[DEV] Outpost Rewards

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jared96
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Re: [DEV] Outpost Rewards

Post by jared96 »

lennie12 wrote:Annyone know of a decent mmorpg out there that doesn't have pvp in it? if you do pleas let me know as I will move to that asap.

http://lotro.turbine.com/
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lennie12
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Re: [DEV] Outpost Rewards

Post by lennie12 »

"If so far I have only talked about what the game used to be, let this be the first bold statement as to what we now are: player versus player conflict as it is known in massively multiplayer games will not be a part of Middle-earth. Player characters, the things we as game designers ask you to invest hours of your life into, will never attack or be attacked by another player character."

We understand that for some players, having a PvE game is not what they were hoping for. This decision, however, will not change."
That qoute was taken from the pvp thread on that site... sounds to be what I am looking for :) thnx Jared )
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svayvti
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Re: [DEV] Outpost Rewards

Post by svayvti »

A strong suggestion so you don't alienate the foragers.

Make it so the new materials still have to be foraged. Maybe even a prospect stanza is required that you can only learn from the guild hall forage trainer? The foragers continue to get the new materials, but like with EP2... the building is used to refine the materials for guild members and then given to guild crafters.

It is always best not to alienate or eliminate a valid playstyle enjoyed by your customers (like non-PvPers with EP2).
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pr0ger
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Re: [DEV] Outpost Rewards

Post by pr0ger »

svayvti wrote:A strong suggestion so you don't alienate the foragers.

Make it so the new materials still have to be foraged. Maybe even a prospect stanza is required that you can only learn from the guild hall forage trainer? The foragers continue to get the new materials, but like with EP2... the building is used to refine the materials for guild members and then given to guild crafters.

It is always best not to alienate or eliminate a valid playstyle enjoyed by your customers (like non-PvPers with EP2).
And who's gonna dig "normal" materials, giving armor/jewels/weapons for anyone ? The forage machine is made to help supplying greedy crafters... we all know how so many mats are needed to grind craft...
Your complain about forager being "out" of outpost is odd.
I'd love to see forage machine for normal material too -- just imagine how much time range fighter will save if they dont have to dig mats for ammo...

Maybe, maybe the only things that could require foragers skills is to handle the machine to let it forage faster...? (but again, who's gonna dig normal mats meanwhile?)
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svayvti
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Re: [DEV] Outpost Rewards

Post by svayvti »

pr0ger wrote:And who's gonna dig "normal" materials, giving armor/jewels/weapons for anyone ? The forage machine is made to help supplying greedy crafters... we all know how so many mats are needed to grind craft...
Because foragers are going to stop being able to dig for normal mats?
I suppose next you tell me if we add excellent and supreme mats nobody will dig for choice or fine? Under the same logic we shouldn't even have any new craft patterns. Who is going ot make the old ones?

Why add new monsters? who will fight the old ones?

It is a very silly argument.
Your complain about forager being "out" of outpost is odd.
Really? then explain to me what a forager does with an outpost?
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iphdrunk
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Re: [DEV] Outpost Rewards

Post by iphdrunk »

svayvti wrote:Really? then explain to me what a forager does with an outpost?

True...

"Ask not what a forager can do for an outpost. Ask what can an outpost do for a forager..." or the other way round. As far as I know:

* Foragers role is to be the outpost fund raiser and investor.
* There is no direct benefit for foragers from an outpost, maybe indirectly in the form of tools.

Slightly disappointing. Some wonderful ideas were mentioned... gardening, material farms, but they won't be available, right?

Am I missing something?

Intringuing,
Anissa - Jena's Lost Tribe -

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dc77066
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Re: [DEV] Outpost Rewards

Post by dc77066 »

iphdrunk wrote: * There is no direct benefit for foragers from an outpost, maybe indirectly in the form of tools.
don't forget the comsumables... there might be some focus boosting stinga juice in the Outpost kitchen. Maybe a Supreme Pick of Durabilty and Kami Forgiveness. "Me angry now! but me forgive you!"

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lennie12
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Re: [DEV] Outpost Rewards

Post by lennie12 »

dc77066 wrote: Maybe a Supreme Pick of Durabilty and Kami Forgiveness. "Me angry now! but me forgive you!"

-Raku

oooh I'd like that one :) And if it also had sap load....
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marct
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Re: [DEV] Outpost Rewards

Post by marct »

svayvti wrote:A strong suggestion so you don't alienate the foragers.

Make it so the new materials still have to be foraged. Maybe even a prospect stanza is required that you can only learn from the guild hall forage trainer? The foragers continue to get the new materials, but like with EP2... the building is used to refine the materials for guild members and then given to guild crafters.

It is always best not to alienate or eliminate a valid playstyle enjoyed by your customers (like non-PvPers with EP2).
This seems like a really good way to include the harveters. If you had to refine wha they dug off the outpost, and the owner of the outpost was the only one who could dig the sources.
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andy707
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Re: [DEV] Outpost Rewards

Post by andy707 »

"Once the foraging building is available, new raw materials will be automatically and periodically gathered, and be available for your own crafters, or for distribution among your allies."

I have three questions:

1) How will the new raw materials collected to by the foraging building be distributed?

2) Who will distribute them? (leader? high officers? etc.?)

3) Will the new raw materials be sellable on the open market?

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