IDEAS FOR RYZOM


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#1 [de] 

Hey there, Com and Dev's and CSR's!

We would like to propose a means to make PvP (in particular: OP Fights) more challenging, more interesting and more fun whilst not taking away any of the things that are currently being done in OP PvP.

The current state of affairs with regards to OP Battles is as it always was in Ryzom:
The more people you bring, the likelier you are to win an OP. Ergo, they who bring most people along for the fight have the most OP's. This makes most OP battles to be high in numbers of participants. Some guilds - some factions even - do not have manpower to keep up with this standard. It is for them that we wish to change things, while for everyone else things stay the same (if they want!) or become more interesting!

And here goes:
We propose adjusting prices for OP clicks and the circumstance of the fight in echelons as follows in an example of a lvl 250 OP:



Guild B, the defenders may defend their outpost with TWO teams and the guards.
Guild A pays 12,5 million dappers for the attack

Attack with two teams, 15 million dappers
Defend with three teams + guards.

Attack with three teams, 17,5 million dappers
Defend with 4 teams and guards

Attack with 4 teams, 20 million dappers
Defend with 5 teams and guards

or the highest amount of 22,5 million dappers is to be able to attack with unlimited numbers of teams.


example for lvl 200 OP:

Attack with one team, 10 million dappers
Defend with two teams + guards.

Attack with two teams, 12 million dappers
Defend with three teams + guards.

Attack with three teams, 14 million dappers
Defend with 4 teams and guards

Attack with 4 teams, 16 million dappers
Defend with 5 teams and guards

or the highest amount of 18 million dappers is to be able to attack with unlimited numbers of teams.


example for lvl 150 OP:

Attack with one team, 6 million dappers
Defend with two teams + guards.

Attack with two teams, 7,5 million dappers
Defend with three teams + guards.

Attack with three teams, 9 million dappers
Defend with 4 teams and guards

Attack with 4 teams, 10,5 million dappers
Defend with 5 teams and guards

or the highest amount of 12 million dappers is to be able to attack with unlimited numbers of teams.


example for lvl 100 OP:

Attack with one team, 3 million dappers
Defend with two teams + guards.

Attack with two teams, 4 million dappers
Defend with three teams + guards.

Attack with three teams, 5 million dappers
Defend with 4 teams and guards

Attack with 4 teams, 6 million dappers
Defend with 5 teams and guards

or the highest amount of 7 million dappers is to be able to attack with unlimited numbers of teams.


example for lvl 50 OP:

Attack with one team, 1 million dappers
Defend with two teams + guards.

Attack with two teams, 1,5 million dappers
Defend with three teams + guards.

Attack with three teams, 2 million dappers
Defend with 4 teams and guards

Attack with 4 teams, 2,5 million dappers
Defend with 5 teams and guards

or the highest amount of 3 million dappers is to be able to attack with unlimited numbers of teams.



The Pro's:
+ more fluctuation in OP ownership (Guild A takes OP in minor battle from Guild B, Guild B takes OP back from Guild A in major battle)
+ more interesting and fun fights
+ more challenging and personal PvP possible
+ no need to change anything if it isn't wanted
+ Rate of Nighttime/early morning clicks will decrease massively
+ OP battles become possible for smaller guilds, too.

The Con's (perhaps):
- Massive battles become a bit more expensive. But if you got the manpower, you got the dappers, too.

Link to the french thread http://app.ryzom.com/app_forum/index.php?page=topic/view/20697/1# 1

Edited 3 times | Last edited by Triplex (10 years ago)

#2 [en] 

There was already a similar thread about the balance of OPs and I will reiterate the points I made which concerned me:

The barrier of a "limited" amount of teams is likely to push aside the F2P from participating in OP battles and this will likely extend to those players who are not very skilled at PvP but still enjoy participating in OP battles.

What you are suggesting to me sounds more like making OPs GvG as opposed to FvF.

As I said in the previous thread, Ryzom is a game that can balance itself out: adapt, put in effort and have the right tactics in place - there you have the fun of training, the challenge of adapting and learning new skills and the interest of the tactics amongst other things.

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#3 [de] 

This system would perfectly help with exactly your points!

There would be more PvP - smaller battles and bigger battles, all of which would be under less pressure and bring more fun into the equation. There would still be plenty free for all battles, for everyone to participate.

#4 [de] 

why do you talk about gvg? which guild can bring up to 45 peops to an OP fight? (without alts)

its about the choice: being able to choose with how many teams the attacking party will show up

#5 [de] 

Some factions will struggle to do that even now-a-days :P

And for the faction with the most players you will get what I raised which is basically accepting and rejecting "certain" players.

These are just the things I fear would happen. Your idea would certainly go towards balancing OP battles - but the repercussions I dont think are worth it. I foresee it pushing away players who enjoy OP battles but dont necessarily pursue PvP actively in game.

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#6 [de] 

I disagree with capping OP numbers for one simple reason. Outposts are a vital experience for new players to get a taste of PVP in ryzom. Limit the numbers and people will be cut out of this. OPs are fun and should be for everyone.

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#7 [de] 

They still would be - even more so! The number does have to be capped, it can be open!

#8 [en] 

Really? Have had this debate pop-up every few months for the past yearSSS. Make your faction attractive be nice to ppl do player events make it a fun experience.... No idea what guild or faction you talking for not played in months myself. But why would you wanna kill the fun for most ppl just you can win an op. Ryzom is a planet if you attack my friend I will help them all you would end up with is ppl agro dragging heal soaking.... Limiting Ops would just end in bigger factions less dedicated to pvp to loose to small factions that just boost players and instead of helping the community just pvp all the time.

To each it's own but I propose then that factions with less then 50 active players can't declare on an op because it's no fun for a big faction to fight against 8players and 8 alts that show for 3 rounds and then leave.

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