Nomad (indie) ID and Permitted Ships Post-patch - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Nomad (indie) ID and Permitted Ships Post-patch (/showthread.php?tid=154923) |
RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017 (10-30-2017, 06:44 PM)Laz Wrote:(10-30-2017, 06:42 PM)Sombra Hookier Wrote:(10-30-2017, 06:36 PM)~ZeCorsair~ Wrote: Maybe an Ishtar as an event price ship would be funny for indies maybe as an reward in a storyline event in the omicrons. Would totally like to fly one of those smexy ship. But should stay rare as possible so maybe only as an RP price or you have to do crazy srp conditions In that case, I think you're right. I think the Nomads would have gotten the Ish'tar later if Wilde didn't get the Titan Bismarck from that New London event, though. RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017 (10-30-2017, 06:48 PM)Karlotta Wrote:(10-30-2017, 06:33 PM)Sombra Hookier Wrote: As I told you, have that in Dublin if you enjoy zero-RP-encounters. Don't you dare to turn a faction you don't play into dyslexic terrorists. They are not dyslexic terrorists. That's what you want them to be. Big difference. RE: Nomad (indie) ID and Permitted Ships Post-patch - Chronicron - 10-30-2017 (10-30-2017, 05:46 PM)Sombra Hookier Wrote: - It takes away one of the good reasons to join either K'Hara or Vagrants. For the Vagrants, we have a solid and transparent requirement to ensure people have to earn their Marduk. This also guarantees the person who managed to get the Marduk put up enough effort to both play it adequately and did enough interactions both on forum and ingame to really earn it. And you wonder why people don't join your factions? Have at you. And it's not about lowering requirements. But yet again - what's the point of even typing something if you don't even do anything about your own faction concepts. Just to clear this up, it's not about Vagrants, but also about K'Haras. On the side of Vagrants, you either have to be an RP nerd or a guy with a good community rep to join the faction. But what kind of RP context your bloody faction has? Everything your evolution system is based on is grinding blues or either sitting on the side as weirdo watching how people kill eachother. You basically don't do any RP at ALL. The only RP you perform is Message Dumps and Consensuses. And with such demands, don't you think that there will be troubles within Nomad Playerbase? Same story goes to K'Hara. I've spent about 2 months in trial mode and it went not as enjoyable, but I personslly learned a lot of stuff back then. One of those things was that I carry a history of a faction, that was created by a lot of people for a lot of years and that my goal is not screw it up as a newest member of this faction. Something that is called "responsibility". But responsible for what? After Huggie came, the entire Nomlore got overnuked and K'Haras turned into a meme-faction, showing no respect neither to previous nomlore, nor to anyone else. And here's the answer why people stop caring about role-playing. Same with newbies - they do what masters do. They see that roleplaying in nomad community is complicated and shooting things is way more fun, not speaking about gaming communuty in general. RE: Nomad (indie) ID and Permitted Ships Post-patch - Elune - 10-30-2017 @Chronicron I love you regardless of never meeting you in game (maybe i did) .! I had to respond to this before i go ,you make my day. RE: Nomad (indie) ID and Permitted Ships Post-patch - Karlotta - 10-30-2017 (10-30-2017, 06:49 PM)Sombra Hookier Wrote:(10-30-2017, 06:48 PM)Karlotta Wrote:(10-30-2017, 06:33 PM)Sombra Hookier Wrote: As I told you, have that in Dublin if you enjoy zero-RP-encounters. Don't you dare to turn a faction you don't play into dyslexic terrorists. Maybe not the Vagrants. But Keepers, K'Hara, and most indies were/are. That's how they were designed by discovery lore. I want them to be silent when it fits the situation, not dyslexic. There's a difference between the two. A silently engaging nomad is better than a *** {me} -angry- {me} kill [you] *** nomad. A silently engaging nomad which is allowed via rules is better than a silently engaging human which isnt allowed. The choice is not between "exists or doesnt exist", the choice is between one or the other, because people who don't know English and dont know how to do better nomad RP will always exist. RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017 (10-30-2017, 06:49 PM)Chronicron Wrote:(10-30-2017, 05:46 PM)Sombra Hookier Wrote: - It takes away one of the good reasons to join either K'Hara or Vagrants. For the Vagrants, we have a solid and transparent requirement to ensure people have to earn their Marduk. This also guarantees the person who managed to get the Marduk put up enough effort to both play it adequately and did enough interactions both on forum and ingame to really earn it. We don't have a problem with our recruitment. In fact, we have a clear cut between people who just want to shjote stuff (Lesser Vagrants) and people who actively want to evolve their characters (normal Vagrants). The problem is not with the faction concepts, the trials or anything. The problem is that Nammu and Irra have been incredibly painful to use. This is now solved, now that we are very close to have useful Nomad Gunboats and the cool new Irra available, as well as Nomad weaponry. When you're not too busy seeing problems where they aren't, you can thank @Titan, @Karst, @"Erzie" and @Foxglove for finally making all that possible. Apart from that, you make some weird claims about how we RP that aren't true. Yes, you grind blues every now and then - because that is what you are very likely to do ANYWAY when you log a nomad ship. I don't know what your problem is, but logging a Nomad is almost always resulting in yourself getting blued or someone else. I made advantage of that kind of gameplay by making it part of the evolution process. Even when you get killed, you get a point, which encourages you to allow the enemy to kill you instead of sundiving/planetdiving or docking just to deny blues. The evolution points are pretty much just evidence that you log at all. How you grind them is up to you. RP however is an essential part of the Vagrant gameplay, and you know you're lying when you say all we do is watching other people die without much RP. You're pissed, but don't blame us for it. - Apart from that, it's speaking for yourself to try backstab us here instead of ever talking to Foxglove or me about anything. Instead we see your char magically reappearing ingame without any word after you left the Vagrants saying you quit discovery. RE: Nomad (indie) ID and Permitted Ships Post-patch - Foxglove - 10-30-2017 I think most of you are thinking too much in absolutes when it comes to such things. I am personally not opposed to indies getting the Marduk as a playable option, however, I do understand the criticism such an option could face. This is why, as a middle ground, I would propose maybe introducing a sort of 'approval' system that gives indies the ability to request permission to buy a Marduk via player request or something similar. Simply needing to formulate such a request would eliminate the possibility of non-English speaking people having the ship. This would, however, put more strain on the resources of the admin team, and is therefore not the most optimal way of handling things, though it would be a compromise. Operator Wrote:And you wonder why people don't join your factions? Have at you. And it's not about lowering requirements. But yet again - what's the point of even typing something if you don't even do anything about your own faction concepts. Point taken. However, the Nomads are the antagonists. PvP is therefore an integral part of 'playing your role', i.e. the very definition of roleplay. We try to make this accessible to everyone, by allowing people to simply 'be present' during fights and still progress. Thus, it doesn't necessarily take PvP skill (though it helps), but persistence and dedication to get to that point. I am sorry you didn't enjoy your time with us, though sadly, I didn't hear any constructive criticism from you before you left. If you have ideas for improvement, please PM @The Nomad Vagrants with your suggestions and we will look at your ideas' merits. RE: Nomad (indie) ID and Permitted Ships Post-patch - Chronicron - 10-30-2017 (10-30-2017, 06:59 PM)Sombra Hookier Wrote: We don't have a problem with our recruitment. In fact, we have a clear cut between people who just want to shjote stuff (Lesser Vagrants) and people who actively want to evolve their characters (normal Vagrants). The problem is not with the faction concepts, the trials or anything. The problem is that Nammu and Irra have been incredibly painful to use. This is now solved, now that we are very close to have useful Nomad Gunboats and the cool new Irra available, as well as Nomad weaponry. When you're not too busy seeing problems where they aren't, you can thank @Titan, @Karst, @"Erzie" and @Foxglove for finally making all that possible. I'm sorry, Sombra, but... Don't you see anything except your own face? It was stated clearly in my post that it's not only about Vagrants, but also about K'Haras. It means that it's about not only your faction, but the entire nomad officials as whole. And maybe I forgot to mention, but official equals respect and a newbie can learn a lot from the officials. And if officials have nothing to teach a newbie, a newbie will know only one thing - how to kill. And it's not about your darn evolutionary system. It's about how newbies that join your factions treat it. And don't you say it to me that RP is an essential part of not only Vagrant, but Nomad and Disco RP as whole. It's just a matter of how efficent you perform it, how decent you show to a newbie and how you combine it with PvP. And throughout all those motherhumping years that I've been on this server, you should have known that I don't backstab anyone, because that is not in my moral principles. Especially those, with whom I enjoyed my time here. P.S. If you wanna talk, my skype is always on. RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017 I don't get what point you're trying to make. The Vagrants don't have a problem with recruits. Our latest recruit is a pretty good one, actually. We have taken care of newcomers and known Discovery people. We're also offering people who just log nomads to pew something to reward them for making space dangerous, while people know what to face when a lesser approaches them. Seriously, I don't know what is wrong with you. First you complain about something that refers to the Vagrants, then you complain when I describe how things matter of factly are from our point of view. We have tutorials on how to Vagrant ingame and on forum, how to make cool pictures for your Vagrants. Every now and then we group up with indies when it is useful for a fight, but otherwise we prefer to have them interact with us inRP - something that rarely happens, because "Oh, you're a Nomad! INVITE!" - something that is literally not working with the Vagrants. People can approach us on the forum, we have a feedback thread, we don't bite when we get PMs on forum. That's really all we can do. RE: Nomad (indie) ID and Permitted Ships Post-patch - HuggieSunrise - 10-30-2017 The ops questions been answered but I think its prudent to add that despite certain... criticisms. The Nomad factions really have the hardest time recruiting because we dont know who we can trust with what. We prefer veterans with something else invested in the community because they'll hang around awhile after the honeymoon wears off. Its a given you run around get all the ships and then find out its no more elegant or cool being in a labraid then it is in a marduk. Prestige or accomplishments are self set.. you have to make the meaning out of your experiences in the faction and for most folks that just doesn't make them feel like sticking around. Many times We dont need to recruit new people because vets come and go all the time. The vagrants have a wonderful system FG and sombra pulled off what they set out to do but they are seeing the same issues they have to be. The nomad id has long demonstrated a huge pass on quality in order to satisfy some imaginary need of quantity for a nomad presence. And in before some angry tyrate from certain people who might say if it was not for indies we wouldn't see nomads at all the reason for that period was a certain person who choked all activity to a standstill before i even came back. and has since left this community holding the bag shrugging off all his responsibilities. with two nomad official factions and two wilde offical factions there should be zero merit in an indie nomad id. period. There are multiple different styles of factions that are join able. Oracles are there for beginners so that khara and veteran nomad rp players can interact with them and get them up to speed rp wise and every so often we bring in a new guy to khara if they just want to run around in circles and shoot. recruitment it isnt shut off. it isnt exclusive. at least not how i run it. Im just hoping thinking maybe the teenage mentality can be safe not to be indulged and a little more trust be placed in how we run things. i mean the rest of us have to do the same with the admins and devs. So far the place hasent completely alienated everyone. right? |