#54 Added by Lacuna 9 years ago
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#55 Added by Daomei 9 years ago
Daomei I apologise ..
1) A permanent city: the camp is meant to be temporary.
2) A respawn point in camp.
3) An effective way of dropping fame that is not simply clicking a mouse to renounce fame over and over. Missions to kill guards would be good. This would be a good counterpoint for missions to help people leave mara.
4) A series of missions similar to City Welcomers that would allow mara to lose a little fame just as homins gain a little for civs ones. But make them really hard. It would also be nice to have a generic spear plan as a reward. I think I was told that one exists but is no implemented.
5)Mara rite needs fixing.
6) [from Nerwane, bug fix of stupid merchants]
Edited 2 times | Last edited by Daomei (9 years ago)
#56 Added by Bones 9 years ago
#57 Added by Lacuna 9 years ago
#58 Added by Salazar 9 years ago
@ Salazar and Daomei, I still argue that Mara are a nation. We will not be able to agree on this as we have different undertsandings of what this means. (...)The mara are a people. The are not a mob. I think both of you do not really know much about tribal peoples or the history of ethnography of them. Your toons can see them as a ravening mob out to kill all hominkind. A view that mirrors the european curtural myths of the Other that we can trace back to Tacitus and Herodotus, indeed this is good rp. But this discussion is not about what toons think but what the mara actually are. We may not agree that they are a nation, but they are a people. And as cultrual entity that endure over time it is not unreasonable that as members of this culture that mara toons can show solidarity and earn faction points.
#59 Added by Binarabi 9 years ago
#60 Added by Rikutatis 9 years ago
But I do see a quite large gap between the Marauder players and the NPC Marauders who tried to take over the New Lands by force, are ruled by Old Lands' Melkiar, count blood-thirsty bandits and murderers and psychopaths like Aen and Dante and Marung amongst their representatives and deal in murder, drug trade and slavery. There's probably need to sort that out, as that very much infuences the dealings with the Marauders.
@Binarabi: As for slavery - don't forget that the last nation which introduced slaves were the Zorai under mad Fung-Tun. They are no writings telling us that Mabreka dropped it when he diposed of Fung-Tun. Probably it was continued until the ratification of the Homin Rights Act. ;)
#61 Added by Daomei 9 years ago
#62 Added by Salazar 9 years ago
Last edited by Salazar (9 years ago)
#63 Added by Daomei 9 years ago
1) Agreed. But I don't mind the camp, but would be nicer to have it in PR, imo. ..
#64 Added by Virg 9 years ago
Edited 2 times | Last edited by Virg (9 years ago)
#65 Added by Bitttymacod 9 years ago
#66 Added by Virg 9 years ago
Last edited by Virg (9 years ago)
#67 Added by Bitttymacod 9 years ago
Last edited by Bitttymacod (9 years ago)
#68 Added by Lacuna 9 years ago
3. Camp Welcomer: You will agree with everything about this except 1 simple fact: I want part of the rewards to be a generic 1h sword and dagger plans. Yes, I hear people yelping already- "but everyone deserves access to the same things!!" Wrong... very wrong. Marauders can't access city gen plans so why should people be able to access marauder stuff? If you want the plans.. go marauder! If we want the other generic plans we have to leave marauder. Its exactly the same thing. If you'd like to disagree with me using this argument then please explain how I, as a marauder, can get the generic craft plans located in cities?
Last edited by Lacuna (9 years ago)
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