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...
Outposts - Your Feedback
Re: Outposts - Your Feedback
Ethania - Matis
Member - Ancient Griffins
Guildhall - Yrkanis
Member - Ancient Griffins
Guildhall - Yrkanis
Re: Outposts - Your Feedback
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

Re: Outposts - Your Feedback
Why select when you could control them all? =Pborg9 wrote:Select an outpost is going to be a challange in it own right![]()
Sky
Tryker Crafter
Q200 Jewels, Q180 armor, Q200 amps crafter and user.
Proud member of [url=evolve.guildportal.com]Evolution[/url]
Tryker Crafter
Q200 Jewels, Q180 armor, Q200 amps crafter and user.
Proud member of [url=evolve.guildportal.com]Evolution[/url]
Re: Outposts - Your Feedback
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.
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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~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
Re: Outposts - Your Feedback
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
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
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
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

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

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

Re: Outposts - Your Feedback
Throws rattle from pram - wwwwaaaaammbbuuullaaannceee
Wheres my outposts
Seriously, not coming back from WoW until there in.
Wheres my outposts

Seriously, not coming back from WoW until there in.
Een
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
Matis Forager, Armourer and Weapon Crafter
Jack of all trades master of none.
Re: Outposts - Your Feedback
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

~ Faun ~
for Wealth and Glory
for Wealth and Glory
Re: Outposts - Your Feedback
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.
Sanz - Matis Explorer and Leader of the Stormdancers
"I am just an explorer, on my way to somewhere else...."
"I am just an explorer, on my way to somewhere else...."
Re: Outposts - Your Feedback
You will. Wow gets boring so quicklyborguk wrote:
Seriously, not coming back from WoW until there in.
Sky
Tryker Crafter
Q200 Jewels, Q180 armor, Q200 amps crafter and user.
Proud member of [url=evolve.guildportal.com]Evolution[/url]
Tryker Crafter
Q200 Jewels, Q180 armor, Q200 amps crafter and user.
Proud member of [url=evolve.guildportal.com]Evolution[/url]
Re: Outposts - Your Feedback
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.
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.
To protect and to rez, never to serve. Crafta of da weapa
Master of Spellings and Typos
"we want to rule the world, to free our kind" (Shinken, Poete-healer)
[thread=19248]Do not forget the old man words![/thread]
Too much PvP is bad for your sanity

"we want to rule the world, to free our kind" (Shinken, Poete-healer)
[thread=19248]Do not forget the old man words![/thread]
Too much PvP is bad for your sanity

dakhound wrote: holy crap I went to bed as jackoba and woke up sounding like jyudas![]()