Outposts

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ajsuk
Posts: 2320
Joined: Mon Jan 31, 2005 4:21 pm

Re: Outposts

Post by ajsuk »

kyesmith wrote:i am looking for constuctive posts and realistic suggestions of how outposts can be improved, not debating anything else.
Thats wonderful, Kye. However, define constuctive and realistic.
Something that you like the sound of?

Discussion/debating improvments of new ideas is the best way to go about it.
If you can't stand a bit of criticism from time to time then you might want to try talking to yourself.
xfluffee wrote:This place really will collapse in on itself, if that's the prevalent feeling among the community.
Well alot of the people you are refering to were here from the beginning and a bit later. Thats even before outposts came around, guess what? We're still here because we like it how it is. Suggestions/Improvments/aditions welcome, but don't expect us to keep quiet if we dislike them.
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mithur
Posts: 352
Joined: Sun Aug 27, 2006 2:58 pm

Re: Outposts

Post by mithur »

xfluffee wrote:Is this really the feeling of this community? A heart of pure selfishness, which will do absolutely nothing that doesn't benefit "me" (in-game) in some way?
Sorry. I think ths was saga of Ryzom, not Saga of Charity Systers. Maybe I'm in the wrong game. Or maybe that armour looks like an habit. After two days of incoherent post this looks like a penitence, too.

In real life you could do something to improve people charity. In a game... well, for a start, there is no need to be charitable. The most charitable player of the server could be a serial killer in RL, who knows. And the worst ganker in the game could be the best person you've ever meet.

Every RP stanza, every PC inclination, is a rigthful choice. Just like ganking. And, just like ganking, you could argue versus it, but not make a yellfest of six threads with sad arguments.

But, if you need to be charitative with your bits and bytes of the game to feel moraly superior... boys, you have a real, real sad life. I'm sorry.
xfluffee wrote: That a game isn't fun unless "I" can move closer on that slider to Greatness, and even better if "I" can push someone else further from that same Greatness?
For some people could be like that. For me is, in some way, like that. That makes me a worst person? Don't move this to moral grounds: you'll lose, because this isn't any more than stupid bits. Funny, but unreal.
xfluffee wrote: And to think that this is what new, curious, and potential players get to read. Now I understand why everyone is beating down the doors to sign up here.
This place really will collapse in on itself, if that's the prevalent feeling among the community.
Nah, just a faction have received a morale outback and is reverting it on the forums. Nothing new. Have happened before, and will happen again. A lot of noise, and nothing more... you know why? Because is a Game. Jus a Game.

But, hey! If you think this is more than a damn game, call UN Troops. You just have to say to Mr. Ban Ki-moon that there is a genocide of Kamis, and then wait. If the bombs start, then... this will be more real than I think!
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final60
Posts: 625
Joined: Fri Jan 07, 2005 6:30 pm

Re: Outposts

Post by final60 »

forever wrote:Sorry for playing the game as intended and trying to have some fun.
There is nothing wrong with the OPs, you need to look somewhere else for the problem.
Theres nothing that the karavans are doing wrong! Dont get me wrong this is purely the mechanics of outposts. They were designed poorly. But don't tell me, that there is nothing wrong with the OP's, we're beyond denial! Looking at what suggestions people can come up with to fix them! For you to even suggest this tells me you dont often fight at op wars, or cant see the bigger picture! Dont think of yourself or one factions enjoyment think of the games comunity as a whole!
*The ideal situation is op's changing hands between guilds, factions, races, whatever - constantly. No stagnance! Thats where the most enjoyment will come for the community as a whole!

*wouldnt you be happy losing your op only to get the same one or a different one back a few days later! The main problem I see is just convincing those that have never been without their op , or cats since the very start. That they wont suddenly fall into some depressive black whole, incapable of playing the game and having fun without them!
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forever
Posts: 531
Joined: Wed Sep 22, 2004 5:31 pm

Re: Outposts

Post by forever »

I think the Devs gave us OPs where we decide if they should be GvG, FvF or left as safe comunity OPs. It seems to me that we are not able to control the amount of freedom we have been given and are asking the Devs to help guide us into playing a more ridgid play style.

I do agree it would be more fun if the OPs changed hands more and where not seen as something you should be able to keep forever.
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danolt
Posts: 355
Joined: Sat Nov 13, 2004 10:35 pm

Re: Outposts

Post by danolt »

Limiting participation is an advantage to the defender. How many groups of 20 can handle fighting a group of 20 and a 5th round guard pop?

It would actually aid the existing OP holders and make it harder for OP's to turnover.
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final60
Posts: 625
Joined: Fri Jan 07, 2005 6:30 pm

Re: Outposts

Post by final60 »

Guards are nothing, they go down easily! It is always up to the attackers to choose when they attack the guards carefully! In the later rounds, a side should decide whether to attack the defenders or chance it on the guards first! Thats an issue of tactics. The guards are only strong enough to do any real damage at round 19 upwards on q250 ops*, in my experience! But of course round 19 guards shouldnt be exactly the same in a no limit war as in a 40v 40 war!
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katriell
Posts: 2479
Joined: Mon May 16, 2005 1:36 am

Re: Outposts

Post by katriell »

Mithur, I suspect you have just intelligably explained part of the reason some other games have s*** communities, and demonstrated a reason everyone here should be worried that Ryzom's will become just like them.
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portios
Posts: 22
Joined: Tue Feb 27, 2007 3:59 am

Re: Outposts

Post by portios »

xfluffee wrote: And to think that this is what new, curious, and potential players get to read. Now I understand why everyone is beating down the doors to sign up here.

What new, curios, and potential players get to read is thread after thread of Kami whining. I've been playing Ryzom for a couple of weeks and I am already growing tired of it.

I Like people being nice and helpfull, that doesnt mean we have to turn Ryzom into Hello Kitty online.

There are many reasons why Ryzom is not full of players, yours is not one of them. The game needs more features, more land, player housing, furniture, etc... These are things other MMORPGs have in one way or another and Ryzom does not.

The only thing I dont like about outposts is that they cant be built/destroyed. they are fixed in number and location, it would be a helluba lot more fun if we could carebear our hearts out to prospect a site and build our own OPs of different Quality, and just as they can be built they should be destroyable, no more conquering OP, you conquer the site and have to build your own. I wish wars were longer than just an OP fight, when you dec someone you should have to worry about getting attacked when you are not prepared. (hunting, digging) because you are at war! if you dont like pvp/getting ganked, dont declare war :)
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tydamus
Posts: 136
Joined: Mon Feb 05, 2007 1:29 pm

Re: Outposts

Post by tydamus »

Constructive debates are fine but please watch your heated arguments. I don't want to have to close this thread. Just a reminder, since there is a developing pattern.

Regards,
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setstyle
Posts: 220
Joined: Thu Feb 03, 2005 8:54 am

Re: Outposts

Post by setstyle »

portios wrote:I wish wars were longer than just an OP fight, when you dec someone you should have to worry about getting attacked when you are not prepared. (hunting, digging) because you are at war! if you dont like pvp/getting ganked, dont declare war :)
Sort of like a forced faction tag over a certain period of time, within which the attack/defense phases would take place? For the most part I really like that idea; on one hand it would make declarations themselves more significant, as you pointed out, and on the other it would add some meaning to the oft-overlooked PvP tag. The only problem I can see with this system is non-combatant homins within that guild subsequently getting tagged and ganked against their will. Maybe only those that take part in either of the defense phases could be marked, though this would be open to exploitation by not showing up and letting allied guilds do all the work. Either way, I'd like to see this idea expanded.
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