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Re: Outposts

Posted: Thu Mar 15, 2007 9:32 am
by xzizoux
kyesmith wrote:Im not so much talking about the fast OPs are unballanced, i agree that over time will correct it's self, but i like many others in the game think the reward system is redicuous and not well thought out, but *shrugs* i'd like to think that things could change, the best times ive had on atys where well before i could blast my way through agro with elm, or walk through agro in heavy armor parrying most things, rushing people to high lvls will only ever make people get bored faster, there is a lack of high lvl content as it is, removing cats and spending time on rite missions and lore would improve ryzom no end. But thats only my thoughts, i know come people would agree and i know alot who wouldnt (unsuprisingly those who are enjoying getting double exp)

i agree with you on that yaffle,the Best times i had was before the OP´s and all the time i wait till i can do all the rite from teh Enyclopedia,but well the OP´s are now here and we need to live with it

Re: Outposts

Posted: Thu Mar 15, 2007 9:39 am
by kazaam31
xzizoux wrote:but well the OP´s are now here and we need to live with it
no we dont ! :D Everyone leave their op and let it run by a tribe :)

Re: Outposts

Posted: Thu Mar 15, 2007 10:32 am
by iceclad
iwojimmy wrote:to me it sounds like you are suggesting a "counterstrike"-like mechanic, where killed people are unavailable for the rest of the combat..

where is the killed peoples fun and participation ??

some one gets killed in the first five minutes of pre-battle, and has to sit out the next hour and a half of game ?

Suggestions to reduce the strategic importance of healers (eg, no rezzing) make me think of Sun-Ce, and wonder if the poster has any friends willing to heal them :p
Yes, I am suggesting a mechanic where killed people can't participate in that one PvP battle anymore. You got it right.

Killed people still have the whole Ryzom world to play in, only just can't help their side anymore in that one battle. Someone dies quickly, someone doesn't die at all. Next battle that someone could live through the whole battle. I think we all play Ryzom as a whole game to have fun, if it's only OP battles that are your fun then I disagree.

About healing it really makes me wonder if your idea of a battle is to get mass numbers and let that be the only thing that matters. Because as long as there are no restrictions on number of people in battle on one side or healing is as good as it is (especially with ressing) and death has not much meaning the side with more level/numbers will win. Seems to me that I want tactics/strategy and you want just numbers. It's great to see that there are more people who are smart and know the age old big healing problem in fantasy games that Ryzom also has (Sun-Ce in this occasion, have to raise my hat to you for bringing up the same issue).

Also try to count the DPS of Heavy Axeman and compare that to your Celestial Guardians healing amounts, do you see that comparison as being the right one?

Re: Outposts

Posted: Thu Mar 15, 2007 10:34 am
by freeeax
iceclad wrote:Yes, I am suggesting a mechanic where killed people can't participate in that one PvP battle anymore. You got it right.
You mean after one wipe the battle is over? You must hate OP wars lot ;)

Re: Outposts

Posted: Thu Mar 15, 2007 10:44 am
by troll16
kyesmith wrote:trying to make this thread easy to find the good suggestions i will keep all of the good ideas at the top with any other possible alterations needed, this way any GF people looking at this thread dosnt have to look through 5 pages of flamming to find a good solution to the current outpost situation, its a long shot that anything will change but worth a try :o

keep your ideas comming in please


Putting everything that you consider to be a good idea at the front of this thread could be seen as a biased agrument even if not intended.

Will start a new thread based on part of this argument as there are some important issues here.

Re: Outposts

Posted: Thu Mar 15, 2007 10:58 am
by iceclad
freeeax wrote:You mean after one wipe the battle is over? You must hate OP wars lot ;)
Yes, I admit that at their current state it's only a numbers battle and pretty pointless because of that. So you are right I don't like their current state, and it seems to be quite common here too ;) . If I get to choose between a 30 minute great battle and 2 hours of a not that good battle, I'd choose that 30 minutes. And nothing keeps one form having many battles a day in any case.

But I do love stratery ang tactics to be a big part of the game when I play PvP, and I love good PvP.

Re: Outposts

Posted: Thu Mar 15, 2007 1:22 pm
by zarozina
btw what happened to the sticky thread showing who owns what OP and what mats they produce? Riviet's thread I think.

Re: Outposts

Posted: Thu Mar 15, 2007 1:27 pm
by kyesmith
zarozina wrote:btw what happened to the sticky thread showing who owns what OP and what mats they produce? Riviet's thread I think.
http://forums.ryzom.com/forum/showthread.php?t=28735
its in the guild section

Re: Outposts

Posted: Thu Mar 15, 2007 1:31 pm
by zarozina
Ah, ty Yaff :)

Re: Outposts

Posted: Thu Mar 15, 2007 2:35 pm
by xfluffee
Taking off with the dying/healing/etc. ideas.. It doesn't matter, really, how powerful or how weak healing is, because there is no real drawback to dying. Sure, the xp sink sucks, but that can be elimiated in 10 minutes digging (or faster in other ways). Big deal. It's even less of a deal for PvP actions, since there is no penalty.

What if there were a better sort of "penalty" for dying than just a little bit of xp sink? I have played another game that, when you die, you receive a percentage penalty to your skills and actions.

So, suppose you can heal 1000 hp per cast. If you die, say you get a 10% penalty. When you are revived, you can only heal 900 hp per cast. Die again, and it drops to 800 hp per cast. This should even affect digging and crafting. Everything.

After some predetermined length of time or other method, your penalty can gradually decrease. Perhaps the xp sink could have meaning there: as you work off the xp penalty, your skills penalty decreases. When you work off the xp penalty completely, your skills are no longer penalized. Breath of Jena/Ma-Duk both still apply.

(Just trying to relate it to the way things work now. Alternate methods are wholeheartedly encouraged).

With the ease of working off DP today, that would impact regular PvE gameplay relatively little (unless you max your DP and have a 50-75% skill penalty and are playing solo). It would just take a little longer to work it off, depending on how many times you died (remember the skill penalty part). But that would be a significant factor in outpost/PvP battles, because they don't involve an increase in xp.

Basically, right now, death means almost nothing.