I think that somewhat defeats the purpose of OPs ...I think we need to all work together to make the current system work(some deplomicy would be nice)But its a good thought ... I just don't think OPs are PvE content at all.aardnebb wrote:You dont take it, you raid it for stuff, each successful round = a certain ammount of mats/crystals/flowers. Then it cant be attacked for a while (random, like boss spawns) and when it is next "up" another guild could get a try.
Dear Players (OP related)
Re: Dear Players (OP related)
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Re: Dear Players (OP related)
oldmess wrote:While I appreciate your intent on this one, there's 2 major flaws with it:
1. The NPC's. 30 attackers vs. 30 defenders plus NPC's means attackers always lose.
2. It prevents lower level folks from participating at all. Why fill out my quota of players with anything but 250's or at least 200+ level folks?
I'm not saying this to shoot the idea down completely, but it does highlight that the change needs more work and would be more than just a quick fix, but a full rework of the OP concept.
1. You have to dump the NPC's. That means the OP is defenseless if it gets attacked at a bad time for the defenders. Therefore,
2. Make a single attack round, but make it so both guilds have to agree to the timing.
Also make a fee of the same amount as the attackfee for each guild to join the battle ;D
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Re: Dear Players (OP related)
I meant in addition to the current guild-owned PvP OPs rather than replacing them.raven41 wrote:I think that somewhat defeats the purpose of OPs ...I think we need to all work together to make the current system work(some deplomicy would be nice)But its a good thought ... I just don't think OPs are PvE content at all.
Slythe,
Sword for hire and Officer of the Samsara.
Sword for hire and Officer of the Samsara.
Re: Dear Players (OP related)
I believe it was Petej (or somethign along those lines) who suggested this, although ive editeda few things:
*Make outposts GvG
*Put a delay on membership before they can participate (member for two weeks before you can fight)
*Allow only one outpost per guild
*Make each outpost produce a different range of things
*Make every outpost in a region a different value (ie: one 50, one 100 ect, and/or one crystal only, one crystal and mats, one crystal, mats and flowers)
*put a time limit on declerations ( an only declare war once per week as an example)
*If you own an outpost when you take one, you swap it with the losers, if you dont own an outpost and you take one, you gain it and the losers get nothing
The idear being it will create a league of sorts, where people work there way up the outpost chain, and large high guilds wont be attacking small low guilds outposts
*Make outposts GvG
*Put a delay on membership before they can participate (member for two weeks before you can fight)
*Allow only one outpost per guild
*Make each outpost produce a different range of things
*Make every outpost in a region a different value (ie: one 50, one 100 ect, and/or one crystal only, one crystal and mats, one crystal, mats and flowers)
*put a time limit on declerations ( an only declare war once per week as an example)
*If you own an outpost when you take one, you swap it with the losers, if you dont own an outpost and you take one, you gain it and the losers get nothing
The idear being it will create a league of sorts, where people work there way up the outpost chain, and large high guilds wont be attacking small low guilds outposts
----
It's Prttey fnuny how we can raed tihs einrte snetnece wtih all tehse ltters all out of palce, and we can cnotniue to keep raednig and sitll mekas snece of waht we are raeding. No mttar how mnay tmies you raed tihs oevr and oevr you can sitll mkae snece of it.
How is taht pssoible?
It's Prttey fnuny how we can raed tihs einrte snetnece wtih all tehse ltters all out of palce, and we can cnotniue to keep raednig and sitll mekas snece of waht we are raeding. No mttar how mnay tmies you raed tihs oevr and oevr you can sitll mkae snece of it.
How is taht pssoible?
Re: Dear Players (OP related)
Nah...
* Enemy tribes should attack outposts at a regular basis. Raising the difficulty every week or so, until eventually they win it. The OP then becomes PVE.
* Enemy tribes should attack outposts at a regular basis. Raising the difficulty every week or so, until eventually they win it. The OP then becomes PVE.
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Re: Dear Players (OP related)
I really like that idea. As long as there was a mechanism to stop people attacking at the same time as the NPCs it would be much bettercloudy97 wrote:Nah...
* Enemy tribes should attack outposts at a regular basis. More and more difficult every week or so, until eventually they win it. The OP then becomes PVE.
Alibooma
Was Sleeping... Is now Awake!
Was Sleeping... Is now Awake!
Re: Dear Players (OP related)
yup, it would be nice if they did that ..cloudy97 wrote:Nah...
* Enemy tribes should attack outposts at a regular basis. Raising the difficulty every week or so, until eventually they win it. The OP then becomes PVE.
but NOT at times like 4-6 midnight
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Re: Dear Players (OP related)
Outposts are the only recognizable reward a guild can achieve. A guild that does not have one is forced into some hard decisions. No one likes to make tough choices.
Guilds should be able to build something like the factions did for the temple. Limiting guild growth by having limited number of outposts may be a mistake. As it stands now a new group of players will eventually have to take from someone else. Every guild should have the opportunity to own an outpost. Every guild!
Make it resource based, you have to turn in so many 10's of thousands of resources both foraged and quartered. Keep the existing outposts PvP, no resources needed, no upkeep. The new ones wouldn't even need to have a building or a location just a plaque with a name. These would produce fewer benefits and require upkeep but they give the guilds something. Obviously you would be able to upgrade the quality of materials produced by donating more and more stuff.
Do this and you will never hear a complaint about outposts again.
Pero
Guilds should be able to build something like the factions did for the temple. Limiting guild growth by having limited number of outposts may be a mistake. As it stands now a new group of players will eventually have to take from someone else. Every guild should have the opportunity to own an outpost. Every guild!
Make it resource based, you have to turn in so many 10's of thousands of resources both foraged and quartered. Keep the existing outposts PvP, no resources needed, no upkeep. The new ones wouldn't even need to have a building or a location just a plaque with a name. These would produce fewer benefits and require upkeep but they give the guilds something. Obviously you would be able to upgrade the quality of materials produced by donating more and more stuff.
Do this and you will never hear a complaint about outposts again.
Pero
Re: Dear Players (OP related)
Just some random ideas...
1. More PvE content sounds good to me. Many of those declaring or advocating declarations on OP's are mostly doing it out of boredom.
2. Make the OP's GvG only. Sorry to the smaller guilds, but in all honesty, if you aren't strong enough to take one, you don't get one. If you want one, recruit and build up.
2a. Any attackers must have been in the attacking guild for a minimum of 30 days prior to the declaration.
3. Once the Attack rounds have begun, if there are no attacks over the course of 3 consequetive rounds (at any time during the attack phase), the battle is over and the Defense has won. Period, end of battle.
4. More PvE content.
5. More PvE content.
[Edit]6. Forgot to add this: No guild, regardless of size can declare war on more than 2 OPs at the same time.
1. More PvE content sounds good to me. Many of those declaring or advocating declarations on OP's are mostly doing it out of boredom.
2. Make the OP's GvG only. Sorry to the smaller guilds, but in all honesty, if you aren't strong enough to take one, you don't get one. If you want one, recruit and build up.
2a. Any attackers must have been in the attacking guild for a minimum of 30 days prior to the declaration.
3. Once the Attack rounds have begun, if there are no attacks over the course of 3 consequetive rounds (at any time during the attack phase), the battle is over and the Defense has won. Period, end of battle.
4. More PvE content.
5. More PvE content.
[Edit]6. Forgot to add this: No guild, regardless of size can declare war on more than 2 OPs at the same time.
Sinera - Tryker - Officer, The New Hope
Re: Dear Players (OP related)
Well, my personal idea is that outposts are only acquired (call it rented) for a limited time (say one Atys year). The outpost cannot be challenged for by any other guild during that time, but at the end of the period it would be freed up to the NPCs and would have to be challenged for again.
I also think that there should be a limit on the number of outposts that any one guild should be able to have. Maybe ban the same guild from owning the same outpost twice in succession.
The NPCs should be much tougher and the amount of mats etc to be generated by the outpost should depend on how well the attack went (so a high thresold leads to move production)
If PvP is to remain, then limits need to be made on the numbers of homins involved in battles. Tactics should be more important then sheer numbers. This limit can be based on the attacking side having no more homin involved than the defenders (above a minimum of say 10 or 20).
Or maybe have formal alliances of guild and make the outposts Alliance v Alliance.
Timings of attacks also need to be addressed, the merger of the american and euro-english servers was needed when it happened; but now we have the problem of different sets of people having different 'best' times for outpost actions. Outpost attack / defense is not much fun when it is past my bedtime or early in the morning.
Just a few thoughts.
I also think that there should be a limit on the number of outposts that any one guild should be able to have. Maybe ban the same guild from owning the same outpost twice in succession.
The NPCs should be much tougher and the amount of mats etc to be generated by the outpost should depend on how well the attack went (so a high thresold leads to move production)
If PvP is to remain, then limits need to be made on the numbers of homins involved in battles. Tactics should be more important then sheer numbers. This limit can be based on the attacking side having no more homin involved than the defenders (above a minimum of say 10 or 20).
Or maybe have formal alliances of guild and make the outposts Alliance v Alliance.
Timings of attacks also need to be addressed, the merger of the american and euro-english servers was needed when it happened; but now we have the problem of different sets of people having different 'best' times for outpost actions. Outpost attack / defense is not much fun when it is past my bedtime or early in the morning.
Just a few thoughts.
Zok
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality.
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality.