IDEAS FOR RYZOM


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#1 [en] 

As a part of AA, today I helped out at us taking a kami OP in kara lands. I stumbled across the idea of having the buildings be attackable, and they MUST be destroyed in order to complete the final transfer of the OP. I thought of this while I was sitting around doing nothing while the kami's were sticking away, and we were just killing guards. I feel that this will enhance the OP experiance greatly. If this does happen, the attacking guild would have to destroy the OP mine, and the hall, but also make the hall repairable by the defending guild for a certain ammount of dappers, to keep it a little longer, and make it harder on the attacking guild.

Last edited by Hungrygrumpy(arispotle) (1 decade ago)

#2 [en] 

Yes and no, the last coupple of battles have been pretty easy but doing a battle in a q250 zone with a strong defender would make it even impossible to take over, just imagine if we had a strong kami force last night on top of the op we had to take over with guards spawning all over that we had to kill to get treshold while having to kill the buildings aswell while kami are shooting us? I've been to alot off battles where we barly made the threshhold and sometimes where we just didn't make it even having a stronger force

think best we can do is like Jayce last night and bring a book to the op :)

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#3 [en] 

We should try to do somthing that adds some excitement.

#4 [en] 

Kind of an inherent flaw in OPs, aint it? It's part of the game to try to maximise your army and minimise the opponent army before the battle even starts, but the better you succeed in that, the less exciting the actual battle is.

Just another reason we need regular NPC attacks on OPs if there aren't enough real player battles :P

#5 [en] 

Or, maybe Outposts have just never lived up to the expectations placed upon them when they were introduced, and we need something new and different for a game that is still so very new and different compared to every other game out there. =)

#6 [en] 

Marelli
Kind of an inherent flaw in OPs, aint it? It's part of the game to try to maximise your army and minimise the opponent army before the battle even starts, but the better you succeed in that, the less exciting the actual battle is.

Just another reason we need regular NPC attacks on OPs if there aren't enough real player battles :P

That would be neat to try out.. It should make things more interesting. Somthing should be done to make them more fun like they used to be back in 2007-2009.

#7 [en] 

Or did you mean the expectations of the players, who mostly expected outposts to be like customisable outdoor guildhalls, and were sorely disappointed when they turned out to be just automatic mat generators to fight over?

I still think most of the OP drama comes from those conflicting views... players who think of OPs as just waypoints to fight over versus players who think of their OP as the 'home' of their guild...

#8 [en] 

well guess everyone had enough to do today at the op was pretty fair fight :) (didn't even see agro dragging)

about op fights just see them as a 2h fight with friends after can chat up how much times you killed them don't let it become personal, just show who has the best weaponsmith and then after go hunt some bosses tougether :)

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#9 [en] 

lol, I honestly dont think that adding buildings with tons of hp to kill is gonna make OPs any more exciting =P

What makes OP battles interesting and exciting is when the two opposing forces are more or less balanced in terms of power. As Subo said, today's was a good example. Kamis were still outnumbered, but we had the guards with us and at least this time we had enough people on to put up a good fight and it seems like everyone had fun.

It's just how it goes, more often than not one side just greatly outnumbers the other and massacres them.

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"We are Kami. We are here to be you. We are many as you are of many minds. We are one as you are one in Ma-Duk."

#10 [en] 

Okay, if you want to make things more exciting when the battle is grossly mis-matched, how about his:

Attackers can chose to enter "fast mode", wherein the battle lasts an hour instead of 2 hours, if they chose to do this, the rounds are half as long and the guard spawning is thus twice as fast. If they chose to do this, it can't be undone anymore.

#11 [en] 

Marelli
Okay, if you want to make things more exciting when the battle is grossly mis-matched, how about his:

Attackers can chose to enter "fast mode", wherein the battle lasts an hour instead of 2 hours, if they chose to do this, the rounds are half as long and the guard spawning is thus twice as fast. If they chose to do this, it can't be undone anymore.

That would be a neat thing to try out.

#12 [en] 

And as for battles where the defenders massively outnumber the attackers, we could have a mechanic that if the attackers don't manage to kill a single guard for 6 consecutive rounds, the battle is over.

The idea here is to make the massively mis-matched battles be over quicker without artificially giving advantages to the outnumbered side.

It would cost us the ability to "wait out" the first hour of the battle and only attack at the last moment, but most everyone thinks that's a lame tactics anyways.

#13 [en] 

I'm going to have to disagree with both ideas for shortening mis-matched battles.

One reason is that perhaps the underdog isn't able to gather people on at the appropriate time. If you only need to win five rounds, that could still be the last five rounds. Maybe it's a lame tactic, but it's just as valid (or more so) than many other tactics that have been used, or will be invented. It may also not be a "tactic".

But also, you -can- schedule fights to make them more evenly matched. Everyone knows more people are available on the weekends than during the week. It's just the nature of the working/job environment. Picking the time is one strategy used to win, but if people really want a good fight, and not just a cheap win, they can pick times when more people can be involved.

I've been to several Op handovers and even on the winning side of a couple of overwhelming fights since I've resubscribed, and we passed the time by just chatting and goofing off.

If people schedule a fight to produce overwhelming odds, they should have to deal with the lull in activity that is associated with it, imo =)

#14 [en] 

they've served their purpose just delete em now....
and think of something slightly better...

#15 [en] 

Cidre
they've served their purpose just delete em now....
and think of something slightly better...

Remove outposts, remove the surplus of cats (compensate with some dappers per cat), place everyone at an even playing field. (Yes, I'm aware you can purchase cats with faction points)

Implement my battlegrounds idea posted a little bit ago with capturable objectives. If homins control certain Kitin structures, one benefit could be xp rate is increased by some percentage (50%? higher?) for everyone in affected areas. For example, some easier objectives could be considered q50, and the hardest could be considered q250. As long as homins hold q50 objectives, all skills up to level 50 get the exp boost. And so on.

Award faction or civ points for participating in the battles. Make outpost mats and flowers available for faction points.

Give people a reason to work together for a change instead of pushing them apart.

Digging up cats never made sense anyway.

Last edited by Erizon(arispotle) (1 decade ago)

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