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#78 [en] 

Just a remark to the welcomer craft Mission: All welcomer missions so far have a fame threshold of -67, as far as I know. I would it deem fair to have the marauder welcomer threshold at 67, not -10 or so. Interesting fame lowering missions should be publicly available in the same way, as with all welcomers.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#79 [en] 

They are a marauder camp welcomer not a neutral camp welcomer.. No marauder is going to accept anyone showing positive affiliations with any religious or government whackjob :) Accepting neutrals is a big push already.

0 is the maximum threshold I would deem appropriate. -10 is more like it and lowering fames from 0 to -10 is actually quite quick.

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#80 [en] 

Tribe camps also are not "neutral camps". Anyway, the welcomer accepts anybody who makes it alive to her/him to obtain a mission.

I am against privileges for marauders only, and why should their welcomer act differently towards homins of opposite alignment than any other welcomer? Only to reserve a generic weapon to those with all alignments negative? There is no craft plan reserved to homins with all alignments greater or equal +10, so there is no point for.

Last edited by Daomei (9 years ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#81 Multilingual 

If there was a generic plan as a reward, I think Daomei makes a valid point.  It would be consistant and fair.  If there is no generic plan, then a negative for all fames would appropriate.  I think generic spear and sword plans would be best reward, a generic dagger one would be pointless :P

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#82 [en] 

Privaleges for marauders only... please don't make my laugh. We have no rites, missions, occupations- heck we deserve some tlc. We are far from 'privalged' thanks.

A marauder camp welcomer should act differently to other city welcomers because guess what? We are different. Our guards are different to other guards. Our merchants are different to other merchants. Our civ fame requirements are different to other alligned players civ requirements. You make the mistake of looking at this by grouping together camp welcomers. Instead you should view it from the view of 'marauder' and 'not marauder'.

I think 0 is perfectly fair and -10 is more in tuned with marauders.

Lacuna daggers are the bestestest weapon around :P 1h sword+dagger is also an awesome combo :3

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#83 [en] 

Virg
Privaleges for marauders only... please don't make my laugh. We have no rites, missions, occupations- heck we deserve some tlc. We are far from 'privalged' thanks.

How about the best teleport system on Atys? By a fair margin. =P

Regardless, as much as I want the marauders to feel like a "complete" faction in the game and have their own way of making dappers and enchant crystals without the need for alts (be it through missions, mara occupation or whatever), I still don't feel like a huge invesment of dev time and effort should be dumped into the maras, sorry Virg =P

With the player base small it is, and Rangers still needing to be finished, your list just sounds too ambitious to me. Better to implement things that can be enjoyed by the entire player base, such as new bosses, instances, addons to the Kitin Lair, etc.

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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."

#84 [en] 

Virg
Privaleges for marauders only... please don't make my laugh. We have no rites, missions, occupations- heck we deserve some tlc. We are far from 'privalged' thanks.
And here is the problem, by choosing to be an isolated faction you have voluntarily forefitted most of the missions, etc that are available to the rest of the players. Creating new content only for marauder use seems unjustified based on the amount of content needed and the number of players that would benefit from it.

#85 [en] 

In fact, marauders have their faction, their camp, their rite, an arena of their own, others do not even have a teleport access of their own to their organization site, not to speak about the rite. So constant complaints about the disadvantaged marauder faction sounds somewhat strange (all justified wishes for improvement notwithstanding and not contradicted). And there is no reason why the marauders' welcomer should act differently from welcomers of adverse tribes. And there is no sound reason why other homins should be excluded from obtaining a generic weapon.

Lacuna's point, btw., is that of a crafter. The great utility of a generic weapon is the possibility to combine materials of all ecos, much alike OP mat weapons. And they need less mats than a comparable hq weapon of the same sort. This is an advantage (less mat) on the one, but a disadvantage (less combinations) on the other hand. A generic spear is clearly more interesting to craft than a generic dagger. For a lefthand dagger, not much is needed to reach best stats as speed is not an issue.

Last edited by Daomei (9 years ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#86 [en] 

Virg

Lacuna daggers are the bestestest weapon around :P 1h sword+dagger is also an awesome combo :3

So you would use a generic dagger over an op one? But a generic sword and especially a generic spear could be great for making pve weapons.

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#87 [en] 

Daomei

Lacuna's point, btw., is that of a crafter. The great utility of a generic weapon is the possibility to combine materials of all ecos, much alike OP mat weapons. And they need less mats than a comparable hq weapon of the same sort. This is an advantage (less mat) on the one, but a disadvantage (less combinations) on the other hand. A generic spear is clearly more interesting to craft than a generic dagger. For a lefthand dagger, not much is needed to reach best stats as speed is not an issue.

Yup. Yup. Yup. Poncha and dolak in same recipe = yum :P

Generic are great for boosting too, even if they are as ugly as a Fyros male.

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#88 [en] 

@Riku
Yes the greatest teleport system- that crashes everytime webbig does meaning we can't teleport around.. wohoo

@Placio
We have chosen to have less yes. The problem is people complaining when we want a little bit more. The arguement of 'you chose to have less therefore you should forever have less' is just ridiculous. We knew marauders currently have less but we have been told of the future plans for marauders and we do, to some extent, expect these plans to come through sometime in the future.

You both lack understanding of how content is created. First of all we have someone specially working on creating content for marauders. The question isn't whether he should or not- the question is what areas are best for his time to be devoted. Secondly we have volunteers which save dev time ^^

I hardly think a camp welcomer who accepts -10 fame for gen plans is a massive inconvience to others considering any rite marauders want to do(even nuetral ones @30) we have a massive fame grind ahead of us.

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#89 [en] 

Virg

I hardly think a camp welcomer who accepts -10 fame for gen plans is a massive inconvience to others considering any rite marauders want to do(even nuetral ones @30) we have a massive fame grind ahead of us.

It still isn't fair, though, Virg.  I think Daomei made a fair point.  And then there could a cut off point after the gen plan is given that requires the homine to come back with her fame low enough to continue with the missions.

See what I did there? it is a called compromise :P

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#90 [en] 

I think 0 in all fames is a compromise. I also really think marauders are completely unique in their fames so you can't compare all camp welcomers. A marauder camp welcomer accepting 67 fame is just wrong, no matter how you try to spin it.

Camp welcomers are made to give a feel of the faction/organisation for new players. New players don't have 67 fame. 0 fame is more than fair.

EDIT: Comprimise is letting neutrals do it in the first place. Players who have 67 fame with governments that we hate etc. Do you really think a marauder would willingly teach them to craft a weapon that will most likely be used against them??

Last edited by Virg (9 years ago)

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#91 [en] 

It is a really hard inconvenience to force dedicated crafters who are roleplayers as well to lower all their stats to -10. It is not about the hardship to bring it back to, say, e.g. all +50 or some higher, though this is indeed more work than bringing all stats to -100. In fact, I have probably done more fame grind than most of the marauder players, by getting the "I am a Legend" achievement (max tribe fames) so this is not the point.

The point rather is that for any dedicated kamist, karavan, national, ranger, it is disruptive for their roleplay, and thus prohibitive. And it would be introduced after the fact of having decided to such a way of playing. There is nothing a player cannot get before becoming marauder (all the rites may be done before), and the constraints are well known and intensely discussed. So introducing a crafting plan others cannot get would be plain unfair.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#92 [en] 

Daomei we face exactly the same issue when we want to do any rite. You are looking at this completely one sided.

If we don't want to raise our fames guess what? We don't get any rites.
If you don't want to lower your fames guess what? You don't get 1 or 2 generic plans.

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