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Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 10:12 am
by aardnebb
iwojimmy wrote:unhappily, I dont think thats the way they will work.

From what I have read, an active spire will disable the opposing factions Teleport altars, so if for example the karavan built a spire in Fleeting garden, the Kami Altar -which is the only one neutrals can buy - would not work.

you would have to cross-reference the regions with the neutral-accessible TPs to work out the full effects, but it just seems the Devs are trying their hardest to polarise the players, and force them to take a side... and I dont want to.

I stand corrected ;)

What I meant was that Neutrals, by having access to 2 TPs in some regions, or more often the TP of the faction that normally controls that land (I have more Kara TPs for Matis/Tryker lands, and more Kami TPs for Fyros/Zorai lands), will be _less_ limited by Spires as long as the Spires battles remain balanced. Obviously places like Fleeting Garden are the exception.

Still, it's gonna suck unless you love PvP and don't care about losing TP access no matter which faction (inc neutrality) you are in.

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 7:11 pm
by sluggo0
sidusar wrote:which means new Matis players (who haven't been able to acquire 30 Karavan fame yet) won't even be able to teleport to their level 100 area.
While that seems inconvenient, when I started out, dappers were too hard to come by. As a result instead of teleporting, and because we fought in this area often, we just simply trekked ourselves (my wife's toon and I) to our fighting area every time. It was fun, the journeys were hectic sometimes due to the ridiculous amount of gingo in between, and yeah, level grinding took us a little while longer, but I still look back at that time quite fondly.

There is an alternative to tp's.. I would hate to see it the case you couldn't get to a land at all tho, that would be truly ... bad.

It does impact your gametime, but look at the content in Ryzom, you have a handful of things to do:
- dig (for levels probably to grind that up or get mats to grind your craft up)
- trek
- hunt with your friends (again to grind levels)

If you're not in a huge rush to level grind, then there's a lot of enjoyment to be had walking places, I love taking a break from hunting for a trek, or digging for a trek, or well anything for a trek.. so where's the harm if it takes a couple more minutes to get places? We still included our guildmates who didn't have fame after the patch, or new ones that returned and didn't have TP access... if your friends dont' do the same, then try making new friends?

You do have a choice in the matter, no one forced neutrality on anyone, nor can you expect nor demand the gods give you access to the TP tickets ;) . They too (Jena and Ma-Duk) have free will :)

I do however agree that if spires cut off a land completely from TP access (because after all the intermediary areas are beyond most new players), then an alternative should be enforced by the game -- some way to at least get to the blue zone in each region. Maybe a city teleporter or something or have the lore have the head of state negotiate with jena/ma-duk some tithe that gives some access to all lands to all homins.

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 7:16 pm
by jamela
sidusar wrote:Will there be a way to turn regions back to neutral after one of the factions has taken them?
Destroy the spire in a region and the region becomes neutral until another spire is built. I think I recall mention of neutrals being allowed to destroy spires, which only seems right and proper.

The original Spires news item.
3] Summoning a Spire
During a faction war, factions can create a spire on each base. It will give the control of the region to the faction which has summoned it. Once the spire in place, the region is considered as belonging to the faction owning the spire. Active altars and TP tickets in the region are only those of the faction who took control over that region.

To summon a spire, you will have to spend faction points gained by killing enemy players during faction wars or by destroying opposing spires. Faction points are centralised on a global pool.
Oh and I agree with Minou, it's good to walk. Or ride.

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 7:30 pm
by sehracii
sluggo0 wrote:While that seems inconvenient, when I started out, dappers were too hard to come by. As a result instead of teleporting, and because we fought in this area often, we just simply trekked ourselves (my wife's toon and I) to our fighting area every time. It was fun, the journeys were hectic sometimes due to the ridiculous amount of gingo in between, and yeah, level grinding took us a little while longer, but I still look back at that time quite fondly.
If you have a team, even just one person, it's much more of a possiblilty.

But say a new character has nothing but lvl 45 offensive magic and they want to log in and solo a few plants, they have to run from Yrkanis though 12 different sizes of gingo, all of which will tear them apart without trouble. It's not just an inconvenience to trek down to Fleeting Garden, it's practically impossible without much more experience sneaking. Even a 45 melee will die easily in FG with an add.

After 2 hours, max DP, and not a singple plant killed they're more likely to leave the game then look forward to trekking again.

It's nice if they have friends or a guild that can trek them there once, then if no one else is around they can TP there and solo sometimes. It's a fact that a team is not always available.

I understan if higher players are expected to trek more, they have the skills. But there should be a little bit of ease of movement for new players. Buying a TP in the lvl 100 region of their own land just seems like it should be a given.

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 7:39 pm
by raven41
Quick coment on Spires ..or I guess maybe a Q..What happens if an intire area say fyros is controled by 1 faction does that mean only that faction gets to play there untill someone finnaly treks into Fyros from zoraï or Matis ..or even PR.. That will suck I think..I know its not very likely,But it is a posibility ...

And poor trykers They have one HUGE region that covers all there cities so waht happens if kami Take it no kara can get to FH without a long boring swim ? same goes for if Kara take it.Then kami have to swim forever...

Glad i already have all my max Spells from each region cus when Spires is released i think it will be more of a pain ESP! for shockwave from tryker..

P.S. So far I hate the idea of Spires 100% I lost freedom to goto tryker towns when I couldnt get kara tps anymore and now im gonna lose more freedom when I cant TP to kami TPs -.- ...If it was like this when I started it wouldn't make a differance but it wasn't..

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 7:44 pm
by jamela
sehracii wrote:But say a new character has nothing but lvl 45 offensive magic and they want to log in and solo a few plants, they have to run from Yrkanis though 12 different sizes of gingo, all of which will tear them apart without trouble. It's not just an inconvenience to trek down to Fleeting Garden, it's practically impossible without much more experience sneaking. Even a 45 melee will die easily in FG with an add.
ROFL! We used to do that all the time, and I never considered leaving. I loved those days! Sneaking is infinitely more fun than obliterating. Back then we were saving up for our guildhall and planned on building it in Avalae because we lived there, being the closest town to Fleeting. By the time we'd saved up enough dapper we were much more keen on having a guildhall in Natae, because then we were starting to hunt ocyx up at Towerbridge. Then of course, we discovered that guildhalls could only be built in capitals.

@Redslayer : If you read the news item I linked it says that teleports to capitals are unaffected by Spires. btw, I hate the sound of them 110% :p

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 7:48 pm
by iwojimmy
the level 50 "blue zone" will not have spires in it, and capitol city tp/spawns will never be denied regardless of faction etc...

that was the information initially given to us.. how it pans out remains to be seen.

Fyros is the only nation where tps can be bought in all cities by neutrals. Tryker, Matis and Zorai secondary city tps are only available to the faction aligned. This means Dyron is the only q250 vendor readily accessible to neutrals..

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 8:03 pm
by sprite
iwojimmy wrote:the level 50 "blue zone" will not have spires in it,
It baffles me where this misconception keeps coming from... The original map in the spires info item clearly shows a spire in Imperial Dunes (bottom right corner, next to the OP and bridge)

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 8:31 pm
by wyeth
sprite wrote:It baffles me where this misconception keeps coming from... The original map in the spires info item clearly shows a spire in Imperial Dunes (bottom right corner, next to the OP and bridge)
edit :nvm i didnt look really well sorry :P

Re: The big-ish Issue..

Posted: Tue Apr 11, 2006 9:18 pm
by kostika
sprite wrote:It baffles me where this misconception keeps coming from... The original map in the spires info item clearly shows a spire in Imperial Dunes (bottom right corner, next to the OP and bridge)

But it also say that:
b) Teleportation ticketsIt is impossible to use TP tickets when their destination is an area owned by an opposing faction. It is possible to use TP tickets in neutral areas, areas controlled by one’s faction, or in capitals.

So you can tp to capitals. My guess is that the capital city regions have spires for linking purposes.