Outposts

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mithur
Posts: 352
Joined: Sun Aug 27, 2006 2:58 pm

Re: Outposts

Post by mithur »

xfluffee wrote:Basically, right now, death means almost nothing.
True, but I don't agree with your solution. If every death makes you a 5 or 10% penalty, all the possibilities of strategics goes out. At all.

The battles will be easy: One faction wait until all people appears (Not like now, where people start figthing while the rest are coming). When there are a big, big crow of people (And not before) they attack. If they make the first wipe, they win, because with a 10% penalty, the otheres will not be adversaries.

This is, much like now, but without recovers. The first in wipe, wins. The battle is over. One of the better thinks of actual system is the possibility of recover; this idea denay it.


To make better OP battles, I think, it could eb better make people respawning rigth there (Or very nearby). Then, you eliminate the wipe. All the battle is a continual rush to protect the guards/kill the guards.

Thiw will change things to a more strategic approach; this is: now the objective of attackers is make the wipe to be able to kill the guards. Sometimes the attacker go for guards directly, but... it's not so frecuently done.

If you put apart the wipe, making it almost impposible, then the center of the OP war will be the guards. Obviously this will need some adjustment, but I think it could work great...
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troll16
Posts: 171
Joined: Fri Oct 08, 2004 9:56 pm

Re: Outposts

Post by troll16 »

xfluffee wrote: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.



Can't see the point of this only time your dead is at the point of respawn, before this point you a deemed to be in a coma. In an OP battle everybody that respawns would get weaker and weaker which is kind of pointless as they were the weaker side in the first place.

Like some people go to the extreme with perma death (not saying you do by any means) But all that happens in perma death is the strong make sure that the weak never get strong.
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sprite
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Joined: Thu Sep 23, 2004 12:36 pm

Re: Outposts

Post by sprite »

mithur wrote:This is, much like now, but without recovers. The first in wipe, wins. The battle is over.
This is not true now ;)
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