#36 Added by Sinvaders 6 years ago Report | Quote
* Building starts at low HP, half full.* Once the building is regenned to full HP (constructed), it can be upgraded, again using more dappers.
#37 Added by Revvy 6 years ago Report | Quote
* Throw out the entire current outpost implementation.* Remove all TPs and respawn points from PR.* Make PR full open GvG, required, not optional.* Have all outposts in PR available on a first-come first-served basis, simply by whoever constructs buildings there.* Whoever pays the dappers to construct the outpost building gets the building....
Last edited by Revvy (6 years ago)
---
#38 Added by Kaetemi 6 years ago Report | Quote
I had a similar idea that I explained to some people. Everyone was interested by the idea :)
To add to your idea Kaetemi:Allow players to teleport on the possessed outpost to give building (and the whole system) a great value.
#39 Added by Revvy 6 years ago Report | Quote
That may need to be restricted to only serve players who don't have DP - to avoid the 'infinite lives' battle.
Edited 3 times | Last edited by Revvy (6 years ago)
#40 Added by Kaetemi 6 years ago Report | Quote
If the PvE env or the opponents get you more than 20 times before you reach your goal;You are losing the possibility to respawn on this outpost zone (tactically you may respawn on another outpost zone).So the outpost can be taken over.And it will push people to be rewarded in the survival, favor the escape route to counter attack somewhere else.Instead of spawning, heal and comeback infinitely.
Edited 2 times | Last edited by Kaetemi (6 years ago)
#41 Added by Sinvaders 6 years ago Report | Quote
#42 Added by Talkirc 5 years ago Report | Quote
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
#43 Added by Revvy 5 years ago Report | Quote
#44 Added by Aleeskandaro 5 years ago Report | Quote
#45 Added by Kaetemi 5 years ago Report | Quote
love those ideas kaetemi, but if you make all of pr pvp, surface sup's are a must to keep the game fair for rangers and other pve only players; if not they would never have fair access to sup dug mats when all of pr was forced pvp with op's and whatnot everywhere.)
#46 Added by Placio 5 years ago Report | Quote
Last edited by Placio (5 years ago)
#47 Added by Fyrosfreddy 5 years ago Report | Quote
#48 Added by Tamarea 3 years ago Report | Quote
Edited 3 times | Last edited by Tamarea (3 years ago)
#49 Added by Tamarea 3 years ago Report | Quote
Ce projet a pour objectif de redynamiser les batailles d'avant-poste en redonnant de l'intérêt à tous les OP, en les faisant changer régulièrement de propriétaire et en diversifiant les genres de combat. Il permettra lui aussi de réduire l'avantage gameplay que procurent les multi-alts.Note descriptive du projet : Quelques points à souligner là encore :• Tous les avant-postes, quel que soit leur niveau (qui demeurera inchangé), vont produire soit des MP Q150, soit des MP Q200, soit des MP Q250.• Nulle guilde ne sera plus autorisée à conserver un avant-poste pour le seul plaisir que lui procure (éventuellement) sa possession.• À retenir : les avant-postes changerons de mains beaucoup plus souvent et régulièrement que par la passé !
Last edited by Tamarea (3 years ago)
#50 Added by Tamarea 3 years ago Report | Quote
We've strated the work on the outpost battles refactoring project.As some may have noticed, four outposts have popped in the Nexus, of four different "levels" (100, 150, 200 and 250).Their names suggest that they are not "like the others" and will not function in the same way at all. In fact, their ways of working will evolve following the avancement of the refactoring project.At first, their conquest will be the object of GvE battles (a single guild fighting the NPCs defending the outpost), none of them will be owned by a guild (nor will they host any drill). That in order to test the impact of the projected shortening of the battle duration (from two hours to one) in the best conditions.
Edited 2 times | Last edited by Maupas (3 years ago) | Reason: Typos EN
powered by ryzom-api