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#55 [en] 

Lacuna
Daomei I apologise ..
Thanks, no offense taken.
1) A permanent city: the camp is meant to be temporary.
Honestly, I do not understand that. I consider the camp a bridgehead for projecting marauder power into the new territories, so it may be considered temporary to those who want to conquer the world. But it seems not logical for me that marauders want a fixed city. Aren't they nomadic?

In fact, if once my craziest dreams would become real, playable ancient lands as new territories, with large marauder (free PvP) regions, a marauder capital there would make sense. Personally, I could imagine that bit alike the wandering capital of the medieval Mongols, with the task to find where it is located every given day or season (mind that the wandering palace was a two or three story structure, not just some dusty tent ;)).
2) A respawn point in camp.
Agreed. I would suggest a respawn point in or directly beneath every existing and future arena.
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.
Agreed, that clicking down fame is boring, and too easy.
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.
To be honest, I despise the idea of reserving any crafting ability to a single faction, nation, or other closed group of players. Otherwise, agreed, also in case that such weapon may be obtained by other means, too.
5)Mara rite needs fixing.
I do not know about, but good luck for you and good success for Gaueko
6) [from Nerwane, bug fix of stupid merchants]
agreed of course

Edited 2 times | Last edited by Daomei (9 years ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#56 Multilingual 

In order to be able to kill guards we have to click down our fame first by renouncing. I did thousands of clicks before i was able to kill guards.

#57 Multilingual 

1) Agreed. But I don't mind the camp, but would be nicer to have it in PR, imo.

4) Agreedd, but this isn ot an issue. I was a complete noob and forgot to get longsword and 2 hand mace before I went Mara and expected not to be able to get them.  I was able to do.  Did have to do a little murdering to get me fame back, but only gained 1-2 points, if that, in getting both of the plans.  That is why I say just lose a little fame.  Anyone can get them, and then just be good boys and girls for a little while to get them back.

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#58 [en] 

Lacuna
@ 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.

The term to describe Peoples usually their common language rather than their way of life - in many cases they were rather fighting each other than anything else. That was very much the case with the Germanic tribes, and it sort of went on into the 19th Century - there was no German nation until Bismarck forced it into being. The Arabic peoples are another example. The Atys countries are highly artificial in their unity, and the various cities given to the different language servers were just an effort to soothe the pain, to minimize the more or less natural problems. So I have high respect for those who choose to be Marauders and be forced in a community similar to Babel and the building of its tower, for few can (like Daomei) talk and write in several tongues, for the self-developed Marauder language is - like the language of the Atys nations - more of an abstract idea than of factual use.

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. ;)

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Salazar Caradini
Filira Matia
Royal Historian
Member of the Royal Academy of Yrkanis
First Seraph of the Order of the Argo Navis

#59 [en] 

Yes - I remembered that after I posted - we sort have more reasons to dislike Zorians - especially with their slow ponderous way of thinking as well as their nasty, mean attitude to Trykers :D

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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)

#60 [en] 

Salazar
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.

Agreed.
Salazar
@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. ;)

*hides his Tryker slave in the basement* o.O

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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."

#61 [en] 

Such "interracial" rants remind me the virtue marauders and rangers have in common, namely their disrespect of ethnic differences. Both recognize but one people, hominity, which is above ethnic provincialism.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#62 [en] 

Yet the indoctrination starts in a Ranger Camp, namely on Silan ...

Last edited by Salazar (9 years ago)

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Salazar Caradini
Filira Matia
Royal Historian
Member of the Royal Academy of Yrkanis
First Seraph of the Order of the Argo Navis

#63 [en] 

Lacuna
1) Agreed. But I don't mind the camp, but would be nicer to have it in PR, imo. ..

I see an issue in case of relocation of the camp. Mind that this camp was a provocation, a thorn in the flesh of the nations. If now the camp will me moved to Nexus or EF, those who frequently raided it will feel it a victory and giving in to their pressure. I fail to see many face saving ways of relocation.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#64 [en] 

Sorry to everyone who posted but I skim read 5 pages of comments so might repeat someone. I am simply going to post what I want (in the correct order) to happen to the marauder organisation. I have already begun making some of these things on ARK.

The reason for this post is because I believe that with these additions I would say the marauder organisation would be a great addition to the game and worth keeping.

NB: If you would like to reply to a particular idea, please use the colour used to highlight at least one word for easy referencing. Thanks.

1. Finishing the Lore: Gaueko is working hard on doing this. Looking forward to when he is done.

2. Marauder Occupation + NH: The marauder occupation should reflect well.. the marauders. In essence: A) We kill normal city guards. B) They drop racial tokens (imperial, federation etc.). C) We trade in to a special marauder NH for marauder organisational points, titles and dappers. The marauder occupation provides an excellent driver for RP and PVP involving other nations.

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?

The colour I used is teal. For the forum code you want to write [color=teal]Virg you are moronic! Everyone should have access to craft plans.. even though marauders don't![/color].

4. Marauder missions: Self explanatory.

5. Craft merchants fixing: NPC HA craft merchants need fixing.

6. Almati Woods teleport: Assuming we already have our OOC teleport then a RP teleport isn't a top priority (which is why its 6). This would be cool to introduce some ranger-marauder cross RP.

7. Marauder OP drill+mats Zinukeen pink I think. I should imagine neutrals should also get the same and then building a drill should have fame restrictions. So marauders can only build a marauder drill etc etc.

8. Marauder teleport animation: Black smoke + zinukeen pink flashing lines. For players with -100 in all fame. Got to earn your style :P

9. Marauder pick: Can purchase using marauder organisation points.

10. Booze and gambling: Speciality craft marauder booze because tryker and fyros stuff just doesnt quite cut it. Also introduction of the brotherhood of the traveling gubani to the camp.

From here on out who knows! Maybe a second occupation, stealing the Pyr hottub etc etc..

I can dream of the day when the marauder organisation has all these things. Will be a wonderful great day.


Oh also.. I would define marauders as a multi-national organisation. We have a wide variety of players using different RP-stances from freedom-fighters to criminals. I can assure you that some of the freedom fighters still believe they belong to a particular nation but are just anti-government.

Edited 2 times | Last edited by Virg (9 years ago)

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#65 [en] 

As of the last time I checked, if a guild is aligned, building a drill in an OP that is of the opposite alignment is useless.  You don't get anything out of it.  Neutral guilds can use both, however.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#66 [en] 

Well you can definitely build the wrong drill as Firstdo found out x)

I don't think they would have installed a fame checking script at mat distribution as instead they would have stopped you building the drill in the first place?


PS. Thanks for using the colour system :D

Last edited by Virg (9 years ago)

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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 :)

#67 [en] 

Why stop you from wasting money? The experience will be valuable and you will never forget.

Edit: I happen to know this fact because it happened to me. 

Last edited by Bitttymacod (9 years ago)

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#68 [en] 

Virg

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?

As mentioned above, yes we can. :P I did to get long sword and 2 hand mace.  You do get a little fame boost with that civ but it is very small.  If mara worked the same with a negligible fame nerf at the point one gets the generic plans this wouldn't be an issue.  I also think generic spear would be better. Pretty sure Tixi told me that it exists and from a crafter's point of view I think a generic spear plan is missed more than 1-hand sword or dagger.

Last edited by Lacuna (9 years ago)

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#69 [en] 

Virg
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?

Everyone starts as a neutral, with access to all 4 generic plans from the nation welcomers. Moreover, the missions are incredibly easy to do, but for a small investment on your part (I think you are required to craft a few things of your own).

However, going marauder and getting out of marauder is a rather big time commitment. If you choose to go marauder right off the bat, I would say it's on you. You willingly forego access to a number of things, including but not limited to rites (+crafted item durability, +sap, +hp, +focus x2) and welcomer missions.

When compared, the tasks are imbalanced.

On one hand, someone who wishes to be anything but marauder would have to lower their fame, perform the marauder rite, AND raise their fame again, all for one generic plan. On the other hand, a future marauder only needs to wait a while until they complete the rites and missions that give them bonuses.

Edited 2 times | Last edited by Mjollren (9 years ago)

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