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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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NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#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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________________________

Guild Leader of Syndicate
________________________



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Thug life

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NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#93 [en] 

You knew about the rites before becoming a marauder. You would have been able to do them. Yet no marauder crafter is denied any plan, so why should others be? No marauder is denied access to any welcomer within the 67 fame constraint. Why should others be?

It is what I said, you are asking for privileges. Even more, I consider that attitude petty and mean. There is no advantage for marauders in denying such a plan to other crafters. It is just harassment of the other players.

Last edited by Daomei (9 years ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#94 [en] 

You honestly think any marauder would teach a homin who has 67 fame in all he hates a craft plan? and you call youself a roleplayer? lel

Daomei marauders are entirely different to any other civilisation. To assume they are the same (which is what your point is based upon) is just idiocy. Here lets take a look at Marauders Vs Normal Civs:
1) Our guards are completely opposite to normal civ guards. Matis guards won't attack Fyros, Zorai, Tryker, Kami blah blah etc etc. Our guards will attack anyone not marauder.
2) Our merchants follow the same trait
3) Our skill trainers follow the same trait.
4) Every single other marauder alive except our sage who inducts marauders.. guess what? they follow the same trait.

So why should our camp welcomer be any different? Well I am saying for the purpose of new players in the game who want to know more.. I am more than willing to compromise and allow neutrals of 0 fame. But to expect you rocking up to our camp with +50 in all fames and be taught something? Sheer lunacy.

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________________________

Guild Leader of Syndicate
________________________



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#95 [en] 

+1

#96 Multilingual 

For me I agree that Ranger needs much work. I think we should start another thread to adress that as well so the short comings of other faction does not interfere with QOL issure of Marauder, which is what this thread is about.
Now, I can agree that 0 fame is fine to do any gen plans, either way -10 or 0 is not much work to get back to +50. When I went ranger I was +100 Kami +100 Zorai and I managed to get to +50 in all under two full days working fame.
What would like to see is for all of us to remaine polite and attempt a compromise
I would think views here would be seen as OOC to address game problems, not how we see Marauders deserving support.
I don't see it hurting any other faction if QOL issues are addressed. I think the camp has been around long enough that we could realistically have put in place our own system by now but yes, this must be brought in with some type of Lore/Event. Thank you all for thie discussion, I feel if we can make a fair compromise, we can all benefit and have better time.

#97 Multilingual 

+1 if we can find a fair compromise because improvements here lead to improvements everywhere.
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