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outposts should provide guards

Posted: Tue Nov 14, 2006 12:44 am
by olepi
I was being attacked by a doggie, and was near death, in Towerbridge. Nearby is my guild's outpost, the Psylopla Knoll Trading Post, and further away is a town, full of "Matisian Guards". I had to run to the town, since my own Outpost won't help me.

The OP's should have active NPC guards, just like this town, that help anyone in the Guild or allied. OP's should give a spawn point, a stable, and NPC guards.

Olepi

Re: outposts should provide guards

Posted: Tue Nov 14, 2006 12:47 am
by zangan
I agree. Give them some kind of use besides just being there...making them like a small town could be a very nice addition. Perhaps have vendors and such, all with a maintainable cost.

Just my thoughts.

Re: outposts should provide guards

Posted: Tue Nov 14, 2006 1:53 am
by raven41
That would be cool, And make the portals in the guild halls poof you to your OP ;)

Re: outposts should provide guards

Posted: Tue Nov 14, 2006 2:49 am
by vguerin
olepi wrote:I was being attacked by a doggie, and was near death, in Towerbridge. Nearby is my guild's outpost, the Psylopla Knoll Trading Post, and further away is a town, full of "Matisian Guards". I had to run to the town, since my own Outpost won't help me.

The OP's should have active NPC guards, just like this town, that help anyone in the Guild or allied. OP's should give a spawn point, a stable, and NPC guards.

Olepi
Why not run into either of the friendly tribe outposts that were much closer to you ? Which "dog" ran that far following you ? Even Bodokin didn't run that far without constant taunting...

Though your argument seems contrived, your ideas have been brought up before and often. I too find it odd those we call enemy can walk thru our OP anytime (literally)... As for a stable, packers could become problematic when outposts change hands. Spawn points are a given, but also not as simple as it seems..

Re: outposts should provide guards

Posted: Tue Nov 14, 2006 3:41 am
by zangan
Hmm...Yes...didn't think about what happens when they change hands. What if, now I'm new and never been in an OP battle so if I'm wrong correct me, when another guild challenges your OP then you have until that long to retrieve and move your packers. As for like vendors you have that long to retrieve your gear.

And if you didn't take heed of these and if your OP is taken then they belong to the conquering guild. How would this work?

Re: outposts should provide guards

Posted: Tue Nov 14, 2006 12:03 pm
by acridiel
vguerin wrote:Why not run into either of the friendly tribe outposts that were much closer to you ? Which "dog" ran that far following you ? Even Bodokin didn't run that far without constant taunting...
So you´ve never been chased by a Torbak, or a Gingo around TBW?
Matisian Borderguards (wich is a friendly tribe btw.) is in fact the best location to find shelter if you´re around there and to too far north.

CU
Acridiel

Re: outposts should provide guards

Posted: Fri Nov 17, 2006 7:39 pm
by g00st
aye its a bit whack that homins never had to "builteded" stuff to remakeage the postouts....builded around a pvp shindig it is but it could of builded more....

Re: outposts should provide guards

Posted: Fri Nov 17, 2006 8:18 pm
by meloner
and the empty building sites....they there for decoration ?
/sigh :(