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Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 3:21 pm
by grimjim
marct wrote:Please see ALL of the past posts on why GvG alone would be bad also. The same ***** about numbers would be apparent fairly quickly.

The largest guild would own ALL of the outposts.
Not if you also limited people to one outpost per guild.

Which seems fair.

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 3:23 pm
by ffxjosh
grimjim wrote:Not if you also limited people to one outpost per guild.

Which seems fair.
Then all the nebies (or low levels) will never get into an OP fight, becuase al the higher level players will have the limited slots.

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 3:35 pm
by sehracii
I like my outposts as is: deeply entangled with politics.
If you want to dumb it down to pure guild brawn, I think they'll lose a lot of flavor.


To the OP: If you think there are enough people to support your stance, I look forward to the coming challenges :)

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 3:52 pm
by riveit
I've always thought that the best solution would be to have a slow fuse attached to each outpost. For a few weeks after the guild occupied the outpost, it would be perfectly safe. Then, as the weeks went by, there would be an increasing chance that marauders would retake the outpost. After a few months, marauders would attack regularly with increasing ferocity, until they retook it. Such a system would create a regular turnover of outposts and more battles, as guilds needed to move, retake an outpost, and different guilds took it from the marauders, etc.

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 3:55 pm
by rothimar
Sometimes politics inspire conflict. Sometimes conflict inspires politics.

As the guild leader of a new and relatively small guild, we are hoping to someday take an OP. When the time is right, when we are strong enough, we are coming for it.

(unless Ryzom Ring comes out before we are ready... then we may be distracted by the shiny new thing)

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 4:01 pm
by sluggo0
That's the ONLY thing I'd change Riveit, they're a bit too static, similar to the decay in threshold, would be nice to see the guards 'initiate' attacks, because they're NPC's, mechanics should allow the guild 12 hour or so to move the attack time (we don't have to be realtime to be realistic after all).

As far as the original poster, sorry, the way the faction lines setup and the players decided to ally is what makes this an MMO __R__ PG, if you don't want to get entangled in such global politics, this may not be the genre, or game for you.

We're free and I and most people on Atys (except one who doesn't have to be named cause he'll chime in with complaints as he wants the devs to make his own game, not Ryzom) like the way Ryzom was conceived by the developers, and one of the great things is we're free to interpret things any way we choose. We like global faction war to an extent as long as its mature and respectful and after the 'battle' we'll gladly go group for some hunting with whoever is around, kami, karavan, or neutral.

Global faction war is here anyhow, from ep2, the coming spires, and we players chose to ROLEPLAY the factions allying to hold outposts.

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 4:10 pm
by varelse
riveit wrote:I've always thought that the best solution would be to have a slow fuse attached to each outpost. For a few weeks after the guild occupied the outpost, it would be perfectly safe. Then, as the weeks went by, there would be an increasing chance that marauders would retake the outpost. After a few months, marauders would attack regularly with increasing ferocity, until they retook it. Such a system would create a regular turnover of outposts and more battles, as guilds needed to move, retake an outpost, and different guilds took it from the marauders, etc.

Yes, there are quite a few of us who'd like to see something like this put in place, and the idea's been kicked around ever since the outposts went live. Another thing that would help immensely is dynamic outposts... that is, having a different random outpost in the region become active every time one was lost to the marauders, so people would need to scout out the new "live" outpost and declare on it, rather than just camping the doorstep of the one about to fall.

To the original poster, Musmus: were you aware when you posted this, that several outposts are in fact NOT held by "hegemony" but rather by sufferance?

Southend Dunes Farm has been a community outpost most if not all of the time it's been active. Evolution has never been challenged for stewardship of Loria Stronghold, nor has Ballistic Mystix ever been attacked since they accepted the friendly transfer of Graveyard Gate Research Centre from Evolution early on after the outposts were released. No "hegemony" has control of Qai-du workshop in the jungle, or Twintops workshop in the lakelands. There's been no need for one, because no one has ever attacked them either.

These outposts are not held by virtue of any hegemony. The have remained in the same hands since launch because no one has challenged them at all, not because "hegemons" were there to keep them from changing hands.

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 4:25 pm
by riveit
varelse wrote:Another thing that would help immensely is dynamic outposts... that is, having a different random outpost in the region become active every time one was lost to the marauders, so people would need to scout out the new "live" outpost and declare on it, rather than just camping the doorstep of the one about to fall.
I love that idea! :) How about this one? The node under outpost drills get depleted. The well runs dry and no more crystals or outpost mats come up. Can you imagine the outpost owner's dismay? :D At the same time, somewhere else on Atys, in a random region, another outpost goes active ...

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 4:34 pm
by ffxjosh
riveit wrote:I love that idea! :) How about this one? The node under outpost drills get depleted. The well runs dry and no more crystals or outpost mats come up. Can you imagine the outpost owner's dismay? :D At the same time, somewhere else on Atys, in a random region, another outpost goes active ...
great idea, only if it was passile to "abandon" an outpost (give it back to maruders) and once the maruders had held the OP for a certina amount of time (maybe a month) the "well" of cats and flowers etc filled back up (it filling up wouldnt happen if players owned the OP)

just me jumping on this train (and not bein critical. seems my postys have beena little not so nice today...)

Tyilin

xxx

Re: Hurray! Another long OP post!

Posted: Fri Sep 01, 2006 4:37 pm
by riveit
varelse wrote:Qai-du workshop in the jungle ... no one has ever attacked
Unless I'm mistaken, Qai-du was attacked several times. Ownership was transferred once.