sorry, but i have good reason to ask. i follow the news regarding the outposts VERY closely and i can not by the heart of me remember anything like that being said. that either means i missed something bigtime, i'm getting old or you have misread something.rdfall wrote:Maybe you missed something in the news Soma, but on the live servers there will be only 1 outpost allowed per guild, sort of to prevent the situation you describe there, i assume that if a guild owns an outpost they cannot delcare war on another one... keeping those lower outposts safe (any high level guild would want a high level outpost am i right?)
Outposts - Bugs & Suggestions Thread
Re: Outposts - Bugs & Suggestions Thread
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Re: Outposts - Bugs & Suggestions Thread
While I agree with DT that taking an Outpost really shouldn't be easy for such a small group, I also have to agree with one thing in Soma's observations. After attempting a level 50 outpost and a level 150 one, I must say that the range squads seem much stronger than any of the other squads. 5 level 150's against a level 50 outpost made quick work of both the melee squad type and the elementalist squad type. But the ranged squad type really gave us a tough time.danadita wrote:The bots are over powered ... the gunners had an endless supply of ammo and must be using atomic powered machine guns they fired so quickly.
Seems especially ironic since Ranged melee is the worst melee skill one can use as a player.
My suggestion (since I'd hate for y'all to think I was just complaining) would be to reduce the strength of the ranged squads and slightly increase the strength of the other 2 squad types.
I would also like to see the various squads have to live within the same basic phsyics that PC's do. i.e. Range of elemental and ranged fighters should be similar to player character limitations. If I run more than 50m away from an elementalist, he should have to chase me; I'd have to chase him in that situation.
I can live with the notion that ranged fighters have enough ammo to support a single round, but their firing speed should be similar to player characters.
Basically, what I'm getting at is that the tactics we should use against these squads shouldn't be that different than fighting in PvP (minus shouting "PWND" between rounds, of course).
We also noted that the space bar targetting seemed very sluggish.
OudKnoei - Pegasus-Foundation
Tryker / Karavaneer
Avatar of Destruction / Pikeman / Master of Life / mediocre digger in the sand
"I don't mean to sound bitter, cold, or cruel, but I am, so that's how it comes out." - Bill Hicks
Tryker / Karavaneer
Avatar of Destruction / Pikeman / Master of Life / mediocre digger in the sand
"I don't mean to sound bitter, cold, or cruel, but I am, so that's how it comes out." - Bill Hicks
Re: Outposts - Bugs & Suggestions Thread
taking/attacking/defending outpost will depend on luck not skills with current outpostsoldmess wrote:While I agree with DT that taking an Outpost really shouldn't be easy for such a small group
outposts are PvP (are they trying to make it usable for non-PvP with NPC on steroid guards ??), therefore NPC groups are overpowered.
NPC and player groups at same level 1vs1 battle, players will die fast, if players dont exploit dumb AI. add players and exploit will go away
then hard to get PvP jewels (why are those so hard to get ? PvP would be more fun if these would be easy to get), sup armor and most powerful guild will own most of outpost most of the time.
conclusion: it takes whole server to get threshold to 12 in q50 outpost
just rent them out, daily (atys day payment depends on fame (and it's not linear)
small guilds get screwed anyway, but at least with this, big guilds will lose dappers.
Last edited by blaah on Fri Dec 09, 2005 4:13 pm, edited 1 time in total.