Ummm in case you haven't noticed every city in Ryzom is that way. If you have -100 fame you can't trade in those cities.aardnebb wrote: How would you feel if there was "PvE only" content. Lets call them... villages. They are happy little areas which players can interact with, defend from kitin attacks and build a community in. However, PvP characters, as they are known homin-killers are exiled from these villages. The villages have farmers and harvesters that produce elevation crystals and wonderful unique mats that arent available to the PvPers except through trade...
Proposal: PvE Outposts
Re: Proposal: PvE Outposts
Re: Proposal: PvE Outposts
Really? Where's the Crystal fountain that only PvE people can get?raynes wrote:Ummm in case you haven't noticed every city in Ryzom is that way. If you have -100 fame you can't trade in those cities.
Where are the uber-materials and the fields of boost flowers?
I must have missed them.
--
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Re: Proposal: PvE Outposts
The original concept of PvE control of outposts is one of the things that attracted me to Ryzom in the first place. It was something that a guild could do collectively that wasn't strictly combat.
Here's the section from the original manual on outposts:
To make things more interesting, the missions should change every couple days. Quartered/dug mats one day; armor the next; jewelry after that, etc. A guild with a wide range of non-combat skills would be better prepaired for the competion. A strictly kill the npcs competition would make a guild with mostly high combat skills competitive at both PvP and PvE outposts.
I do like the idea of periodic PvE chalenges to outposts, but I think it shoud apply to both PvP and PvE outposts. Tie this to zone invasions of kitin, bandits, goo bodocs, primitives, etc. If the players defeat the invasion, the outposts don't change hands. If not, the outposts are destroyed. This could break up the stagnation in outpost ownership.
Here's the section from the original manual on outposts:
One way this could work in the current outpost system is for guilds to compete for the rights to attack an npc held outpost by doing missions for one of the tribes in the region. The guild that completes most missions gets the right to attack, and gets squads of tribal members to assist in the attack. The more missions you do, the more squads you get, so even if only one guild is competing for the outpost the more effort put into the missions makes success more likely.How to Accomplish Guild Missions
Your civilization needs the aid of guilds to ensure its survival and its prosperity. For this reason your people proposes guild missions.
In short, a guild mission consists of winning the control of an outpost from a tribe then extracting what your civilization requires. The outposts are key zones where buildings can be erected.
How to Obtain a Guild Mission
Contact the NPC outpost officer. There is one in each town.
There is one guild mission per outpost coveted by your people.
Applying for a mission requires that a mission is available and that your guild has a minimum fame score to succeed.
The officer proposes a guild mission over a period of time. When this delay is lapsed, if your guild is the only one registered, then you get the mission. If several guilds are registered for the same mission, then the mission goes to the guild with the best fame score.
How to Take Control of an Outpost
So youve gained a guild mission.
Now you have to take control of the outpost stated in the guild mission.
Caution : You have two weeks to take control of the outpost and succeed in the guild mission.
You can take control by force or through diplomacy.
Control by force : each outpost belongs to a tribe. You must therefore attack the NPCs of the tribe defending it. The tribe will leave the outpost to you temporarily when you have killed their captain. The captain will appear with his/her guards only after a certain number of combats. Caution : Even after the death of the captain, the tribe will try to recover the outpost by force.
Control through negotiation : you can negotiate with a tribe if your fame score towards it is at least neutral. If this is so, contact the NPC outpost steward of the tribe. He/she will offer you basic missions or tasks. If your guild accomplishes enough tasks, then the outpost will belong to you.
How to Succeed a Guild Mission
Once the outpost is yours, the NPC outpost steward of the tribe will disappear. He/she is replaced by an NPC outpost steward of your guild.
Contact this new NPC.
He/she will propose you a series of missions. Each outpost proposes its batch of missions by theme. You succeed in the guild mission when your guild has accomplished enough missions.
The reward will be guild points and an increase in your guilds fame.
To make things more interesting, the missions should change every couple days. Quartered/dug mats one day; armor the next; jewelry after that, etc. A guild with a wide range of non-combat skills would be better prepaired for the competion. A strictly kill the npcs competition would make a guild with mostly high combat skills competitive at both PvP and PvE outposts.
I do like the idea of periodic PvE chalenges to outposts, but I think it shoud apply to both PvP and PvE outposts. Tie this to zone invasions of kitin, bandits, goo bodocs, primitives, etc. If the players defeat the invasion, the outposts don't change hands. If not, the outposts are destroyed. This could break up the stagnation in outpost ownership.
--- Miss Narr
Last Defender of Zoran
Honor, Tradition, Family, Pie
Last Defender of Zoran
Honor, Tradition, Family, Pie
Re: Proposal: PvE Outposts
Actually I have. Outposts should be PvP only content because there should be something exclusive to PvP players and rewards to go with them, that make PvP worth it. If you make outposts for PvE players then there will be no benefit to PvP.aardnebb wrote: Umm you have yet to give a reason why Outposts and their connected content should only be PvP content. Other thank "because I said so". Which, frankly, isn't a very convincing argument for anyone.
Re: Proposal: PvE Outposts
I could argue all day. Put it's really getting pointless. There is not, nor will there ever be PvE outposts. That is not the point of them. If you can not understand that, then I am sorry.grimjim wrote:Really? Where's the Crystal fountain that only PvE people can get?
Where are the uber-materials and the fields of boost flowers?
I must have missed them.
Re: Proposal: PvE Outposts
And if you can't understand that you need to have something for everyone then I'm sorry for you. You're the one always insisting that your bizarre interpretation is closer to the original vision. If you look up a little bit you'll see the original vision for outposts.raynes wrote:I could argue all day. Put it's really getting pointless. There is not, nor will there ever be PvE outposts. That is not the point of them. If you can not understand that, then I am sorry.
Oops, its not all PvP.
--
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Re: Proposal: PvE Outposts
I am of the opinion that there should be enough room for every type of player on Atys. Why not have PvE OP's? They dont have to have the same rewards, even if they do, we will get over it. I was very pleased with myself when I got all those great rewards from the temple event. It was great, it made all those days and hours worth it. Then the big prize, XP crystals, just started coming out of the ground for OP holders who just happened to be the first players to log on. I was a tad miffed.
Every guild, every player, should be able to contribute to the rebuilding of Atys without having to harm another player, Period!
It is very possible that soon Nevrax will be able to construct zones faster then we can explore them. Why not allow players to step aside from the main plot line of the faction wars and create their own place?
I am just looking forward to the day when Nevrax can finally say:
"Now witness the firepower of this fully armed and operational R2 battle station"
If it works as planned, eventually there will be more room and more styles of play, then any of us can possibly imagine.
Every guild, every player, should be able to contribute to the rebuilding of Atys without having to harm another player, Period!
It is very possible that soon Nevrax will be able to construct zones faster then we can explore them. Why not allow players to step aside from the main plot line of the faction wars and create their own place?
I am just looking forward to the day when Nevrax can finally say:
"Now witness the firepower of this fully armed and operational R2 battle station"
If it works as planned, eventually there will be more room and more styles of play, then any of us can possibly imagine.
Re: Proposal: PvE Outposts
well i mostly see negative replys here. Does anyone in this game have a better solution to the stalemate in OPs right now?..i don't really think so. this, in my opinion is a billiant idea(the original post). as it stands now....please correct me if i'm wrong, there is not an OP on aristople that can change hands ATM. i've researched it a bit and see that th Kami side has sufficient numbers o defend quite easily, but not quite enough to be successfull in an attack. thus there is now a stalemate...OP are not being challenged and now the content of them is at a complete standstill, only those in the right guild/alliance will benefit from them. end of story.
there is no longer hope of anyone without an OP of ever having one unless someone is kind enough to give one up. there is noone who can even challenge one anymore because the factions have become close enough to equal that no attack wil be successfull anymore.
so instead of people critisizing this guy for having ideas to make OPs available to anyone willing to work hard enough for them, mabey come up with better ideas yourself for them instead of just being comfortable enough with YOUR current state to care about anyone else
there is no longer hope of anyone without an OP of ever having one unless someone is kind enough to give one up. there is noone who can even challenge one anymore because the factions have become close enough to equal that no attack wil be successfull anymore.
so instead of people critisizing this guy for having ideas to make OPs available to anyone willing to work hard enough for them, mabey come up with better ideas yourself for them instead of just being comfortable enough with YOUR current state to care about anyone else
Re: Proposal: PvE Outposts
GO BGRAZ...i like the way you think 

Re: Proposal: PvE Outposts
Actually, this reply made me laugh a bit, only thing is that I'm not sure if it was amusement driven...
And concernig benefit... why give benefits to something that doesn't involve risk? You take part and either win something or walk off the way you were before. But we had exactly that one in another thread a couple of weeks ago already. No need to get it stirred up again, this thread is not about PvP...
No, you still haven't... You're extending your view that OPs are and have to be PvP owned and driven but still you don't explain the nor your reasons for that. It's your point of view, OK, agreed. But please don't insist that everybody else has to as well...raynes wrote:Actually I have. Outposts should be PvP only content because there should be something exclusive to PvP players and rewards to go with them, that make PvP worth it. If you make outposts for PvE players then there will be no benefit to PvP.
And concernig benefit... why give benefits to something that doesn't involve risk? You take part and either win something or walk off the way you were before. But we had exactly that one in another thread a couple of weeks ago already. No need to get it stirred up again, this thread is not about PvP...
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