I also hope the two major changes proposed at the meeting remain "in":
- reduction of time
- removal of phase 2
Overall this brings down the effective battle time to one hour instead of 4 (!). I would say even outpost defense becomes more bearable.
One may be willing to sacrifice an hour of sleep, e.g. staying from 1am to 2am, knowing their outpost has a real chance to remain safe. Most people that I know are not willing to sacrifice two hours repeatedly.
However, assuming the two things are implemented .. :
- I would reject proposal #1 (cost reduction). Maybe a slight adjustment, to make it easier for smaller guilds to attack a q250, but still above 10 million. If you want the good materials, you have to pay a premium for it. A team of dedicated crafters can raise that money in under a week. An entire faction (as things currently work) will raise the money in 1 day.
- I would support #3, under this condition: make the physical locations for an outpost more diverse, add more challenges etc.
For example, make aggros in the region spawn more frequently near an outpost during a battle (RP explanation: they get drawn to the homin blood). In this scenario, it would really make sense for a guild to avoid battle in one spot: e.g. small guild doesn't want jugulas poisoning the players, so they will wait until the material they desire will rotate to a different location where different tactics are useful.
- Defiinitely add #4, the reverting to a "neutral" state, perhaps an interval shorter than three real life months. This gives an in-game objective to the guild which owns it, to keep defending. Maybe even award guild points if they manage to keep an outpost after an NPC attack!
But, like Sinvaders, I fail to see any benefit in prioritizing guilds with no outpost, after such a reversal.
- My proposal for a #5: If material rotation is implemented, please please make this info available via the Ryzom API, so that current op/mat pairs can be checked.
- Oh, and maybe #6: Restrict repeated attacks.
-- 6.1 : Restrict a guild to 3 attacks withing 4-7 RL days.
-- 6.2: Restrict attack on the same outpost to 1 per 2-4 RL days. If phase 2 is removed, it would really be nasty to suffer an attack every day.
My 2 dappers.
- reduction of time
- removal of phase 2
Overall this brings down the effective battle time to one hour instead of 4 (!). I would say even outpost defense becomes more bearable.
One may be willing to sacrifice an hour of sleep, e.g. staying from 1am to 2am, knowing their outpost has a real chance to remain safe. Most people that I know are not willing to sacrifice two hours repeatedly.
However, assuming the two things are implemented .. :
- I would reject proposal #1 (cost reduction). Maybe a slight adjustment, to make it easier for smaller guilds to attack a q250, but still above 10 million. If you want the good materials, you have to pay a premium for it. A team of dedicated crafters can raise that money in under a week. An entire faction (as things currently work) will raise the money in 1 day.
- I would support #3, under this condition: make the physical locations for an outpost more diverse, add more challenges etc.
For example, make aggros in the region spawn more frequently near an outpost during a battle (RP explanation: they get drawn to the homin blood). In this scenario, it would really make sense for a guild to avoid battle in one spot: e.g. small guild doesn't want jugulas poisoning the players, so they will wait until the material they desire will rotate to a different location where different tactics are useful.
- Defiinitely add #4, the reverting to a "neutral" state, perhaps an interval shorter than three real life months. This gives an in-game objective to the guild which owns it, to keep defending. Maybe even award guild points if they manage to keep an outpost after an NPC attack!
But, like Sinvaders, I fail to see any benefit in prioritizing guilds with no outpost, after such a reversal.
- My proposal for a #5: If material rotation is implemented, please please make this info available via the Ryzom API, so that current op/mat pairs can be checked.
- Oh, and maybe #6: Restrict repeated attacks.
-- 6.1 : Restrict a guild to 3 attacks withing 4-7 RL days.
-- 6.2: Restrict attack on the same outpost to 1 per 2-4 RL days. If phase 2 is removed, it would really be nasty to suffer an attack every day.
My 2 dappers.
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My home is always sweet Yrkanis..