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Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 9:57 am
by lathan
I actually had a thought that would include a guild's harvesters as well as fighters in non-pvp OP's. It's similar to the idea earlier where winning rounds brings you some time of the outpost, and more rounds won = more time of the outpost.
However, rather than getting a drill for a few hours, you get some time during which you can throw and dig sources on the OP, which contain cats and OP mats. That way, a guild wanting ql250 cats must have lvl 250 harvesters as well as fighters to get them.
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 10:18 am
by d29565
lathan wrote:I actually had a thought that would include a guild's harvesters as well as fighters in non-pvp OP's. It's similar to the idea earlier where winning rounds brings you some time of the outpost, and more rounds won = more time of the outpost.
However, rather than getting a drill for a few hours, you get some time during which you can throw and dig sources on the OP, which contain cats and OP mats. That way, a guild wanting ql250 cats must have lvl 250 harvesters as well as fighters to get them.
I had an idea like this, but I thought someone would think it stupid o.O
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 10:28 am
by kaetemi
marct wrote:You lost to a tribe, you cannot redeclare for a week.
That's like saying "you died, you can't play for a week" ...
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 10:39 am
by kurita
kaetemi wrote:
marct wrote:
You lost to a tribe, you cannot redeclare for a week.
That's like saying "you died, you can't play for a week" ...
not as harsh as not being able to play, Kaetemi... but nearly
but if we expand Marct´s sentence with "... at this OP" it still would make it useable for other guilds and if we reduce the amount of time to x hours(eg.12/24/48) there is still the chance for the original Guild to get it back again, looks like thats fair for all then
RFC:OP related(general)
Posted: Mon Apr 17, 2006 11:09 am
by kurita
there are 2 ways to please both the PvP and the PvE crowd
a PvP way to gain OP access and a PvE way to gain OP access
this can be ether done with 2 types of OP´s or 2 types of "attack"
1.The ways to get em
- the PvP way would/should be like it is now(thats the easiest way)
- the PvE way could be made like the EP2 temples, dig/hunt mats&craft
2.The OP "type"
- 2 different type of OP´s, would result in less clash of PvP´ers and PvE´ers, but would reduce diplomacy IG a LOT(also it would require the Dev´s to code&place&balance new OP´s=lota work)
- the OP´s stay mostly as they are, just gain a second button to declare your type of "War" at the OP´s banner(eg.Attack with Force, challenge with Harvesters/Crafters)
i´ll elaporate #1.&2. further in a new post, but i have to go to work now and i´ll post from there
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 11:40 am
by marct
Seems at least on Arispotle that postponing Spires and putting in PvE Outposts as well as some more rules to Outposts as mentioned here would be good.
I think the only real solution is to have PvE Outposts too. Otherwise we will just end up hearing 'I want Outposts that aren't PvP' or 'I want that other new content but want to PvP for it'.
I don't think this community or any community handles the likes of not having the same toys in the same class. Since we are _all_ the same class, this is part of our problem.
Thoughts about including harvestors and crafters in the Outpost are very welcomed. I will dig up some of the other Outpost suggestion threads and link below. I would also like to rehash the thoughts of 'there is no reason to go near an Outpost except for a battle' Buffs in the area for the holders, or something of the like would be nice. (There is a thread on this I will be finding.)
Just to be really clear, there is no reason why Outpost should not require upkeep. And I do not mean dapper, everyone knows dapper is meaningless. Let's talk mission mats, missions, etc. Without crafters crafting items from missions mats, your gurads have no equipment. The ability to build towers and such alla the EP2 temples, except not a "craft grind" like that. Upkeep would make even PvP Outposts more robust and satisfying.
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 12:02 pm
by lathan
Actually yeah.. make people craft the guard's equipment.. Would make ranged crafters invaluable!
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 12:06 pm
by blaah
lathan wrote:Actually yeah.. make people craft the guard's equipment.. Would make ranged crafters invaluable!
... and use ammo from guildhall.. muahahaa
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 12:11 pm
by lathan
Yeah hehe.
Re: Dear Players (OP related)
Posted: Mon Apr 17, 2006 12:44 pm
by sx4rlet
marct wrote:
Just to be really clear, there is no reason why Outpost should not require upkeep. And I do not mean dapper, everyone knows dapper is meaningless. Let's talk mission mats, missions, etc.
I always found it silly that outposts (or appartments, and maybe even mounts) didnt have an upkeep. If they had, it would make dappers much more worth.
But I like Noin's idea even more, to have to supply mats and mission mats as well (and then only choice or better, otherwise we will just buy them at a merchant) so the diggers are more involved as well...