The OP "type"
2.1. 2 different type of OP´s, would result in less clash of PvP´ers and PvE´ers, but would reduce diplomacy IG a LOT(also it would require the Dev´s to code&place&balance new OP´s=lota work), but mostly everything would stay the same just with more OP´s(may need some rebalancing of mats/cats/flowers produced overall)
2.2. the OP´s stay mostly as they are, just gain a second button to declare your type of "War" at the OP´s banner(eg.Attack with Force, challenge with Harvesters/Crafters), so u can get a OP without PvP
2.1. 2 different type of OP´s, would result in less clash of PvP´ers and PvE´ers, but would reduce diplomacy IG a LOT(also it would require the Dev´s to code&place&balance new OP´s=lota work), but mostly everything would stay the same just with more OP´s(may need some rebalancing of mats/cats/flowers produced overall)
2.2. the OP´s stay mostly as they are, just gain a second button to declare your type of "War" at the OP´s banner(eg.Attack with Force, challenge with Harvesters/Crafters), so u can get a OP without PvP
Lyrthïs
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
Re: Dear Players (OP related)
Whatever the next major pve content is, I'm not sure it should be an alternate form of outposts. If one group of players is competing with another for it, it's still a form of pvp. The next major pve content, IMO, should be something we have to work together in order to succeed. Balance the competitive content with the cooperative content.
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
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
Re: Dear Players (OP related)
Foreword: I haven't read thru that whole thread, so forgive me if i'm repeating what others already have said - end of foreword-
My 2c about OPs:
While the basic idea isn't bad at all, they suffer -imo- from two things:
1. they goods produced by them are too important for in-game fun without them (at least for most players). owning an OP is for the strong, and it makes the strong ones stronger - very bad balance.
2. they are equally easy to get and defend all over the planet. A strong enough party can claim an OP on a very remote place on Atys as easily as one in their home country.
My solutions would be:
1. make the goods they produce less important. Either make crystals (also) avayilable by other means as owning an OP; the fame system in the temple event was a nice idea, why not stick to it? or take them out as a whole. OTOH, they make especially high level levelling less a nuisance, and help new players to catch up faster, so i'd favor the first solution.
2. an OP should be exponentially harder to obtain the further away it is from your homeland. That could be done by disabling TPs/Respawns near OP for the attackers, or having a higher defence bonus based on distance from the home site of attackers.
Gloife
(@Soulsnatcher: i'd have liked you to take the game makers contribution to the mess we saw here last weekend into account before sneering about "immature ways" - yes, the discussion niveau was below ground, no doubt about it, but so was the game balance to start with)
My 2c about OPs:
While the basic idea isn't bad at all, they suffer -imo- from two things:
1. they goods produced by them are too important for in-game fun without them (at least for most players). owning an OP is for the strong, and it makes the strong ones stronger - very bad balance.
2. they are equally easy to get and defend all over the planet. A strong enough party can claim an OP on a very remote place on Atys as easily as one in their home country.
My solutions would be:
1. make the goods they produce less important. Either make crystals (also) avayilable by other means as owning an OP; the fame system in the temple event was a nice idea, why not stick to it? or take them out as a whole. OTOH, they make especially high level levelling less a nuisance, and help new players to catch up faster, so i'd favor the first solution.
2. an OP should be exponentially harder to obtain the further away it is from your homeland. That could be done by disabling TPs/Respawns near OP for the attackers, or having a higher defence bonus based on distance from the home site of attackers.
Gloife
(@Soulsnatcher: i'd have liked you to take the game makers contribution to the mess we saw here last weekend into account before sneering about "immature ways" - yes, the discussion niveau was below ground, no doubt about it, but so was the game balance to start with)
blau muss mein Geliebter sein, blau wie süßer Blaubeerwein,
blau wie Himmel weit und leer, blau wie wildes großes Meer.
Bist du gelb nein dankeschön, abgelehnt wird auch das Grün
selbst das Rot kann mich nicht locken, blau nur haut mich aus den Socken !
"digging is for some strange reason fun" (Karmojr)http://de.miniprofile.xfire.com/bg/os/type/1/lunana.png
- soulsnatcher
- Posts: 406
- Joined: Tue Sep 21, 2004 10:00 am
Re: Dear Players (OP related)
Oh believe me, they'll get theirs as well for a role in this. However, name calling and all the associated abuse was and will be an immature response to any issue. And as this thread proves, it can be done another way.
Re: Dear Players (OP related)
Acceptedsoulsnatcher wrote:Oh believe me, they'll get theirs as well for a role in this. However, name calling and all the associated abuse was and will be an immature response to any issue. And as this thread proves, it can be done another way.
blau muss mein Geliebter sein, blau wie süßer Blaubeerwein,
blau wie Himmel weit und leer, blau wie wildes großes Meer.
Bist du gelb nein dankeschön, abgelehnt wird auch das Grün
selbst das Rot kann mich nicht locken, blau nur haut mich aus den Socken !
"digging is for some strange reason fun" (Karmojr)http://de.miniprofile.xfire.com/bg/os/type/1/lunana.png
Re: RFC:OP related(2.)
kurita wrote:2.The OP "type"
2.2. the OP´s stay mostly as they are, just gain a second button to declare your type of "War" at the OP´s banner(eg.Attack with Force, challenge with Harvesters/Crafters), so u can get a OP without PvP
again this will not address the other issue of smaller Guilds not having an OP, as they simply dont have the numbers, as it is now, the OP's are mostly held by largest Guilds, again small guilds are left in the dark, there is no way a small guild of 3 or 4 ppl can outdig or outcraft a guild with 20 - 30 members, the game needs to cater for all, not just the powerful.
[COLOR=yellow]«-®-» Põ§мÖ «-®-»[/COLOR]
Light Armor;
250 Boots, 250 Gloves, 250 Sleeves, 250 Vest, 250 Pants.
Jewels;
250 Anklet, 250 Braclet, 250 Earring, 250 Ring, 250 Diadem, 250 Pendant.
Weapons;
250 2H Pike, 250 2H Axe, 250 2H Mace, 250 2H Sword, 250 Amps, 250 Daggers.
Melee;
250 Pike, 250 Axe
Magic;
250 Elemental, 250 Heal, 250 OA, 250 DA.
Forages;
250 Forest, 250 Jungle, 250 Lake, 250 Desert, 250 PR
(Other Skillz: I'm gettin there)
If you asked me if i had a God complex, let me tell you... I am God.
Re: Dear Players (OP related)
martl wrote:Foreword: I haven't read thru that whole thread, so forgive me if i'm repeating what others already have said - end of foreword-
you should have read mine at least ;-P j/k
martl wrote: 2. they are equally easy to get and defend all over the planet. A strong enough party can claim an OP on a very remote place on Atys as easily as one in their home country.
My solutions would be:
2. an OP should be exponentially harder to obtain the further away it is from your homeland. That could be done by disabling TPs/Respawns near OP for the attackers, or having a higher defence bonus based on distance from the home site of attackers.
your solution will come automaticaly with Spires... as the OP´s in "foreign" lands will be hard to reach when the Spires hit our world, eg.a Karavan aligned Guild and there Allies will find it hard to port to there OP if it´s in a Kami controlled Land and vice versa
omsop wrote:again this will not address the other issue of smaller Guilds not having an OP, as they simply dont have the numbers, as it is now, the OP's are mostly held by largest Guilds, again small guilds are left in the dark, there is no way a small guild of 3 or 4 ppl can outdig or outcraft a guild with 20 - 30 members, the game needs to cater for all, not just the powerful.
sadly you can´t please all the people all the time... you can try, but will mostly end up pleasing noone.
Small Guilds will also have the same problem if we make Bosslike OP´s that give them Mats/Cats/Flowers per round they win, as they will be to small to win many rounds too, alto they may not need many cats anyway if they are small.
but to adress this and tie in some other ideas that were posted:
it was sayed that OP´s threshhold should drop to 0(but IMHO doesn´t need to) and bandits attack them, well if they can take one why not let the Bandits drop those mats/cats/flowers(+a few days/weeks after they loose it again) and/or make the tribes give out rewards in form of mats/cats/flowers for there missions instead of dappers, so anyone, even low lvled or small guilds can get those, maybe with a bit more effort but at a much lower price
PS:if the Dev´s use the option to make Bandits attack OP´s they should give the GL/HO/O the control over when the Defense AND the Attack will happen, this would also add PvE content to OP´s again
Lyrthïs
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
Re: Dear Players (OP related)
I like that idea, maybe not for OP mats, but definitely for xp crystalskurita wrote: .....
and/or make the tribes give out rewards in form of mats/cats/flowers for there missions instead of dappers, so anyone, even low lvled or small guilds can get those, maybe with a bit more effort but at a much lower price
.......