I'm sure I read somewhere that tribes should attack the OPs. That's not implemented yet? If those attack would be challenging enough - then maybe ownership could be more in flux than it is now. Increasing the difficulty every attack so that you eventually lose the OP.
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cloudy97 wrote:I'm sure I read somewhere that tribes should attack the OPs. That's not implemented yet? If those attack would be challenging enough - then maybe ownership could be more in flux than it is now. Increasing the difficulty every attack so that you eventually lose the OP.
Interesting in that it provides a side dish of PvE with your PvP...
But then the pattern would be "Bandits take op, PvE favouring guild rushes in to try and take OP from bandits before PvP guild, if they succeed then later a PvP guild comes in and takes the OP again".
More flux is interesting, but it becomes a factor of camping the OP waiting for a point to grab it at the right moment... then PvP happening sooner or later anyway.
aardnebb wrote:Non-PvP server? If Nevrax had the resources that would be cool.
Actually a player coded/made server emulating the "official" one, kinda "super" r2. Those have been done before for other MMORPGs as well, for similar reasons.
(Yeah - this is really how much I value my sub and board access atm )
sehracii wrote:I think the problem with digging up XP crystals is there already seems to be too many in circulation. Introducing even more would be a bad idea.
It it were to be done, it wuld have to be limited only to players in a guild who don't have an OP and have not participated in any outpost battles. I don't know how that could be done.
geezas wrote:I was kind of hoping for different kinds of OP's to be availible, research, diplomatic, production. Each with a different way of taking controll and holding on to it.
In essence I thought you lease the OP from your governament? If it is a outpost for the defence of the realm the best group of fighters can take controll untill they are challenged and succesfully defend or have to yield to betters.
Diplomatic should go to the group who has the best relations with the group(s) the outpost has to effect.
Research or workshop should have some sort of craft/forage requirement etc.
All these ideas where from players when there was first talk of outpost and guild property. All we see now is the 1st one, the bash skulls in for more xp.
I'm surprised there is no more voice for the other options, they seem to add some vital part of the saga (well to me) and have not recently came up. Just these, 'what if we did bla bla to change this' to make it fun for everybody suggestions
The devs can rehash the PVP mechanics every month and there will be people who don't like it. We don't need a rethink of the PVP system, the OP system or any other system. just more options to explore, grow and have fun doing what all like best. Be that killing, diplomacy, research and production or just goofing off at the stables for a evening
Allow the guild's that own the OP's to have a few settings they can change.
For example, the guild owning an op could choose to allow non guild, non oposed (as in kami/karavan) players to trade crystals/mats/flowers for performing missions or supplying standard materials.
ie effectively a guild owning an op could set thier own prices for the resources via a mission type interface.
example - op is set so that an trade x amount of crystals/mats/flowers for x amount of q100+ dung resin (or whatever)
this way non oposed players would be able to track down and dig resources to trade for the other materials they dont have access to.
another option would be to allow te OP owning guild to be able to say "you can dig arround my outpost for x but its going to cost you x to do so and you can do it for 1 day per payment of x" kinda like a license
this way the OP owning guild gets to set up something that they can gain other materials in trade for the resource sthey have been able to control.
another way would be a "friends of the OP" list, so the owning guild can say who exactly (per pseron or per guild) is allowed to do x
I would say one of the settings/options would be "this person helped in defence or aquisition of this outpost" - which would encourage generally non pvpers to participate in the occasional assitance to a guild taking or defending an outpost purely so that they (aswell as make friends!) can have access to the benefits of being a helper to that outpost.
I must admit my knowledge of outposts operations is limited, but do they have a maintenance? if so maybe if a non guild player pays/provides some maintenance they get added to "friends of the outpost"
As for pvp, im generally a non pvper, and neutral pr digger previously (grumble grumble - this has been grumbled to death) but if the game had ways to encourage generally non pvpers to participate occasionally i think the gap between the pvpers and the non pvpers would close just a little.
these are only suggestions btw, im no expert on outposts or the game mechanics/balance.
some people may suggest that most of this can be done with just communication with the OP owners, but if you rarely saee them on, or dont know them initially, it would be hard. at least this would set up an automated way that other players can interact with.