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Outposts - General Discussion Thread

Posted: Thu Dec 01, 2005 6:38 pm
by lawrence
Since we've just opened the test server (ATS) to all active subscribers, please feel free to participate in our on-going tests, by creating an ATS client and testing the upcoming outposts feature, if you like. For further information, please refer to the following announcement and guidelines: http://www.ryzom.com/?page=news&id=1661.

This thread is dedicated to discussing the outposts feature with other fellow players, feel free to share your experiences and thoughts!

To report bugs, or to provide the developers with feedback and suggestions, please use the following forum thread instead: http://www.ryzom.com/forum/showthread.php?t=20023

Re: Outposts - General Discussion Thread

Posted: Thu Dec 01, 2005 7:54 pm
by danadita
lawrence wrote:This thread is dedicated to discussing the outposts feature with other fellow players, feel free to share your experiences and thoughts!
First off, come to the mainland. :rolleyes: At the trainers, it's a click n hit-Enter fest - get them all at once; save the handbar sorting for later. In fact, probably your first "day" on ATS is setting up your character and getting them geared up. USE CRAFTING SP FOR CRAFTING ONLY - with the new jewelry patterns you will burn them up fast.

Ready ... set ... TEST!

Re: Outposts - General Discussion Thread

Posted: Thu Dec 01, 2005 8:27 pm
by eadwig1
danadita wrote:In fact, probably your first "day" on ATS is setting up your character and getting them geared up.
Boy does it take awhile!! I've been at it about an hour(since starting to patch) and not even finished with the Fighter trainer! I have go to work ... I'll try to finish... some time soon. See ya'll there!




Lin Zhao
ATS

Gilmar
Aristoptle

Re: Outposts - General Discussion Thread

Posted: Fri Dec 02, 2005 6:29 am
by halpenny
sooo ive been playing for a bit and HOW THE HECK do you take over one if we are only level 150 and the guys are from 200 to 250 hehe.... if had our mains then it might be a lttle easier

Re: Outposts - General Discussion Thread

Posted: Fri Dec 02, 2005 10:24 am
by halpenny
never mind we came up with a way do do it we are the best with only 6 people yea

Re: Outposts - General Discussion Thread

Posted: Fri Dec 02, 2005 2:24 pm
by sumoman
they r lowering the strenght of the outpost guards so it will become easier soon enough

Re: Outposts - General Discussion Thread

Posted: Fri Dec 02, 2005 5:12 pm
by marct
It would probably be a good idea at some point to test the setting your attack and defense time. As we in Arispotle are Very Very Very multi-timezone. This would seem like an important part to get right and test.

Noin.

Re: Outposts - General Discussion Thread

Posted: Sat Dec 03, 2005 6:26 pm
by danadita
The newest travelers to ATS aren't able to see the ATS forum so it would be a good idea to repost useful information.

A copy of a post I made on the ATS forum:
In the Lake Lands (US Central):

Liberty Lake
7:40a - Greenvale Trade Post - German ATS Team - Tree-Bore in operation
7:44a - Sandy Workshop - ruins
7:49a - Windermeer Farm - ruins
7:55a - Darkmoor Border Post - ruins
7:59a - Farely Farm - ruins
8:05a - Dainty Isle Workshop - ruins
Winds of Muse
8:08a - Windyway Workshop - French Team ATS - Big Trepan in operation
8:13a - Muse Laake Watch Farm - ruins
8:17a - Musemere Workshop - ruins
8:22a - Threepillars Farm - ruins
8:24a - Loriagate Border Post - ruins
Fount
8:28a - Fount Porch Trade Post - "Marauding Tribe" (Waupee - German game master - German ATS Team - was standing by the Banner)
8:32a - Bountygate Border Post - ruins
8:38a - Fount Lake Workshop - ruins
8:46a - Ponders End Workshop - ruins
Enchanted Isle
8:53a - Eastshore Magic Pole - ruins
8:58a - Graveyard Gate Research Centre - "Marauding Tribe"
Loria
9:11a - Watergate Border Post - ruins
9:21a - Loria Stronghold - "Marauding Tribe"
Bounty Beaches
9:33a - Liberty Gateway Border Post - ruins
9:37a - Twintops Workshop - before I died I could tell it was active. I'm not aware atm of a route to it that is survivable.

Re: Outposts - General Discussion Thread

Posted: Sat Dec 03, 2005 7:16 pm
by blaah
these should be active outposts, 7 per land
sry if some data is incorrect ;-)

fyros:
Blackburn Trade Post - q50
West Blackburn Border Post - q100
Hightowers Farm - q150
Southend Dune Farm - q200
Malmont Farm - q200
Woodburn Magic Pole - q250
Woodburn Stronghold - q250

tryker:
Greenvale Trade Post - q50
Windway Workshop - q100
Fount Porch Trade Post - q150
Graveyard Gate Research Centre - q200 (in sinking sands workshop)
Twintops Workshop - q200
Loria Stronghold - q250
Whirling Strongold - q250

zorai:
Qai-Du Workshop - q50
Sai-Shun Stronghold - q100
Demon’s Crossroads Diplomatic Outpost - q150
Great Outback Workshop - q200
Gu-Qin Workshop - q200
Zo-Kian Ruins Workshop - q250
Lost Valley Stronghold - q250

matis:
Psykopla Knoll Trading Post - q50
Finder’s Farm - q100 (corrected, was q200)
Wooky Workshop - q150
Berello Gorge Border Post - q200
Fearing Fen Farm - q200
Westgrove Stronghold - q250
Ginti Workshop - q250

Re: Outposts - General Discussion Thread

Posted: Sat Dec 03, 2005 7:25 pm
by jarko
im already a long time on ats and can provide ZUNamps if needed