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#21 Report | Quote[en] 

seems my bad engish made me see it wrong then. I saw liberating a country as giving them back their freedom that for instance a dictator ship took from them, giving them back freedom to vote for a gouverment. Same goes for me with the extremist animal rights party "animal liberation front", my understanding is they wanna set the animals free again killing farmers and other in the progress but still giving the animals their freedom back. And that's how i saw how they wanna set kara/kami free again from being occupied by by forces unknown yet.

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#22 Report | Quote[en] 

But i guess we went way off topic again all i wanted to talk about is that hominst/marauders also get some rp stuff during the new event line so we don't have to rp against our own choises we made based on our fame

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#23 Report | Quote[en] 

I definitely agree with you there, Sub.

In fact, I'd go further, and say that Homins should be able to choose to stay with the society they were born into, or leave it and live with the Marauders, adopting their skills and abilities in place of what we know and understand now. New weapon styles, new armour styles, new fighting techniques, inventive use of technology and Goo instead of "magic", etc.

Perhaps initiated Marauder tribesmen might even gain the ability to become friendly with the "Bandit" tribes in the current lands, while being considered lawless to the "friendly" tribes.

The new PvP zone could be the interface between Marauder lands and "Current" lands.

#24 Report | Quote[en] 

yep and i don't want to make this marauder only hominists should not be forgotten in this but i find it harder thinking about what hominists should do

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#25 Report | Quote[en] 

Yeah.. This particular branch of the new content and events seems aimed at Marauders, and will hopefully flesh out the player participation aspects a little more.

Hominists (and Theists, to a lesser extent) are practically the opposite of Marauders. Marauders show contempt and disdain for everything we currently know about homin life, while Hominists welcome and embrace all of it, excluding no one. The Hominist would probably welcome the Marauder with open arms, but the Marauder would likely slit his throat just as fast as he'd look at him.

Thinking about that, a true Hominist would really accept and welcome someone from both the Kami and Karavan faiths. Hominist should perhaps imply, and require, being a Theist much the same way as Marauder should imply and require being an anti-Theist.

Then Hominists could be granted special allowances to make up for the lack of PR and q250 zone teleports, and Marauders would have their associations with the current "Bandits" and whatever new things the new content brings to the game.

( Then, maybe, the devs would see fit to allow Neutral, Faction/Civ, Hominist, and Marauder guilds )

In this particular event storyline, the Hominist would side with the rest of the current civs to try to halt the Marauders.

#26 Report | Quote[en] 

There is a bit of a conflict between the Marauder NPCs and the Marauder alignment. In game lore, the Marauders are another civ, though very different from the 4 civs. But the 'Marauder' alignment is a neutral alignment, a state of hating all civs.

Ideally the Marauder alignment would eventually be what Erizon so vividly paints. I vaguely recall that even before Marauders were introduced there were already player suggestions of the idea that having -100 fame with all civs would give some cool rewards from obscure tribes at the cost of being shunned by all society.

We'd need these cool rewards first though, before forcing someone to have below -50 fame (the KoS limit) to become a Marauder. The announced Marauder city seems like a promising step in that regard.

But yes, with current means, allowing Marauders (the Subo kind) to side with the Marauders (the NPC kind) in this event is definitely desirable.

#27 Report | Quote[en] 

Also, could somebody share what was revealed at that event, since I had to miss both runs of it?

#28 Report | Quote[en] 

No, it's a secret. :p

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Noble Jayce
Reaper Leader

#29 Report | Quote[en] 

They said ppl talking about it would get killed

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#30 Report | Quote[en] 

Moved to appropriate forum

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Sywindt | Game Master | EN, NL, de, fr

#31 Report | Quote[en] 

Yes, well, see the (OOC) at the top of this forum...? ;)

Since plenty don't however, secret IC information should indeed not be shared in public forums.

I'll just have to corner some guy to get the info from him instead...

#32 Report | Quote[en] 

Erizon
Hominist should perhaps imply, and require, being a Theist much the same way as Marauder should imply and require being an anti-Theist.
Not quite, 'hominist' isn't necesarily "peace and puppies for all!", though that is one interpretation. But 'hominist' has also often meant "homins off all races, unite and shake off the evil of the Kami and Karavan!", which under current mechanics is the Hominist Anti-Theist stance.

One could even have a "homins off all races, unite under the glorious Kami banner and shake off the evil Karavan!", which would be a Hominist Kamist. And vice-versa.

As for Marauders, they do seem to have contempt for both Kami and Karavan, but seem to want to use them. So perhaps one could be a Marauder Karavaneer in the trend of just using the Karavan for teleport pacts, specially a player Marauder that has to live in the New Lands.

Only the combination Marauder and Theist I'd have a hard time rationalising...

#33 Report | Quote[en] 

I fear we Kami/Kara risk loosing some TPs if the Marauders truly are able to "control/liberate" Kami and Kara. This would give the devs grounds for putting the Marauders more on par with the other factions/civs. Steal a small number from each and give them to the marauders.

This would need to be a small number to avoid outcry from those impacted...but if they are pushing a marauder civ/faction they will need to offer them something equal.

#34 Report | Quote[en] 

True marelli i'm sure there could be hominists against kara and kami, or more the other way around kami/kara against some homins that form a group.
Isn't the cult of elias tryton a cult existing of mebers of all races seen by the karavan is an evil sekt? (without going to deep in on it since I'm at work)

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#35 Report | Quote[en] 

Hmm, good point on the Hominist. I was thinking mostly about the "Peace, Love, and Stinga Rum" aspect.

Marelli
As for Marauders, they do seem to have contempt for both Kami and Karavan, but seem to want to use them. So perhaps one could be a Marauder Karavaneer in the trend of just using the Karavan for teleport pacts, specially a player Marauder that has to live in the New Lands.

I'm not sure... I still have a really hard time with Marauders siding with anything but themselves, and given the minimal amounts of current lore that we have there isn't much support for it, though there is support for non-association (at best) and enmity (at worst). It might be hard to introduce lore that involved (public) cooperation suitable for use of teleport altars. Shady backroom dealings with Kara agents for technology exchanges would be a distinct possibility though.

The "higher powers" allow Homins to use the teleport altars because of our devotion to them, or because of our lack of devotion to their sworn enemy. But a group who openly and unashamedly manipulates / controls / kills their kind would not be welcomed. We don't really know how the Marauders (want to) use the higher powers, only that they find a use for them in some sort of devious and unorthodox way.

It would be completely logical for the Marauder lands to have no Kami/Kara teleports at all other than a few on the outskirts for access to the area, and Kami/Kara Homins would have to walk everywhere. Marauders, though, could transport themselves using whatever means they've created for themselves. This would be the same as Marauders in the current lands: they must walk and Kami/Kara Homins could teleport.

Marauders have also had to rely only on themselves to survive in the face of the Great Swarming, not to mention the other normal hostilities. It would be logical to assume they've learned how to move about without the Kitin or wildlife detecting them as easily. Homins on our side of the world can afford to be slack, but Marauders cannot, else they cease to exist. I think comparing them to the Fremen in the Dune novels is appropriate: they learned how to adapt and survive on Dune, yet off-worlders would attract all kinds of attention just by taking two steps (if even that) because they don't even know how to walk properly.

Combine stealthy, quick movements with cooperation from the Bandit tribes, and perhaps you have the real answer: Marauders "teleport" to Bandit tribe locations. It provides the same benefits, but it's completely unique to the new content and doesn't need to re-use existing content in a possibly lore-breaking way. It could give Player Marauders a new way to experience the game. It would also be logical to assume that not all Bandit tribes are friendly with all Marauder tribes. And some Homin tribes (like Black Circle) even have limited "business arrangements" with Marauder tribes.

You could even extend this to Homin tribes that may live in Marauder lands who never adopted the harsh policies that the Marauders have adopted. They would be friendly to non-Marauder Homins (Kami or Kara) and would be considered "bandits" to Marauder tribes. Only in those camps would it be safe enough for the Kami and Kara to have constructed altars to provide teleport agreements for Homins ... once you work your fame up with the protecting Homin tribes.

(Yes, this means Player Marauders would be able to take missions from, and work fame with, Bandit tribes)

With this kind of a setup, I could see the possibility of eventually giving players an option to start the game as a Marauder or as a Refugee. The ideas of "Who you are" and "who your friends are" change depending on which land you start life.


I figure, if you're going to make a wish with a slight chance to get something, wish big. There's a saying, "You have not, because you ask not". So I'm hoping that Marauders can be something a LOT bigger -- something equal to what we already have now -- and yet a vastly different way of playing the game as we know it that is still completely 100% Saga of Ryzom.
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