Outposts - Your Feedback

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What is your first impression about the Outposts feature?

Poll ended at Fri Mar 18, 2005 7:38 pm

I can't wait! *drooling on keyboard*
70
65%
Nice idea, but there's a few things that should be changed to make this fun.
26
24%
I am not interested in GvG Combat and outposts based on my personal preferences and/or playstyle.
8
7%
I'd like to participate in Outposts/GvG Combat, but I don't like the feature.
3
3%
 
Total votes: 107

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sprite
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Re: Outposts - Your Feedback

Post by sprite »

Sounds great as long as you can get outposts without having to kill all the guards (ie by doing missions). Unless of course the missions given by the tribe outposts officer are something like "Liberate this outpost from our mortal enemies and will will give you control over it" so the Water Breakers would give you a mission to go and kick some Renegades out of NorthLake Farm for example...
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tomimaci
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Re: Outposts - Your Feedback

Post by tomimaci »

Outposts is a long awaited feature of Ryzom, so I can't speak of it without a bit of exitement about it! :)

I think GvG is a needed feature in Ryzom, but in my opinion the current system does not support it well. Why? Cos noone will PvP or GvG if there is this huge DP. It's simply not worth of it! So you should drop the DP from PvPing (maybe you already did, but last time a I had a duel and was not rezzed made me very careful with duel if you know what I say).

Outpost are a big change in tha game, and I fear that Nevrax doesn't have the money to hire enough programmers for this job. Not they do a bad job, but the rate they make new things, makes me wonder how many people are working on this project? Ok I won't be negative, but I just fear, that only half of the features will be implemeted, and that would ruin the thing...

Another fear of mine is, that my guild, Evolution is not a fighter/nuker guild, we are mostly crafters/harvesters. That is good, if you play non-violently, but I don't see a chance for taking the outposts peacefully. My suggestion, that you should not only hire the NPC sholdiers, but maybe even outfit them with the weapons you craft. This would make them a LOT harder, balancing the differences between guilds.

Anyway the idea is cool, we need more goals so I am very very curious how this will work. Hope for the best....
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dakhound
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Re: Outposts - Your Feedback

Post by dakhound »

just a quick question

will the guards of your outpost be like the guards of the tribes.

for example if somone runs to your outpost with aggro on their tail will the guards sort the problem out?

if so whats to stop a person with unhealthy intentions running zerx/kipesta/kincher into the middle of your outpost and letting them kill the guards then launching an attack on the outpost after all the guards have been ate.

otherwise I'm happy they are *at last* being implemented
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micrix
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Re: Outposts - Your Feedback

Post by micrix »

What is an outpost ??? (by definition)

Will there be different sort of "outposts" ?

I mean, there are large empty areas with ruins on it. Large enough to build a whole city on it. On the other hand there are single towers around.

Will it be possible to switch off PvP/GvG for outposts ?

How ever, i think this will change a lot of the game.
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vaynen
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Re: Outposts - Your Feedback

Post by vaynen »

Hiring NPCs

The guilds can hire NPC soldiers to defend their outpost. They can choose between different types of NPCs and organize their defense.


What rank is required to be able to do these things? Is only the leader allowed to make changes, or high officers aswell? Or will there be some sort of multi-level authorization, i.e. that a leader may choose what type(s) of NPC's are hireable and high officers are allowed to increase or decrease the number of NPC's hired.

NPC controlled outposts

When an outpost is not owned by a guild, hostile NPCs or creatures may occupy it. The first challenge for a guild, which wants to get control of an outpost held by these NPCs, is to fight and defeat them.


Obtaining an outpost will surely be something that (most) guilds will be concentrating on the moment Chapter III is implemented. Once an Outpost is claimed and occupied, it can be attacked and conquered by others guilds. But, does this mean that once an Outpost has been claimed, it cannot return to the state which is described above? ( Can Outposts become "not owned by a guild" if they have been claimed once? )
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pr0ger
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Re: Outposts - Your Feedback

Post by pr0ger »

wait a minute !

guileful poll !! :(

- I am not interested in GvG Combat and outposts based on my personal preferences and/or playstyle.
what if interested by outposts as guild "town", not especially for fame and even less to be killed by crazy nukers !!

- I'd like to participate in Outposts/GvG Combat, but I don't like the feature.
GvG will only comes with outpost ? no possibilities to have "freedom" in an outpost ? or no others places for GvG player-made event ?


sounds like Outposts being will be : to be attacked. It will seriously reduce freedom ! it will be a "one-best-way" gameplay without alternative!
-Good part is : it's a content involving guilds teamwork, creating armies of people to fight -- but i'm sure all EE community dont skills themselves up to kill kill kill others people (i know some, dont worry :) )
-Bad part is : if you dont like killing people, forget about outpost.

perverted effect can be "power guild" gathering all the best nukers around and they'll have fun wiping defenses of common guilds... ...
(could be partially solved if crafters-only guilds can hire tons of guards NPC)

They MUST be others possibilites with outposts.

- training camp for fighter
- warehouse for harvester
- trade post for crafter
- inn for traveler (and their mektoub)
- diplomatic place (roleplay issues)

and other solutions than kill kill kill to get an outpost !!!!!!!
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rushin
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Re: Outposts - Your Feedback

Post by rushin »

suggestion(s):

make the different types of outposts (workshop, borderpost, etc) only conquerable by guilds of maximum size. eg borderposts for guilds <15 members, workshop <20, etc, etc. So the smaller guilds will be able to join in without worrying about a big uberguild coming along and challenging them.

also make the upkeep significant, a few million a week for the best outposts.

occupuied outposts could have unique ongoing events. eg the guild is given details of an iminent kitin attack with a rough timescale so they need to man the outpost over a 6 hr period or risk losing it.. Atys is a big place so it might b good not to reply purely on GvG content :)
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seawe
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Re: Outposts - Your Feedback

Post by seawe »

"comment.1 :
where are the guild mission ? GvG is not a solution! currently we see guild "fun" hunt, or guild "fun" harvest session... please think about a way let guildmates play together w/o relying to their best nuker to kill others players :/"


I think outposts are a very cool feature! But i don't go for the kill kill fight fight game plan ;) the diplomatic missions part needs to be brought up to level. There are plenty of crafting forageing (and tradeing ;) ) guilds that just don't have the fight power or desire to do a continuous defense thing.

So there needs to be some way for neutral or semi neutral guilds to get and keep outposts.

I'm into the idea of outposts being able to be small towns :) And anyone other than hostiles being allowed to make use of the guilds merchants.

I also hope that all outposts don't look the same... ;p
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boinged
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Re: Outposts - Your Feedback

Post by boinged »

There will be a very simple way for non-violent guilds to gain/keep outposts: hire the likes of us!

After we've got our outpost of course ;)

(Some more interesting info in the latest Q&A btw)
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lawrence
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Re: Outposts - Your Feedback

Post by lawrence »

Just a heads-up...We have gathered some answers from the devs to your outpost-related questions, Xavier has published them in this forum thread: http://ryzom.com/forum/showthread.php?t=12382
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