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How to win an outpost
Posted: Sun Jan 14, 2007 6:50 pm
by frakel
Yesterday I was fortunate enough to sneak in an watch the raging battle of the outpost in the flaming forest. Quite a scene of chaos and fireworks display

. And
this screenie is from one of the more quiet struggles of the night...
To my inexperienced eyes there seemed to be very little strategy involved in the fight, as if the two sides met each other head on, the winner being the side simply able to heal/deal out the most damage.
Without giving away all your secrets to winning I was hoping some of the PvP“ing players would use this thread to explain a little about the tactics of outpost fight to the noninitiated (like me

).
You fight in rounds, but how is the winner of a round determined?
Are there special advantages in holding ground near the outpost?
Such questions...
Re: How to win an outpost
Posted: Sun Jan 14, 2007 8:52 pm
by ajsuk
I believe the two main methods used are:
a) knuckle down and get organized... or
b) ***** and moan in the hope the Devs will make your life easier...
But on a more serious note: I'm sure you can find the basics on how OPs work with a little searching on the site, and tactics (of which there are few I agree, but there are some) are for us to know.

More would be nice...
Re: How to win an outpost
Posted: Sun Jan 14, 2007 8:58 pm
by frakel

Very informative...
And would you mind elaborating on option (a) ?
Re: How to win an outpost
Posted: Sun Jan 14, 2007 9:02 pm
by ajsuk
Found the link which at least explains the system...
http://www.ryzom.com/newcomer/features#pvp
Re: How to win an outpost
Posted: Sun Jan 14, 2007 9:04 pm
by aardnebb
ajsuk wrote:I believe the two main methods used are:
a) knuckle down and get organized... or
b) ***** and moan in the hope the Devs will make your life easier...
a) have more people
b) attack at an inconvenient time for your opponant.
Tactics vary, how effective they are is arguable, but the best tactic is "outnumber your enemy".
To win a round: you must either kill all of, or defend at least one guard (depending on which side you are on).
Holding a spot (pretty much any spot that isnt an aggro or yelk spawn) is _much_ easier than advancing as people that are moving are not casting and probably not swinging a melee weapon.
Re: How to win an outpost
Posted: Sun Jan 14, 2007 9:05 pm
by jamela
Re: How to win an outpost
Posted: Mon Jan 15, 2007 1:00 am
by rushin
nice pic btw

here's
one i like
real tactics, as opposed to evil 'pick a time most our opponents wont like, say 04:00 on tuesday' vary and i suppose are hard to see, sometimes there might be none, others the attack will have been planned in detail by guild leaders or alliance spokespersons.. you'd be surprised how much a difference a specialist range team or a big melee rush can turn the tide of battle.
having said that its mostly a numbers game, if one side has a significant number more they will win 99% of the time. The one you saw yesterday was a great fight though, for whatever reason. We had a very intense hour or 2 with the attackers trying to penetrate through our first lines of defense.
Re: How to win an outpost
Posted: Mon Jan 15, 2007 4:28 am
by d29565
Attempt at this without giving any super secrets away:
Tactically, if defending, it seems that most of the time the defense keeps the mages to the back of the attacking force and melee to the front. Some times this works, sometimes it doesnt. There are many more tactical ways to form a defense, but I will not go into those as I dont want to possibly give the enemy any ideas.
Attacking is a lot harder because you have to keep your healers moving with your nukers and you melee. Think of the healers like you'd think of hearding cattle

Some move, and some just sorta stand around

. If your healers dont move, they are out of range when your melee/nukers need heals, they drop, and then the enemy can send in melee to take out the healers

Hmm, that is sort of tactics

Re: How to win an outpost
Posted: Mon Jan 15, 2007 8:23 am
by mithur
I've been only in 3 or 4 OP battles up now, but I was in that (as an attacker) and it has more tactics that it appears from outside. It also has the chaos of the trench warfare.
I've to say that the defenders has a very good strategy. They put pressure in the addecuate moments as a pack, leaving the attackers deaths (I usually was one of them) behind the front, making unreachable by healers.
The attackers tried a pair of strategies, but it doesn't work mainly by disorganization, but even so, you can see how the way of attacking could change a lot the result (The front attack was rejected in the half of time than the lateral attack).
The environmental strategies (Kill the Yelks near the attackers) also have big influence (This could be evaded with more organization, but is hard with so many people), the same for the terrain barriers, this was a fairly open OP, but others are much more closed.
But, in the end, if the numbers are bigger, then you win, and that was true. Only when the numbers are even there is a real importance for strategy in the battle.
I think that could be more strategy if the system allow to select an "Attack leader" and "Defense Leader" (At declaring OP War and OP Defense) and in the battle all the people in the band can see in a special way the orders of that leader. Because, if not, the orders sometimes are lost in the mayhem.
Re: How to win an outpost
Posted: Mon Jan 15, 2007 9:40 am
by sprite
As said, there's more to it than it looks like from the outside, but I must admit that wasn't one of our best performances
I'll try and remember to give you a buzz when we're being more interesting
