IDEAS FOR RYZOM


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#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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________________________

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#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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#70 [en] 

@Bittty
I thought you were neutrally aligned Bittty? Therefore how would you know if a Kami drill won't produce Kami mats for a Kara guild?

@Lacuna
Ops sorry I wasn't aware that we still could. Although guard aggro makes the task a little harder than most? As for generic weapon plans I see an awful lot more marauders using 1h swords and daggers than I do using spears. This is something that marauders can decide when the time comes- as long as we are allowed the plans in the first place.

@Mjollren
Some have chosen to go marauder right off the bat and I wouldn't say its at all on them. Others have gone other paths right off the bat but they still get access to rites etc.

I have realised now I have put my point across wrongly so changing my stance somewhat:

Every alignment does have game implications and as you pointed out, particularly with rites. Marauders are affected more heavily by this as we are missing a lot of things ourselves. To help balance the scales somewhat I believe we should get unique access to generic generic plans. In 2 years time from now we definitely won't have an equal footing on rites etc- heck civs are getting more rites designed now even when marauders have none. If people want the plans then they can always go marauder similar to if it want all the rites we have to grind up all our fames.

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#71 [en] 

Mjollren
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.

For the third time: you can do welcomer missions as Mara.  Logically, therefore, you will be able to do welcomer missions from the Camp Welcomer without being Mara. The whole point of which would be that you do as a prelude to to the rite!  No need to turn Mara! If there was a generic plan you might need to lose a little fame, if it is the same as the civ welcomer missions. Making this as fair as any gaining generic plan.  Lacuna had to gain fame with Fyros and Matis to gain the plans something she found repulsive. Rites are something else. Virg is not asking for a reward as a rite.

Last edited by Lacuna (9 years ago)

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#72 Multilingual 

@Virg  From when I was -100 Matis I think there is a fame cut off where the welcomer wont speak to you. I think it is fame not being mara that makes them not speak.  But you can't have all in Ryzom. I would let the Camp Welcomer talk to everyone that wasn't aligned to Kami or Kara or a Civ.  This would allow anyone to get the generic plan and then just realign.  You may say that is harsh if you are max fame for Civ or Riligion and have to unalign to get plan: suck it up:P Like many I have had to grind fame up and down multiple times.

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#73 [en] 

@Lacuna
So how about the marauder camp welcomer has two different mission sets:

1. For neutrals (with -10 fame in all?) to give a taste of what maruders are about. Activities would have to involve things out of the camp and the rewards to be generic plans?

2. For newly joined marauders involving camp stuff and more difficult tasks.

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#74 [en] 

Virg
@Lacuna
So how about the marauder camp welcomer has two different mission sets:

1. For neutrals (with -10 fame in all?) to give a taste of what maruders are about. Activities would have to involve things out of the camp and the rewards to be generic plans?

2. For newly joined marauders involving camp stuff and more difficult tasks.


1.  Yes.  But make is just that you have to be civ and relgion neutral - this stops the objection of a long fame grind up and down.  Make it so fame was nerfed negligible for this part.  Ofc if you have max fame, you do have to make the choice the: do I want plan/s, and is it worth the effort of getting them. But is was your choice to go for max fame.  Been there and done that for getting Matis craft plans after Gasket encouraged me to drink too mcuh wine and nerf Matis fame to -100 while I was Kami :P

2. Maybe better to make it for those who want to continue on to do the rite? This would be more in fitting for what the Camp Welcomer is meant to be there for.  This stage would be the part that droppped fame significantly, so wouldnt be an issue for those just wanting to con plans out of Welcomer.  Clicking to remounce civs is dull.  But missions to nerf fame would be better, maybe some repeatable missions.

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#75 [en] 

@Lacuna

Due to our guards though people can't properly be 'welcomed' into the camp until they actually are a marauder. So surely the 2nd thread of missions would work best for players who are actually marauders? Of course also some mundane stuff telling people where everything is in the camp etc.

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________________________

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 :)

#76 [en] 

Virg
@Bittty
I thought you were neutrally aligned Bittty? Therefore how would you know if a Kami drill won't produce Kami mats for a Kara guild?

About the drills:  I wasn't always neutral and I wasn't always Bittty.  For some time I was HO/GL of a Tryker/Karavan guild with two (then one) OPs.  (This was on Arispotle pre-merge.)  Before that I was my father (a Matis) and in several Kami guilds and Karavan guilds. 

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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>

#77 [en] 

Ah fair enough. Well then no need to add restrictions to kami/kara- just to make sure they are inplace for marauder/neutral mats as well.

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________________________

Guild Leader of Syndicate
________________________



Facebook
Syndicate's Page (Shuriiken here)
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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 :)
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