I suggest we be allowed to "rebuild" various scientific outposts spead across Atys. Each outpost would be dedicated to researching a specific area of the lore of the game, for instance: Goo, Kitin, Flora, Deities, Flora and Fauna, Astronomy, etc (and would be located near a source of the topic of research).
Each station would require x mats to build, and only becomes usable once it is built. Once built, the station would have material collection missions based upon the topic of interest. As sufficient mats are collected the researchers offer hints or bits of knowledge about the lore of Atys. We could even set up mini-governments (or committees) for players very active at particular outposts and propose research questions or more specific topics (approved by the event team of course).
To make this more difficult, the outpost could have a set upkeep cost for defense and repairs. This would require players to collect mats on a weekly/monthly basis even before collecting research mats. This upkeep could even be cumulative (which would make falling behind a very negative thing).
This would offer the devs a continuous manner to release lore in a way that makes the players feel as if they are actively part of the world and shaping it.
There are players who are interested in exploring the story of the game...especially over other choices such as PvP. If supported, NS (my guild) would probably become neutral and pursue a hominist/theist agenda of neutral scientific research (which atm would include focusing on PvE such as rites and fame with all of the races/tribes to get their lore). The research of Goo for instance, would definitely be high on our list of priorities since it appears to be a direct threat to our home, Atys. However, since much of this approach is not available atm (such as tribe knowledge and much of the encyclopdia/rites), and since only event team events can shape the history of Atys (including what homin know), we are stuck just going with the flow and watching as we are spoon fed whatever information "they" see fit to feed us. The result is a feeling that it is not really necessary to log in because the story will progrees with or without the players.
The way to change this is to offer situations which enable players to empower themselves; knowledge is a great empowerment.
Each station would require x mats to build, and only becomes usable once it is built. Once built, the station would have material collection missions based upon the topic of interest. As sufficient mats are collected the researchers offer hints or bits of knowledge about the lore of Atys. We could even set up mini-governments (or committees) for players very active at particular outposts and propose research questions or more specific topics (approved by the event team of course).
To make this more difficult, the outpost could have a set upkeep cost for defense and repairs. This would require players to collect mats on a weekly/monthly basis even before collecting research mats. This upkeep could even be cumulative (which would make falling behind a very negative thing).
This would offer the devs a continuous manner to release lore in a way that makes the players feel as if they are actively part of the world and shaping it.
There are players who are interested in exploring the story of the game...especially over other choices such as PvP. If supported, NS (my guild) would probably become neutral and pursue a hominist/theist agenda of neutral scientific research (which atm would include focusing on PvE such as rites and fame with all of the races/tribes to get their lore). The research of Goo for instance, would definitely be high on our list of priorities since it appears to be a direct threat to our home, Atys. However, since much of this approach is not available atm (such as tribe knowledge and much of the encyclopdia/rites), and since only event team events can shape the history of Atys (including what homin know), we are stuck just going with the flow and watching as we are spoon fed whatever information "they" see fit to feed us. The result is a feeling that it is not really necessary to log in because the story will progrees with or without the players.
The way to change this is to offer situations which enable players to empower themselves; knowledge is a great empowerment.