I have almost always ended up in a guild with an outpost, and I have worked hard to help whatever guild keep that outpost.
Maybe Jamela was a bit extreme in her request, but I believe players that wish to take no part in Outposts and it's PvP should be able to get the rewards in a way that isn't servitude in the dirt (ie. digging loads of mats in return for something OP related). Some of the ways to obtain these materials, Jamela has suggested.
Completely taking away the rewards for an OP, though, no a good idea.
Outpost Materials, Consumables and ... Tribes
Re: Outpost Materials, Consumables and ... Tribes
I did not suggest taking away all of the outpost rewards. Even in my original text I think it was abundantly clear that I meant not to touch the experience catalysts :
The thought only occurred to me now that I do have an outpost, you're right DT, because I now have the fortunate opportunity to see what they are and what comes with them. I looked at the enormous drill bit spinning busily, soundlessly onwards, but getting absolutely nowhere fast despite all the "carrots and turnips" getting tossed around, and thought "How <expletive> ridiculous!?"
Isn't it completely absurd that these enormous, industrial contraptions, second only in scale to the forge in Pyr, are not only capable of, but actually the only way of picking some delicate little flowers, fragile filaments, crumbly lichen? How exactly do these monstrous, unstoppable spinning devices keep even a root intact, or disentangle a bramble?
I also heard a comment that the outpost plan amps are pretty ugly to look at and I agree, they lack the sophisticated finish of our civilizations' high quality craftsmanship. They're rather cruder, function over form, actually very appropriate to the harder life of the Tribes in the wilds.
The catalysts I always assumed were the yield of the nexii, and the quantities churned out seem appropriate for the drills. The names and styles of the other drill products do not, they and the craft plans and even the "1 in 5" type effects make sense to me in the context of the Tribes, just as they would have fitted in with what I expected of Outposts before their actual implementation was revealed.
While Keiko made it plain that she values the outpost materials and not the catalysts or the flowers, virtually all the discussions about outpost rewards here on the forum are about catalysts, not the outpost materials. How often does an outpost not have a crystal trepan/bore - which halves the potential yield of outpost mats - in silent, efficient production? It's not a rhetorical question, I am interested.jamela wrote:I'd like to suggest that the currently so-called "Outpost" Materials and consumables be removed from the outposts altogether. I'd like to see catalysts gone too, but that's another matter Almost all the arguing over the outposts has been focused on the catalysts, hardly ever the outpost materials, if at all.
The thought only occurred to me now that I do have an outpost, you're right DT, because I now have the fortunate opportunity to see what they are and what comes with them. I looked at the enormous drill bit spinning busily, soundlessly onwards, but getting absolutely nowhere fast despite all the "carrots and turnips" getting tossed around, and thought "How <expletive> ridiculous!?"
Isn't it completely absurd that these enormous, industrial contraptions, second only in scale to the forge in Pyr, are not only capable of, but actually the only way of picking some delicate little flowers, fragile filaments, crumbly lichen? How exactly do these monstrous, unstoppable spinning devices keep even a root intact, or disentangle a bramble?
I also heard a comment that the outpost plan amps are pretty ugly to look at and I agree, they lack the sophisticated finish of our civilizations' high quality craftsmanship. They're rather cruder, function over form, actually very appropriate to the harder life of the Tribes in the wilds.
The catalysts I always assumed were the yield of the nexii, and the quantities churned out seem appropriate for the drills. The names and styles of the other drill products do not, they and the craft plans and even the "1 in 5" type effects make sense to me in the context of the Tribes, just as they would have fitted in with what I expected of Outposts before their actual implementation was revealed.
Last edited by jamela on Thu Dec 28, 2006 11:27 am, edited 1 time in total.
Re: Outpost Materials, Consumables and ... Tribes
I see the outpost materials, xp crystals and flowers as part of the one package, and that package is PvP. If people don't want to take part in pvp they are opting out of the PvP package. The same way if you decide to stay neutral you are opting out of the ability to get teleport pacts in the level 200 to 250 zones.
I personally am not a big fan of PvP, but have to admit when there is a good turnout of Kami and Karavan outpost battles rock but I am getting off the subject.
I agree that it would be nice to see the tribes of Atys to develop a bit more, but I'd hate to take things away from the current outpost setup up to do it. I'd be looking for more content in the game instead of moving existing content around.
I personally am not a big fan of PvP, but have to admit when there is a good turnout of Kami and Karavan outpost battles rock but I am getting off the subject.
I agree that it would be nice to see the tribes of Atys to develop a bit more, but I'd hate to take things away from the current outpost setup up to do it. I'd be looking for more content in the game instead of moving existing content around.
You get what everybody gets, you get a lifetime
Kirijoleth ~ The New Empire
Kirijoleth ~ The New Empire