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Re: Outposts Outlined
Posted: Wed Sep 14, 2005 8:54 am
by drizzeth
Just read i through..sounds like an interesting system
Also im wondering, the paid squads, are we still able to equip them using items we crafted ourselves?
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 8:57 am
by drizzeth
toneh wrote:Remind me again? Why would anyone bother with one in the first place?
Will they have things like:
Unique forage spots
Training grounds
Produce a steady income over time
etc
Im also very very interested in that indeed
The side benefits and very important, guild fascilities buildings? Guild mission givers? Guild trainers? Guildfame? Guild Experience?
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 8:59 am
by ajsuk
All of these posts for me just further my worries.. So many of the questions are about simple details that should have been included in this 'draft'..
What are we meant to give feedback on? lol
We're having to guess half of the scenario's..
I don't consider myself a big moaner.. I'm not a fan boy either.. credit where credit's due I think but to this I say: Take it back and do it again.
As for the fairness.. As I see it..
A way to make things work would be to introduce a 'level system' for outposts just like for leveling skills.
Maybe collect the offensive skills imformation of guild members and use those to calculate what outposts the guild can or can't attack.
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 9:34 am
by micrix
toneh wrote:Remind me again? Why would anyone bother with one in the first place?
Will they have things like:
Unique forage spots
Training grounds
Produce a steady income over time
etc
The outposts provide unique advantages. Each outpost gives a bonus to the guild that occupies it. The guild can also construct a few buildings on the outpost's territory to gain further advantages.
This seems to be more then just produce consumables. There is more. But even when there are no advantages it seems to me to be neccessary for the game and lore.
Ppl try to get out of the PvP thing for a while. There is more. Lakelands have strategic outposts in BB and Loria. From the viewpoint of the lore it is an honor and a duty to keep those strongholds. In this example we Trykers should not let in Matis again and stand and die at the Zorai border.
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 9:56 am
by kwhopper
What would be really cool is if along with outposts they added some guild only content for those holding them. Of course I'm talking about new areas and things of that sort, but it would be cool. I can wish, can't I?
- Outpost NPC guy directs you to new zone A to retrieve artifact B. You, some guildies, and a squadron of NPCs from your outpost are sent on mission. Fighting, killing, guarding, digging, etc...ensues. Retrieve artifact, bring back to outpost...bonus! Success boosts your outposts resource level. You gain access to farming/harvesting type things. (Farms that generate certain amount of mats per day, increased storage, ec...)
- If you've held your outpost for say a month either unopposed/undefeated you begin to face outside conflicts from NPCs. If not kept in check Kitin spawn rate near your outpost is increased leading to possible attack. Would encourage guilds to tend to their property, even if not heavily contested. Bandits could attack/rob outpost if left unguarded too long. Either you have to hunt down the Bandit boss or wait for an attack and defend. Success boosts your outposts combat/defense level. Rewarding you with offense/defense structures.
- Outpost NPC guy sends your diggers to wild new places to get wild new mats that can only be used to create wild new facilities in your outpost. Through completing crafting missions crafters gain access to these wild new plans and your guilds outpost gets all types of wild new stuff. Craft/resource level increases. Craft level increase raises quality of materials used for outpost, increasing toughness, Qlv of weapons/armor worn by default guards/sentries increased.
Of course for this type of stuff to really take shape would take time. To have an outpost for a given amount of time would require you to defend it. However, through some of these missions your defense of the outpost would be made easier. So you would have to make decisions on whether to build defenses first, or make that pretty garden off to the side.
Stuff like this (not exactly, just proposing ideas) would make outposts (at least in my opinion) worth having and something that a guild would WANT to attain/defend. Some of the bigger outposts in prime locations could become almost like little cities. Merchants, stables, trainers, walls, guards, etc...
Buuuuuut, why don't we wait and see what the ACTUAL implementation of outposts is before we go making crazy suggestions on how to improve them.
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 10:19 am
by micrix
kwhopper wrote:
Buuuuuut, why don't we wait and see what the ACTUAL implementation of outposts is before we go making crazy suggestions on how to improve them.
We do wait
But some good points where posted allready. Exploids shouldnt be possible in any case.
I think Devs outlined to give a little insight. Many people are concerned about PvP and especially about griefing. The post from Nevrax shows somehow that PvP is not the point about outposts. A challange seems to be dapper and timeconsuming. The hugest part of the playerbase will not declare war every 24 hours
There will be some struggeling in the first weeks but then it will be quiet again. The factions will take a more important role in everydays life on Atys.
Homins then did another huge step in their evolution after the swarm. We builded our cities and now we populate our ruins again.
It is possible that the one or other or both factions do not like our regained strengh and therefore will try to influence.
I am really looking foreward how this will take place and what next step will arise on the horizon of hominkind
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 10:21 am
by ajsuk
Those are some really good idea's kwhopper.
kwhopper wrote:Buuuuuut, why don't we wait and see what the ACTUAL implementation of outposts is before we go making crazy suggestions on how to improve them.
As for this though.. well, it's best to try and get as many things right first time around before making alot of mistakes and spending alot of time fixing/altering.
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 10:25 am
by hans1976
As soon as a round starts, one or more NPC squads appear at the outpost to defend it. The goal of the attacker is to get rid of all the spawned squads before the end of the round. The goal of the defenders is, of course, to not let the attackers achieve their goal by making sure the squads stay alive.
8. Conflict area
The conflict area is unlimited, the two guilds are in PvP mode everywhere during both attack and defence periods.
People assumed your defenders are to be healed. I read something different: The attackers will not only get attacked by the guards, but by the defenders as well (who may or may not be able to heal the guards).
Interesting tactics are coming up....
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 11:16 am
by oauitam
oauitam wrote:Why would a guild want to take an outpost?
toneh wrote:Remind me again? Why would anyone bother with one in the first place?
micrix wrote:There is more. But even when there are no advantages it seems to me to be neccessary for the game and lore.
kwhopper wrote:What would be really cool is if along with outposts they added some guild only content for those holding them.
Why take an outpost?
After having slept on it, this seems to be a very important question. As I see it, the counter-intuitive response is the best for everyone.
There should be no tangible game benefit to characters from owning an outpost.
If you want more PvP to be added for the chance to fight against real people, with outposts you have it. No need for any benefit from owning the outpost as well.
If you want to be more involved in the lore, with outposts you have it. No need for any benefit from owning the outpost as well.
If you don't want to be involved in more PvP or are in a small guild or are a casual player, the outposts don't affect you. You're not missing out on content or any benefits by not owning an outpost.
As long as the reason to fight over an outpost is, "it's fun to fight over an outpost" then everything is fine and the game designers have done their job well.
As soon as there is some other reason than, "it's fun to fight over an outpost" then ooc hostilities can get into the system and any outpost-only content is restricted to only some of the players.
Re: Outposts Outlined
Posted: Wed Sep 14, 2005 11:18 am
by ajsuk
Why would you fight for one if it doesn't do jack for you?