October 21st, 2005, 06:02 PM | #1 | |
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[DEV] Outpost Rewards
Nevrax has just published a new article, describing the potential rewards for conquering outposts:
Quote:
Link to the article, containing the details: http://www.ryzom.com/?page=news&id=1446 |
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October 21st, 2005, 06:05 PM | #2 | |
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Re: [DEV] Outpost Rewards
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Cool, now you just need to release more outposts than 28 :P |
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October 21st, 2005, 06:24 PM | #3 |
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Re: [DEV] Outpost Rewards
92 new crafting plans
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October 21st, 2005, 07:12 PM | #4 | |
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Re: [DEV] Outpost Rewards
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Yay, new crafting plans, but please tell me we do not need to spend skill points to use them. The crafting tree is already kind of point starved. |
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October 21st, 2005, 07:36 PM | #5 | |
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Re: [DEV] Outpost Rewards
Quote:
and crafting tree being sp starved... level up (way, way up) multiple craft trees. i's not suposed to be easy ;-) (at least something that isnt in this game)
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October 21st, 2005, 07:39 PM | #6 | |
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Re: [DEV] Outpost Rewards
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Awesome! worthy rewards ps: allies, allies, allies everywhere a lot of questions arise tho... are the crafting plans only available while holding the outpost, or once learnt, you can't forget them? is it possible to get an outpost, learn the plan and then move?
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October 21st, 2005, 07:49 PM | #7 |
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Re: [DEV] Outpost Rewards
nice! love the idea :P
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October 21st, 2005, 07:50 PM | #8 |
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Re: [DEV] Outpost Rewards
*faints* all sounds pretty cool, especially the auto-digging buildings, cause i`m lazy
The craft plans will be great, please dont reduce sp needed to learn them, no-one needs to have every plan, if they did, they would loose their uniqueness. Tools sound interesting cant wait |
October 21st, 2005, 08:04 PM | #9 |
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Re: [DEV] Outpost Rewards
Those catalyzers sound a bit ridiculous. A standard mob hunt would require stacks of several thousand catalyzers for me to even care.
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October 21st, 2005, 08:10 PM | #10 | |
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Re: [DEV] Outpost Rewards
Quote:
but it may help lowbies to level quicker for example ^^
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