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Re: Newby question on Outposts

Posted: Thu Sep 25, 2008 10:15 pm
by ajsuk
You should be able to see the OPs on the BM map if you turn them on via the key on/off buttons on the right side. Only a small fraction are functional though (see Riv's thread), they are marked with the house ( "Player ownable outpost") icons.

Re: Newby question on Outposts

Posted: Fri Sep 26, 2008 6:07 am
by setstyle
Hello, my name is Owagwyn, and I've been cat-free for 6 days.

*expels a deep breath in relief*

Re: Newby question on Outposts

Posted: Fri Sep 26, 2008 4:25 pm
by acridiel
mikeinspain wrote:thanks to all for nicely clarifying this. I guess I'll be talking to some guilds and trekking around looking for some OPs (which don't seem to be on the BM maps) just to visit them.

Ryzom gets more and more interesting.
Sounds like you´d want to own one, eh?
Well, you´re in for a good fight then.

Good luck!

CU
Acridiel

Re: Newby question on Outposts

Posted: Mon Nov 10, 2008 5:31 pm
by mikeinspain
Well, sure, who wouldn't want to own a cat/mat/flower-producing OP? :-) .

But that leads me to wonder why more OPs are not functional. There seem to be quite a few guilds, most of which do not appear to own an OP. What is the restraint?

Re: Newby question on Outposts

Posted: Mon Nov 10, 2008 5:42 pm
by ajsuk
No need to fight over them if every guild had one. =)

Re: Newby question on Outposts

Posted: Mon Nov 10, 2008 11:50 pm
by whiterider
Many of the OPs were never completely built - thus, they are not functional. Courtesy of Nev-splat and GameFail.

Re: Newby question on Outposts

Posted: Tue Nov 11, 2008 3:45 pm
by great83
Always seen the number of active OPs should be based on the current population of the server. This would of kept cats being a bit more rare, which would of kept people from ever becoming cat addicts.

The problem with such a view is, how would the developers implement a fair way of taking away an OP. This would not of been to much of an issue if they were constantly fought over, and they were never static, but that is not the case.

Anyhow, there is a few to many OPs, or were on aris.

Sorry for a bit off topic.

Re: Newby question on Outposts

Posted: Tue Nov 11, 2008 8:59 pm
by blaah
great83 wrote:The problem with such a view is, how would the developers implement a fair way of taking away an OP.
make tribes(fame loss/gain) and bandits attack op's. call it a content and players would even be thanking devs for losing their op to tribe ;-)
no actual op would be disabled however. just if there would be lower pop, there would be more ops in the hand of npc's

Re: Newby question on Outposts

Posted: Wed Dec 03, 2008 7:51 pm
by armywife71
i am curious. How many xp catalists and floers does a guild get a day? how does the guild recieve them?

Re: Newby question on Outposts

Posted: Wed Dec 03, 2008 8:44 pm
by kalindra
I think it's something around 13 stacks (of 999) catalyser crystals a day. I don't know about the flowers, "too many" would be the most appropriate answer I could come up with (they eat bulk space like mad). They appear directly in the guildhall, so you must make sure to clean it regularly, otherwise the extra products of the outpost will be lost if there is no storage space left.