Outposts, a few weeks later...
Posted: Thu Feb 09, 2006 1:46 pm
Hello ,
So here I am again, poking the community (at least those who read the forums) and buggering with questions. This time, I was discussing with a few fellow diggers and we started to talk about the core feature of Chapter 3, the Outposts. It is hard to give an opinion about a feature without having given the game a bit of time to see how it goes. Today, after several weeks of OPs live, I'd like to know what you think about them. Some questions that come to mind:
* Are the current outposts enough? Should there be more or less outposts?
* What about the attck and defense periods? Should there be a feature like "surprise attack"?
* What would you implement to improve them, what things are not that great (storage, costs, ?)
Some answers have already been given in the past, like allowing new means to conquer an outpost, etc.
Personally, here's my view (subjective, of course)
- The role of crafters and foragers is completely missing from the conquer/lose aspect of Outpost. They are the funding bags, and that's it. I think it could be reasonable to add some elements, like the towers we are used to, and allow foragers and crafters to take an active part by building them. Special sources could pop nearby, and special mission mats could be used to build towers, reusing the temple scenario, maybe a bit improved.
- I wonder how things would have gone if the outposts were set up by nevrax more in a GvG setting rather than a FvF setting. I may be wrong, but with the FvF setting, the outposts seem to be pretty static. Taking ownership of an q250 outpost may be a server wide effort.
- With the status quo (which apparently is the same in Aniro too) this game feature loses a bit its purpose. I must admit, when outposts were announced, I was expecting a bit more dynamics. With a GvG scenario, mid sized guilds could gather to defend an OP from a large one, with FvF it seems less likely. Nevertheless GvG could have some drawbacks too: today, Guild A, zora, attacks guild's B OP, also Zora. Tomorrow, there's a FvF event, friends again http://www.ryzom.com/forum/images/smilies/smile.gif
- I don't know if there are too many OPs or too few. I think I'm not wrong when I say that the most large guilds in our instance (Arispotle) have a purple outpost. What's the benefit for a guild already owning an outpost of getting a second one? With more outposts, guilds could manage several at a time. With less, when 4 of the 8 aforementioned guilds were opless, maybe it wouldn't be so static.
And different, but related, seems to be the Spires risk-minigame. Seen what the outposts have brought -- imho OPs are quite a disappointment for me, but that's another matter -- do we risk reaching another permanent regime with spires? e.g. void is Kami controoled, GoC is Kara etc?
Looking forward to your opinions,
So here I am again, poking the community (at least those who read the forums) and buggering with questions. This time, I was discussing with a few fellow diggers and we started to talk about the core feature of Chapter 3, the Outposts. It is hard to give an opinion about a feature without having given the game a bit of time to see how it goes. Today, after several weeks of OPs live, I'd like to know what you think about them. Some questions that come to mind:
* Are the current outposts enough? Should there be more or less outposts?
* What about the attck and defense periods? Should there be a feature like "surprise attack"?
* What would you implement to improve them, what things are not that great (storage, costs, ?)
Some answers have already been given in the past, like allowing new means to conquer an outpost, etc.
Personally, here's my view (subjective, of course)
- The role of crafters and foragers is completely missing from the conquer/lose aspect of Outpost. They are the funding bags, and that's it. I think it could be reasonable to add some elements, like the towers we are used to, and allow foragers and crafters to take an active part by building them. Special sources could pop nearby, and special mission mats could be used to build towers, reusing the temple scenario, maybe a bit improved.
- I wonder how things would have gone if the outposts were set up by nevrax more in a GvG setting rather than a FvF setting. I may be wrong, but with the FvF setting, the outposts seem to be pretty static. Taking ownership of an q250 outpost may be a server wide effort.
- With the status quo (which apparently is the same in Aniro too) this game feature loses a bit its purpose. I must admit, when outposts were announced, I was expecting a bit more dynamics. With a GvG scenario, mid sized guilds could gather to defend an OP from a large one, with FvF it seems less likely. Nevertheless GvG could have some drawbacks too: today, Guild A, zora, attacks guild's B OP, also Zora. Tomorrow, there's a FvF event, friends again http://www.ryzom.com/forum/images/smilies/smile.gif
- I don't know if there are too many OPs or too few. I think I'm not wrong when I say that the most large guilds in our instance (Arispotle) have a purple outpost. What's the benefit for a guild already owning an outpost of getting a second one? With more outposts, guilds could manage several at a time. With less, when 4 of the 8 aforementioned guilds were opless, maybe it wouldn't be so static.
And different, but related, seems to be the Spires risk-minigame. Seen what the outposts have brought -- imho OPs are quite a disappointment for me, but that's another matter -- do we risk reaching another permanent regime with spires? e.g. void is Kami controoled, GoC is Kara etc?
Looking forward to your opinions,