Outposts

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arfindel
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Re: Outposts

Post by arfindel »

And in a more constructive manner:

OPs disbalance came upon Ryzom 2 basic disbalances. One regarding the Matis territory - which I won't discuss, it's long ago, and we have to deal with consequences, little to nothing can be done.
And a more important one in the fighting mechanism that can be again analysed on two sides:

- first the instant resurection.
Let alone it makes the game immersion pretty poor, but this allows low level people, with low gear to be dangerous when in big numbers.
Useles multiple masters, useless months of hunts for top gear, useless knowledge of using skills. If constantly healed and/or rezed a group of newbies can anytime take out top end players.

A cool down (Example you can run only, or you are ported to closest tp) after ressurection could sort this disbalance a little.

- secondly the quoefficient that balances a duel doesn't work well in mass pvp. As story goes a master with a heler master should be able to kill countless newbies before being taken out. But the reality is exactly the opposite. Any 120 meleer can take out a master healer by himself.

All these make Ryzom a game of numbers and not of skills, against the main perception that skills are complex and hard to use well. 90% of the skills are rendered useless in mass battles.

And all this happens in a context where tactics are very poor as no surprise attack is possible.
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xfluffee
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Re: Outposts

Post by xfluffee »

kyesmith wrote:Simply if that guild is tryker alliend they can only attack tryker OPs, it far from stops guilds owning outposts away from their "home land" but would stop guilds owning two outposts in different lands for example.
I dont think everyone would change their civ alliance because they could own an OP easy in one land, or maybe i under estimate peoples greed.
To change your guild's citizenship, what do you have to do? I'm under the assumption that you have to create a new guild, but that is inexperience talking.

If you disband your guild, what happens to the Outposts that your guild owns?

The idea that only citizens of that land may hold territory in that land is definitely an interesting one. And if you do decide to change your citizenship, it would make sense for the regional government to "repossess" the territory. At that point, you have renounced your promise to uphold the values of that race, which could be a declaration of war in some instances. THAT would be fun :)

Slightly off-topic, but it would also be interesting if you had to work harder and harder each time you changed your faction/race alliance (ie: first "reset", you are at your racial norm; second reset, you get -10 or more, etc.)
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ajsuk
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Re: Outposts

Post by ajsuk »

RE: Kye (Concerning Cho pop/com)

I find the situation on Cho funny, but it is what it is, I expect because it's still quite young.
Part of this game and its lore is about the conflict between the two main factions. Now I don't claim to know what really is going on on that shard but going by your discription it's all hippified and dandy currently with the factions working together, correct?

Well thats wonderful and all and aparently how most of the community there wants to live currently.
However, should a group of players come along who (heaven forbid) might actually want to play the game as it's designed to be played would you then give them as much sh*te as you do us? :p
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danolt
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Re: Outposts

Post by danolt »

I do not think the present imbalance in OP's can be corrected by changing mechanics. Limiting participation is beyond foolish, GF needs to expand subscriptions not limit them. I do not see how removing part of the game would make more people want to pay them money.

However, there is a MAJOR problem that needs to be addressed. There is no mechanic that would help a faction rebuild.

As I see it, the problem is a lack of a cooperative way for factions to advance their agenda that is not a win/lose situation. There are no 'proving grounds' for young talent to rise up and show their abilities to lead and accomplish goals.

How cool would it be if the factions opened up gates to new areas that were dependent on a certain amount of foraged and quartered materials that players turned in. This would give factions a way to interact with themselves, grow some bonds and cultural identity. Open up zones with OP's that require maintenance fees but are unassailable, Q300 zones, areas with new materials etc. all based on players giving factions/nations materials to the portal that they want opened.

My basic argument is that the Kami will most likely not be able to recover by continualy declaring against 3 to 1 odds. There needs to be a haven, a training ground, some mechanic that brings each individual faction together, some place where a wounded faction can go and rebuild while having fun and not getting their ass kicked. Of course this same mechanic will strengthen the dominant party and considerably weaken the neutrals, but that is just gravy.
ashling
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Re: Outposts

Post by ashling »

arfindel wrote:secondly the quoefficient that balances a duel doesn't work well in mass pvp. As story goes a master with a heler master should be able to kill countless newbies before being taken out. But the reality is exactly the opposite. Any 120 meleer can take out a master healer by himself.

All these make Ryzom a game of numbers and not of skills, against the main perception that skills are complex and hard to use well. 90% of the skills are rendered useless in mass battles.
1. Swinging it the other way so a master of anything only has to fear another person near the same level even if horrbiley outnumbered doesn't require any actualy player skill either and is a constant problem in level based cookie cutter MMOs.

2. Overwhelming a superior oponent through sheer numbers is a tactic.
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arfindel
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Re: Outposts

Post by arfindel »

ajsuk wrote:RE: Faa

This is the English speaking section of the forum, please translate.

As for the one bit I did understand from your post concerning guilds being "forced" to give up thier outpost, please supply an example. =)
Example it is:
About 8 months ago Rocci came to several tryker guild leaders and asked them to attack Atys Ghosts (tryker guild) because "they are not active anymore" (in the opinion of the KA guild Rocci was HO at the time). He added that his guild will take the OP if we don't do it.

What the KA might have not known is we, the tryker guilds at that time, compared notes and realised he has told us all the same thing.
Side note: Atys Ghosts were not inactive, but like all guilds in Ryzom, had a time with less members.

As only the Aeden Artisans accepted KA's "generous" offer, and as Atys Ghosts didn't want at that time trykers to fight trykers, they gave their OP to AA on their own. The tryker alliance put at that time the formal condition that no matis be at that war.

There are other examples as well but this is one I personally was involved in, a strong evidence about the KA control politics and a main reson why I voted for kami when TS decided their faction.
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audrimas
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Re: Outposts

Post by audrimas »

OOT
Some ppl seize their OPs by nails and teeths and think its their born right to have one or another OP :)

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final60
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Re: Outposts

Post by final60 »

Limiting participation wouldnt in the slightest effect sucription numbers. What an unimaginative thing to say.

If limiting participants is done in a fair way, where attackers and defenders choose the limit for their phases of the op war. Both sides would be content that thy had enough people attend everytime, and that atleast it wasnt a one sided fight!

People wouldnt unsubscribe to the game because they couldnt gain access to one or two wars per week out the the many smaller ones that are bound to pop up.

stop thinking about this balancing option in a defensive , selfish view. We want what is best so people enjoy the wars, and so they arent so one sided. This isnt a ploy to get Kami back on the their feet , and to eventually take every single op! Like some people may have the paranoid view of! **Its so that in time alliances would perhaps not be need, so karas could fight karas, kamis fight kamis. It would not need 1 or 2 people to lead entire factions to war everytime, putting more budding war strategists in control of their own ops!
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ajsuk
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Re: Outposts

Post by ajsuk »

RE: Faa

I'm afraid I either don't remember or am unaware of the details concerning that, Faa. I couldn't really comment for the KA on it anyway. What I will say is I'm pretty sure member count isn't the only factor in these decisions.

RE: Final

Guilds are always going to play their A-team to make sure they win the battle, leaving the B squad out... Get real.
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dcrispo
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Re: Outposts

Post by dcrispo »

To start this let me say I'm a Kami on Aris and have been in several defenses of Kami OP's.
1) I applaud the Kara for their organization shown during attacks and the tactics.
2) The present system may be flawed but, it is in place and it works within the parameters that it needs to.
3) What I do see has a troublesome spot is the rapidity that OP's can be open to attack. If any of the mechanics need to change it is to set up a specfic time limit between attacks/defenses. How long? Is best dealt with by the devs if they do anything.
4) Like others I too have seen land grab games always go to the stronger, the better organized factions within the game. However, these imbalances often work themselves out by the players themselves. Either one side grows stronger then the previous one or the stronger side loses members and things become more equal.
Is it tough being on the losing side? Of course. But, thats what the game is about and before we end up with more disharmony then the Lore intended lets sit, be reasonable and work things out to a mutual advantage of all. There is alot more to the game then just OP's and the battles they produce to consider. Outside of OP wars both sides have shared friendships and a history of good cooperation. That cannot be lost no matter who owns what and how many.
What is disheartening is the sometimes spoken disrespect toward members of either Kami/Kara that we all have heard. We're not playing WoW or similiar juvenile games here. This game requires some intelligence to play and as a whole our community has always shown that in the forefront.
In short, leave the system as is. Fixing it or attempting to may create more trouble then its worth. If anything work on viable timelines for OP attacks and defenses. Lets not devolve into a peeing contest.
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