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Outpost related money sink

Posted: Sat Feb 24, 2007 4:03 pm
by blaah
ok, altho i dont take part of outpost battles, i have kept eye on them.

i know it has been brought up before, but there is no possible way for surprice attack on outposts.

maybe allow us to use our dappers to shorten outpost timers ? ofcourse not battle time (2 hours period when guards pop).

"war declared" for attackers and then if it goes to defence round, then the time period before defence round for defenders.
ofcourse, multiply guards by 2 or 3 (or more, dunno how weak they actually are ;-) if the time is shortened (for both attackers and defenders).

the fee ? outpost q*1mil (q250 outpost, pay 250 mil dappers and guards will come out to play immediately) or higher (500mil for q250 outpost ??)

ohh, if you (devs) are actually reading and thinking "Hmmm...", then dont forget that you need to rework when defending time is set. currently it's in "war declared" phase. if buy out occurs, then make it possible to set it after battle in 24h period maybe.

worth a try...

Re: Outpost related money sink

Posted: Sun Feb 25, 2007 12:20 am
by bf649ztp
worth a try.....Or maybe not. The biggest problem I would see with insta-war, is the time zone difference between US and Europe. People on both sides would not have enough time to prepare or gather allies. It would make, imho, what can sometimes be a messy situation, a whole lot messier. I feel that there would be alot better ideas for money sinks in this game. For instance, buying npc mats up to Q150, unlimited timers on goods sold on the mercs, and in conjunction with that, a higher resale price available, which would enable crafters to use the mercs for uber goods which is atm, not really an option.

Also a simple thing, would be, to be able to buy cats on the mercs an option (at a very high price ofc, about 4 million dappers per Q250 stack), this would take alot of heat out of OP battles, as there would be not so much to lose, only free cats and OP mats. There are tons of good ideas for money sinks that can be implimented, but shortening timers on OP battles, I don't feel would be one of them.

Kodel

Re: Outpost related money sink

Posted: Sun Feb 25, 2007 1:50 am
by blaah
bf649ztp wrote:It would make, imho, what can sometimes be a messy situation, a whole lot messier.
whats messy ? outposts belonging to guild only few hours ? after few weeks everyone is out of dappers and buyout is not that common.
maybe... just maybe you can see mats for sale on merchants and not just for store to build up dappers reserve faster.
just maybe dappers will become useful.
bf649ztp wrote:I feel that there would be alot better ideas for money sinks in this game. For instance, buying npc mats up to Q150, unlimited timers on goods sold on the mercs, and in conjunction with that, a higher resale price available, which would enable crafters to use the mercs for uber goods which is atm, not really an option.
none of these work. why ? they _make_ dappers. sure, you can burn 150mil on mats.... just once. then, it's gonna bring dappers back.
why do you want to increase merchant timers /resale markup ? to get profit, right ? (or store stuff, but i hope by then it also costs you)

bf649ztp wrote:Also a simple thing, would be, to be able to buy cats on the mercs an option (at a very high price ofc, about 4 million dappers per Q250 stack), this would take alot of heat out of OP battles, as there would be not so much to lose, only free cats and OP mats.
increase xp by 2 and remove cats. easyer. for them and for us.
bf649ztp wrote:There are tons of good ideas for money sinks that can be implimented, but shortening timers on OP battles, I don't feel would be one of them.
ohh, but it would clear dappers really fast out of circulation ;-) shortening op timers would bring so much more fun to this static op situation.

it would give so much more for outposts. fake attack would get a whole new meaning ;-)
also, by multiplying guards by 2 or 3 on buyout, then it would become harder to take it. maybe attackers dont even get to lvl 6. maybe defenders are alerted and are standby just waiting for attackes to waste their dappers.
.. and spies. think of possibilities ;-)

bf649ztp wrote:worth a try.....Or maybe not. The biggest problem I would see with insta-war, is the time zone difference between US and Europe.
... but to think of it, waking up at 3am on work day is much better.

Re: Outpost related money sink

Posted: Sun Feb 25, 2007 4:31 am
by bf649ztp
I want an increase on timers so that when people put uber goods on them, they don't have to worry about them being sold off if they don't keep a close eye on them. I want an increase on resale so that really good items can get the sort of money they deserve...which is alot. I am not talking about storing stuff, i don't tend to all that much, i use packers for crafting.

Re: Outpost related money sink

Posted: Sun Feb 25, 2007 4:32 am
by bf649ztp
And finally how the hell do you know about messy situations in OP battles if, of your own admission, you don't even fight in them?
You also said that increase in npc Q mats don't work, this has never been done, so how do you know this? you seem to be neither a fighter or a crafter/digger, so i wonder what it is that you do blaah, apart from post anonymous threads on things you know nothing about. Cats seem to be a part of ryzom now for good or bad, so by simply saying 'lets increase xp x2' seems a bit ignorant to me. And just wanting to 'clear dappers out of circulation' seems even worse. I can think of things like that...err, lets scrap dappers or any form of payment apart from mats, but this won't improve the game as is, as far as i can see.

Re: Outpost related money sink

Posted: Sun Feb 25, 2007 4:58 am
by d29565
Yeah, he only has 142 posts :P

edit: lmao, ding 800

edit2: What I said doesn't make sense now, because Kodel edited what he said -_- *kicks kodel* make me look stupid.



Seriously though, blaah. You really cannot think to change something, when you dont even participate in the thing you wish to change. Outposts work fine, mostly (other than the ability to declare on more than one op, false declartions, and the ability to 'camp' the op) find another way to fix the extra dapper you think is a problem. Personally, I'm mostly broke, I think dappers work fine :)

Re: Outpost related money sink

Posted: Sun Feb 25, 2007 5:48 am
by huntar
We have two conflicting objectives to deal with.
firstly, we want dappers to be worth something, so even rich players still want more.
But secondly, we dont want to unbalance the game and allow a conspiracy of capitalist bankers to buy Atys and evict the Karavan / Kami / anyone they feel like.. ie. we dont want to be able to 'buy' victory. Even though a lot of the Civ style games support economic victory conditions, trying to implement that in Ryzom is not high on many peoples wishlists :p

Grimjim always wanted RP props to sink dappers on, stuff that had no ingame effect apart from looks. This seems the least harmful suggestion so far - whereas being able to attack an undefended outpost if you have enough dapper is going to widen the gap between the rich and poor even further.
Not in favor :\

edit.. come to think of it, having an Outpost battle that only one side can attend, is denying participation in game content to the other side. The OP battle system is set up so people can take part, with plenty of warning.
Even more opposed :p