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Re: Outposts Outlined
Posted: Wed Sep 21, 2005 7:04 pm
by michielb
I tried to read through this thread but it only made my dissapointment more painful...
I have no choice but to agree with the people who said that outposts has been dumbed down and this makes me sad. This game had so much promise when I first read about it and that made me sign up for beta.
I've lived through, and learned to appriciate, patch 1. I waited patiently for things to come and defended the game tooth and nail and now I look and see what's planned for outposts and all I can say is: "Been there, done that, bought the frigging T-shirt"
I'm very sorry but this simply isn't good enough...
Re: Outposts Outlined
Posted: Thu Sep 22, 2005 12:23 pm
by dakhound
ok it seems a bit screwed up to me,
the powerful high level PvP guilds who want to fight, hardly anyone wil attack their outpost unless they obviously fall into this catagory too as a long drawn out tug of war will.
the RP/peaceful guilds have no choice and will eb attacked by above mentioned guilds whether they want it or not and then will not even bother trying to take it back as they are outmatched and really cant be arsed with a long drawn out battle.
I'm not saying that outposts once conquered should be owned forever but there should be very strong advantages to the defending side. A time limit for re-attacking an outpost should also be set (2 weeks sounds good to me) and that should include all guilds (to stop certain people who will just create guilds so they can attack again if they lose)
I'm sure outposts will be fun to play with and many people will build them up and put alot of care into them, why should you have to fight a battle every 24h to keep em when you dont even like to fight.
moaning git again I suppose. but I guess I'm missing something
Re: Outposts Outlined
Posted: Fri Sep 23, 2005 9:58 am
by gvozd19
Im tryed waiting Outposts.
More then one year we take empty word's about "how will Outpost's".
How old will it ?
When i see new's about 21 November i take a decision, stop playing in Ryzom. Grasped. May be with reliz Outposts i backed game.
Grasped pay money for simple promise. I play in game not for waiting something, i wanna have fun, and if you take promise, you must cary out it.
Re: Outposts Outlined
Posted: Fri Sep 23, 2005 4:59 pm
by jamela
If a guild wants to take an outpost, it must first declare war to the current owner of that outpost. The war declaration takes 24 hours, to allow the two opponents to organize themselves, to give them a chance to be there when the true conflict occurs. During this period, the attacking guild can choose a time when the attack battle will take place and the defending guild a time where the defence battle will take place.
Not enough detail here, for me.
As I read this, after the declaration of intent there is a 24 hour period of grace during which the attacking guild must state a time for their attack, and this cannot be within the grace period. What outside time limit is there for the attack battle? 48 hours from declaration? A week? A month even? (At first thought I'd suggest 72 hours.)
Is there any further period of grace to allow the the defenders to organize themselves for the attack battle, or can the attacking guild declare in the 24th hour that they will attack in the 25th? In the Matisian spirit of civil hostilities I'd think that, again, a minimum of 24 hours notice for the attack would be honourable, but I don't see why this should be mandatory amongst the lesser races. (All battles should have to break for tea at 16:00 anyway.)
Does the defending guild have to state the time of their possible counter-attack within 24 hours of the declaration of intent? Surely not, as they cannot really declare a time until the attackers have stated theirs. As roles are reversed following a successful assault, I would assume that the defending guild had until 24 hours after losing the outpost to declare the time of their counter attack - losing an outpost being equivalent to a declaration of intent to recapture it.
That quote aside; in other respects I am keen to see how these battles will play out. I'm dying to hear, though, more about the development aspects of Outposts. It makes sense that Outposts be won and defended through combat, but the retaking of Atys requires much more than arms, armour and magic. I want to know about what Outposts will bring in terms of taming and exploiting the rich resources of Atys for the children that will be born here.
Re: Outposts Outlined
Posted: Sat Sep 24, 2005 6:42 pm
by desertt
ill just wait till the time comes and see how all things go
Re: Outposts Outlined
Posted: Sat Sep 24, 2005 10:42 pm
by alyssah
It seeems to come down to wether or not you can affortd the best defenders. Obvviosly a small guild could not. A larger guild can do whatever the hell it wants. So, at the end of the day it is important whether you want to blitz or just enjoy the game FvF at some point, yu have to make a decision/.
Re: Outposts Outlined
Posted: Sun Sep 25, 2005 7:58 am
by xenofur
you do realize that outposts are content aimed at keeping high-level people busy?
Re: Outposts Outlined
Posted: Wed Oct 05, 2005 9:24 am
by 300881j
Well after reading the thread, i am interested in how this may work when as a newbie myself that has only just manage to get to lvl 50 in melee will help in pvp.
Yes the NPC squads may have lvl 50 def, but what about guilds which are over powered by fighter and mages with most skills maxed out.
If one guild is over powered then there is no way of fighting againsts them.
The only method that i could think of is similar to the board game warhammer where each team has a certain amount of army points to use, for example, each team has 1000 army points to use, the higher the lvl of the character the more points are use meaning a slighty smaller army compared to the weaker team which may employ more as they are lower of stats.
but even this method has its flaws, as player them may get singled out.
but either way with what seems to be happenning is that either way player will get singled out. player will always use their uber character, and the weak will always be singled out.
although with the point you have a choice in to seeing if u want a bigger army or a smaller army with a few uber.
i think its a possibility but thats only in theory. But PVP(GVG) will be much better than having waves of constant brainless NPC attacking.
Possibly as a big event when guild have to get together to protect there land from evil that could happen.
Possibly do that your ur next year B/Day nevrex. Have a big bash, world Verses NPC
Re: Outposts Outlined
Posted: Wed Oct 05, 2005 2:38 pm
by vguerin
300881j wrote:Well after reading the thread, i am interested in how this may work when as a newbie myself that has only just manage to get to lvl 50 in melee will help in pvp.
Yes the NPC squads may have lvl 50 def, but what about guilds which are over powered by fighter and mages with most skills maxed out.
If one guild is over powered then there is no way of fighting againsts them.
Chances are, the outposts that the bigger guilds secure will not be in the areas where you hunt. There are outposts in each zone, at different levels and locations. They are just as avoidable (typically) as they are plentiful.
I expect only like minded guilds will even know where our guilds outpost is, it will most likely not be on the beaten path...
Re: Outposts Outlined
Posted: Wed Oct 05, 2005 5:45 pm
by sehracii
There will only be 28 outposts at launch -Just about everyone will know where they all are pretty quick