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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ethania
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Re: Outposts - Your Feedback

Post by ethania »

The part were you seam to think that the only way to get an outpost is to take one by force... Was out scouting yesterday. I think I found more outposts then there is guilds in Matis. For some time there should be plenty of outposts for all guilds. But mind you: there are some places that seams to be cooler to control then other.
Cant whait to be able to control an outpost and to be able to see what happens to the guild afterwards...
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borg9
Posts: 1976
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Re: Outposts - Your Feedback

Post by borg9 »

ethania wrote:The part were you seam to think that the only way to get an outpost is to take one by force... Was out scouting yesterday. I think I found more outposts then there is guilds in Matis. For some time there should be plenty of outposts for all guilds. But mind you: there are some places that seams to be cooler to control then other.
Cant whait to be able to control an outpost and to be able to see what happens to the guild afterwards...

I can see alot of the 'passive' guild controlling the outpost close to cities and tribes.

The more 'aggressive' guilds will be fighting of the major resource controlling outposts. Select an outpost is going to be a challange in it own right :D
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mboeing
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Re: Outposts - Your Feedback

Post by mboeing »

borg9 wrote:Select an outpost is going to be a challange in it own right :D
Why select when you could control them all? =P
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marct
Posts: 1154
Joined: Wed Nov 10, 2004 12:22 am

Re: Outposts - Your Feedback

Post by marct »

I have heard a couple of good ideas elsewhere that I would like to contribute here for your discussion.

Hired NPC's: The ability to hire healers, that would heal the 'possessing guild's' members, and possibly allies.

Hired NPC Growth: The ability for your hired NPC to get XP, lvl, and become stronger. It would be neat to see them 'ding'.

The ability for the buildings to take damage under 'special attack' and to have to rebuild them. Seeing the damage to the building would be nice too.

The ability to add buildings for different reasons. I want a guard tower to have guards with range weapons in it, and for those guards to have advantages over standard range weapons because they are in an elevated protected position.

The ability for the possessing guild or allies to enter the guard tower and defend from that position.
Last edited by marct on Tue Mar 15, 2005 2:23 pm, edited 1 time in total.
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borg9
Posts: 1976
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Re: Outposts - Your Feedback

Post by borg9 »

Couldn't decide if this was a question or a request...


Guild Halls have 4 teleporters (disabled)

I would be great if these allow you to travel from GH->Outpost

Outpost scenario.

'Enemy' enters the parimeter of the outpost area (defined as a GvG area).
Alarm triggers a MotD type message to all online guild members.
If its a feature, guild members elect a scout to check the size of the attacking force by Teleporting to the outpost. Could have a indicator on the map :o
Telporting direct if the outpost sells tickets, or Via GH->Outpost door portal.

Scouting will be important as if the guild owns more than one Outpost the enemy may trigger two alarms, deliberately.

NPC guards/Towers/War Machines attack/defend incomming enemy, allowing time for Guild members to reach the outpost.

Attacking Guild vs NPC guards - a victory will go to the Attackers in most cases, as the NPC are AI controlled and therefore 'beatable' tactically.

However NPC+Owning Guild will have the advantage, as it should be :D

All the above draws from features we have already in-game. NPC Boss camps, recent Supply camp vs kitin event, existing region change gives message and teleport technology.

Some random thoughts:

Can an enemy 'free trade' with the outpost? (Enter the area in a no-aggro way)

How do we deal with the morning shift players? A guild is an evening guild and loses their outpost at 3 am in the morning to a sneak attack.

All the above are only ideas about outposts :P
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borguk
Posts: 386
Joined: Fri Sep 24, 2004 3:53 pm

Re: Outposts - Your Feedback

Post by borguk »

Throws rattle from pram - wwwwaaaaammbbuuullaaannceee

Wheres my outposts :)

Seriously, not coming back from WoW until there in.
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ilthor
Posts: 302
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Re: Outposts - Your Feedback

Post by ilthor »

borg9 wrote:
Attacking Guild vs NPC guards - a victory will go to the Attackers in most cases, as the NPC are AI controlled and therefore 'beatable' tactically.

I want that computer that beat kasparov as a possible feature... maybe that would give a lil more chances for the poor guards :P I'm thinking about this cause of npc life-time of course, don't want to hire a guard to bring his corpse back to his family if you know what i mean..
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glipe
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Re: Outposts - Your Feedback

Post by glipe »

Xavier has said that a declaration of war will be necessary to initiate hostilities, so we won't need to worry about dawn raids by people from different time zones. I'm sure it will be a formal process and I think that will work very well. Rewards everyone rather than just the people who can be on for days at a time.
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mboeing
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Re: Outposts - Your Feedback

Post by mboeing »

borguk wrote:
Seriously, not coming back from WoW until there in.
You will. Wow gets boring so quickly
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gillest
Posts: 647
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Re: Outposts - Your Feedback

Post by gillest »

Not a question but more a fear which is more or less what everybody said:

Will outpost introduction tear apart one of the most friendly community of the MMORPG's or is anything planned to keep a right balance between guilds and between number of guildees present in one guild?

Would be a shame that no-one start any guild anymore just becos outpost can only be controlled by Alliances or very big guilds.
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