Its kinda obvious indeed. It is just sad that the indy players in a way have more power then the factions themselves. Less responsibilities and just lolwut where they want.. Yesterday i flew since a few days again. I encountered a nephy within new york. Just flying around not sure what he intended to do but do it as a faction tagged ship. You get a big problem. That is a reason why indy ships are so handy for some. They just do what they want with no problems within their way. While the officials maintain the relations and the indy ships just have profit of it.
Another problem with these indy ships is that most do not know the lore of the faction(s) they play. If there would be no indy players the RP would have a big boost. Only indy players you would have left would be Pirates and freelancers for example.
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Sorry, I raised concern about the indies for many times and it always get a lolno in any way. Devs\Admins are aiming for equality for all so you're getting nothing for all your RP. You're equal to any NY idiot no matter what. Welcome.
Moreover, any NY idiot have more rights to do anything they please then you because having no RP at all = having any amount of RP, even tonns of RP won't make you any better, but actually, will make you to have more limitations then RP-Less bunch of randomly floating cans. Because why? Because randomly floating can RP is better then yours. It's more beneficent for server and for gameplay then yours so deal with it and join the rusty can legion. So I'll just repeat myself:
Notwithstanding Faction Rights and the fact that Official Factions dictate the diplomacy for the entire NPC faction, it's quite funny to hear players complain of a lack of direct power and control and demanding exclusive access to all sorts of toys in the game, while at the same turn stating that they value roleplay more than anything.
If the latter is the case, can't you just be happy and go roleplay and leave other people to do their thing?
You're not getting the point so you can leave, ok.
It's about "rp" having no value over "no rp". Faction dictating lore and diplo? PLS. Any indi can go against those changes and will be right. Anything that official factions do affects the official faction only. Only when it's interesting concept people are following because they like it, not because it's some kind of "power".
Not agreeing and not getting the point are two different things.
I believe factions have the tools to carry out their roleplay, they can bar access to their stations and bases if players refuse to comply, their roleplay dictate changes in diplomacy for the entire npc faction.
When LR- agreed with 101st to ban Outcast capitals in Liberty, those capital ship pilots violating the ban were FR5-able. That is faction power over non-faction players and their roleplay, why deny it?*
*Just to nip this in the bud: There are numerous other examples, this is just one.
(06-27-2013, 01:33 PM)Anaximander Wrote: Not agreeing and not getting the point are two different things.
I believe factions have the tools to carry out their roleplay, they can bar access to their stations and bases if players refuse to comply, their roleplay dictate changes in diplomacy for the entire npc faction.
When LR- agreed with 101st to ban Outcast capitals in Liberty, those capital ship pilots violating the ban were FR5-able. That is faction power over non-faction players and their roleplay, why deny it?*
*Just to nip this in the bud: There are numerous other examples, this is just one.
But those kind of examples however, are not entirely up to the official factions. It is the admins who cement these and have the final word as far as I know
(08-10-2015, 07:03 PM)Antonio- Wrote: King Eduard is the greatest
That's entirely true, but the narrative about the "rampant indies and the wise faction players with no powers to regulate the terrible noobs" is just false.
The truth is somewhere in between, factions aren't really that "good" and indies aren't really that "bad". The system we have now give Official Factions the tools to lay down the guidelines for the rest of us to follow - without indies getting any influence; just the responsibilities.
Factions do have power over indies, and IMO in some cases - mostly related to PoB's - more power than they are fit to handle. They do not need more.
(06-27-2013, 01:33 PM)Anaximander Wrote: Not agreeing and not getting the point are two different things.
I believe factions have the tools to carry out their roleplay, they can bar access to their stations and bases if players refuse to comply, their roleplay dictate changes in diplomacy for the entire npc faction.
When LR- agreed with 101st to ban Outcast capitals in Liberty, those capital ship pilots violating the ban were FR5-able. That is faction power over non-faction players and their roleplay, why deny it?*
*Just to nip this in the bud: There are numerous other examples, this is just one.
It's not working as far as I know. And when 101st were trying to rule own lore, diplomacy and indies (yes, about the neutrality with Bretonia) I remember they got a warning of official status removal if they'll try to push indies to be neutral with brets.
I don't know where you getting your assumptions of official factions having power over indies, looks like we're in different universes.