IDEAS FOR RYZOM


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#1 [en] 

Currently there are anti-marauder guards in every city. Their purpose obviously for spotting and attacking Marauders. My idea is basically to use these guards and make them more interactive, generating a source of activity for Marauders and through this, hopefully RP and PVP for all.

Make killing these guards give some sort of reward- heck turn it into an occupation or let Marauders earn organization points from them (then obviously create a title/item based reward system with organization points. Could create the Marauder version of NH with the mats to hand in being dropped from these guards. A few rough ideas there.

Next up- give the guards a make over. Firstly make all normal guards have the same hp. There is no reason for Tryker guards to be freakishly strong. Make em all the same. Then pimp out the anti marauder guards. I am talking all black armour, specialist weapons- something snazzy. Give them decent hp (more than normal guards) and if possible have in this pod of anti-marauder guards one or two healers (like the OP war guards) for added difficulty. Cool titles as well to label them even more.

So now we have some kickass guards that Marauders can have good fun killing. Why does this affect anyone else? Well Marauders in cities killing guards can generate fun, pvp and good RP.


Added bonus: Governments can vote who to make the guards aggro against. The Matis having some issues with Fyros? Then the guards aggro Fyros as well. This gives players the flexibility to actively decide what goes on in their city.

Added bonus: Probably not possible but would be cool if players could heal the guards if pvp-tagged (and if their fames agree with the guards ofc), adding to the immersion. Has to be PVP-tagged otherwise players could just sit their spamming heals which would such.

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#2 [en] 

i'm in.

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marceline nitwit.
professional procrastinator.
atys's first openly transgender homina.
loyal member of the guardians of subox.
founding member of the cookies.
proud honorary member of the Lost Girls.

Douglas (atys)
“What to do if you find yourself stuck in a crack in the ground underneath a giant boulder you can't move, with no hope of rescue. Consider how lucky you are that life has been good to you so far. Alternatively, if life hasn't been good to you so far, which given your current circumstances seems more likely, consider how lucky you are that it won't be troubling you much longer.”
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#3 [en] 

We've spoken about that ingame already, and as said, this got my full support.
  • "Marauder-occupation" by pillaging cities or villages for the most points, and to a lesser extend the more national aligned tribes for a lesser amount of points
  • "Marauder-occupation" missions against tribes vary in difficulty by the territory/region they're fulfilled in (and give in return more/less points/materials as reward)
  • "Marauder-occupation" missions against city-guards (Fairhaven/Windermeer/etc) should be high-level missions and require a coordninated team to fight them down
  • Marauder-vendors to trade those points in their camp/camps
  • alternatively have the guards drop materials directly into the iventory of those that killed them (bc looting might get a tad tricky with the other guards still around)
  • Guards have NPC-Healers with them and flagged Homins (players), given the proper reputation with the guards, can heal them too
  • Marauder-guards in cities should have differently coloured sets of armour

While we're at it...
  • A small Marauder-camp in every nation just containing the most basic things like the above mentioned vendor and stables

#4 [en] 

Yes in-game i believe that Maras are evil criminals bent on destroying everthing that I love, however in RL i agree that they add some needed conflict and can potentially balance, or unbalance the power of civs and cults.

It makes perfect sense for a mara to have an occupation of killing guards to prove their worth and earn his or her meal. Whether it is bouncing around from capitol to capitol like in mapmaking or watercarrying, or some sort of 'capture the flag'-type mini game, it sounds like a great idea. Maybe i can do the same with mara guards, or kami temple :D

In regard to the guards themselves, I whined in-game that it is too easy for maras to get past the security and lounge in FH bar... But guards were mostly added because politicians didn't want to defend their own meetings.... If they want to be neutral or against pvp, then i guess they can hire some guards to defend the country, but they wont be superhomins and it should cost actual dappers, from taxes on merch or teleports...

#5 [en] 

Hopefully wouldn't require tping around otherwise would be slowed down if we are PVP tagged. Perhaps the guards could have a reasonably fast spawn or multiple pods (away from important thigns ofc) within a city.

I would personally love it if Kami and Kara guards could be killed offering the same things. Also yes Marauder guards as well although knowing how buggy they already are this make take longer to implement. First and foremost would want to see the anti-marauder guards turned into an occupation/NH style reward system for us.

I understand that but the Tryker guards just have way too much hp at the moment :)

---


________________________

Guild Leader of Syndicate
________________________



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I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#6 [en] 

Just to add an extra detail to my thoughts:

Perhaps the guards could drop badges, dogtags or a piece of armour. All only usable through handing in to a collector in the Marauder camp, which is basically the same as NH hand-ins.

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________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#7 [en] 

this still has my support 100%.... maybe 101% now i know my days in a non-mara guild are numbered :P

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marceline nitwit.
professional procrastinator.
atys's first openly transgender homina.
loyal member of the guardians of subox.
founding member of the cookies.
proud honorary member of the Lost Girls.

Douglas (atys)
“What to do if you find yourself stuck in a crack in the ground underneath a giant boulder you can't move, with no hope of rescue. Consider how lucky you are that life has been good to you so far. Alternatively, if life hasn't been good to you so far, which given your current circumstances seems more likely, consider how lucky you are that it won't be troubling you much longer.”
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#8 [en] 

Marceline (atys)
this still has my support 100%.... maybe 101% now i know my days in a non-mara guild are numbered :P

They are??

---

Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)

#9 [en] 

Binarabi (atys)
Marceline (atys)
this still has my support 100%.... maybe 101% now i know my days in a non-mara guild are numbered :P

They are??

they are....




Tamarea (atys)
When the marauder rite has been added, there was not any specific "marauder fame": the Marauders were recognized by their all very negative fames only and not by a specific marauder positive one. This has caused problems with the marauder guards, who didn't recognized the Marauders so didn't defended them. Since then, the gameplay has been changed and a specific Marauders positive fame has been added: any Marauder has got a >50 Marauder fame now. That's the reason why the marauder guards protect Marauders now: they check their Marauder fame.

The old system (Marauder = all negative fames and not = marauder fame>50) is also the reason why there still have a "bug" with the guilds, who don't check the new "marauder fame" for the moment so don't recognize a Marauder and only see him as a factions-neutral and civilizations-neutral. This has to be fixed. A Marauder shouldn't be able to join a non marauder guild, as a Kara homin can't join a Kami one or a Fyros homin can't join a Matis one.

This old system (Marauder = all negative fames and not = marauder fame>50) causes also a technical problem with the forums: Marauders should not have access to "Factions-neutrals" forum neither to "Civilization-neutrals" one because they are not neutrals, they are "Marauders". This will have to be fixed too.

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marceline nitwit.
professional procrastinator.
atys's first openly transgender homina.
loyal member of the guardians of subox.
founding member of the cookies.
proud honorary member of the Lost Girls.

Douglas (atys)
“What to do if you find yourself stuck in a crack in the ground underneath a giant boulder you can't move, with no hope of rescue. Consider how lucky you are that life has been good to you so far. Alternatively, if life hasn't been good to you so far, which given your current circumstances seems more likely, consider how lucky you are that it won't be troubling you much longer.”
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters

#10 [en] 

ugh

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Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)

#11 [en] 

I like the idea of Marauders having some sort of "occupation" that can give them the same access to racial picks, crystals, etc. Killing guards in capitals seems to fit their RP quite well. I'd just say when a marauder did these missions they'd have to be automatically attackable by other players (or at least players civ aligned to that capital). But I think that was kind of implied already in the first post, just putting it out there. Players killing the marauders that way should earn pvp or civ points as well, otherwise there would be no incentive for stopping 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."

#12 [en] 

Well I am not saying it should be forced tagged. I would however do it tagged ofc- but people shouldn't be forced to RP if they don't want to.

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________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#13 [en] 

Add camps just for the Marauders to attack and gain their points (basically a counterpart for the package-quest that's available throughout every nation).
There used to be an event back the days where homins could attack small Marauder camps and after defeating the guards, could access a totem to get special materials. Same procedure in reverse for the Marauders this time. Unflagged attacking has to be available for this sort of camps.

Forced flagging if a Marauder is attacking the guards of a city, which basically means a Marauder can just attack a city guard if he's PvP-flagged. This gives the homins living there a chance to defend their place against the attacking Marauders.

Accounted as city (in example of Aeden Aqueous) are: Fairhaven, Windermeer, Crystabell, Avendale

By all the love I got for the Marauders here, but if I get to watch them attacking city guards and we're not able to fight them off because they're not PvP-flagged... No.

Last edited by Neira (10 years ago)

#14 [en] 

Fair enough. I might just add that when players do the marauder rite they are killing guards and can be unattackable. Whilst PVP generating through a marauder occupation would be great fun it could be a little wearing for some if everytime a force amassed making actually killing the guards near impossible. Also would be nice if the occupation could be completed in a team of 3. Bear in mind most occupations you can do with relative ease solo. I do want a challenge but I do remember I am not the only marauder and not all think the same as I do, hence I would still prefer it if players had to option of tagging, like in the marauder rite.

One question I have just thought of is where would players want this elite guards? Obviously away from key places but should they be patrolling the outskirts? Or patrolling the city?

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________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
A glimpse into Virg's life
Thug life

I belong to the warrior in whom the old ways have joined the new
NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#15 [en] 

Not that Subbo is in game - but please keep Fairhaven stables clear of anti-mara guards for stable sitting, NON-role playing Marauders

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Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)
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