IDEAS FOR RYZOM


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#121 [en] 

I'd like to see the thread continue, but just remember that we are talking about hypothetical missions, rites, and other stuff. This is Atys, so I don't think we need to worry about things being implemented too quickly for us to adjust :P

#122 [en] 

I agree. Yet mind that my faction is waiting nearly 4 years for implementation, and will hopefully start before end of the year (if not, some weeks later, mortals are implementing it), but i have confidence that it will eventually start. So I would plead for patience, and cooperation and contribution to everybody capable to render it.

Yet, ideas for the future are crucial, for every faction, nation, organization, or cult.

And I hope that most of the reasonable ones will be implemented, eventually.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#123 [en] 

wow

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Remickla (atys)
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#124 [en] 

I would like to see this discussion continue too. There is truth in all your remarks.
(IMHO) Much has to be done to develop the Marauder faction, i agree, And I mostly agree with Virg's ideas. I also agree with Riku that the things he mentioned should be first, even before Marauders, Rangers or Tyrtonists. One idea I didn't agree with on Virg's ideas was Killing guards, isn't there another way? Sorry, this is the Ranger in me comming out :)
However, Have we have gotten so used to not having those other things we were expecting that we forgot about them, or figure we will never get them so 'lets move on to other stuff and forget about them??'
This all is annoying to me personally.
However, we need to remember that they are working hard right now cleaning up and organizing the Lore, which everything needs to revolve around. So I would say more patience is needed for the time being.

#125 [en] 

I have been thinking about an idea for a temporary disguise spell where the Marauder could fool the city guards (or whoever) into thinking they are citizens - { these are not the droids you are looking for } - but only for a short time like an Aura (maybe going up with levels of the spell) so there will be skill involved in its use and some risk.

This would alleviate some of the problems that Mauarders have in accessing cities and is sneaky enough to be RP for Marauders.

I would go further - given the Lore it makes perfect sense that Marauders have a Teleport System that is unique and different from the others.  It also makes perfect sense that they would have spells that non-Marauders can't have.

Edited 4 times | Last edited by Arfur (8 years ago)

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It's bad luck to be superstitious . . .



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