MayI suggest a little more interaction with The Order? I think I used to be pretty active on my Order character-I would investigate practically every ship that passed through Omicron Minor. Yet, only once did I encounter a Keeper, and he just flew his battleship from Delta-Alaska JHs without a word...while we were doing "Nomad in system" "alert" etc...Being in The Order is boring enough as is, maybe you guys could help revitalize it? After all, the Nomad-Order interaction should be the most common interaction...The Order is protecting humanity from them.
The real problem, I guess, is that I just can't see the ingame RP opportunities. What does a Nomad do? Sure, there's a lot of lore behind them, but, the only real interaction they have with humans is "You stole our playground, die!" Dosn't make for much talking, and, also, means they are gonna get swarmed by everyone in the vicinity.
As for the communication issues, best would be to have a shared character that would be an infested human, using human comm links to communicate.
Even better, use an other player (willing to), not part of the keeper; You order him to transmit your message through him to the system channel. It is known that the victim will be hunted by its pairs but he will be able to name change with commands.
Such approach would also help when you need to open the Alaska gate. I do know that in the past, I was told how you were opening them, but it is far in my memories.
And umm where are you guys, I keep logging once in a while in your system with my LSF and there is nobody logging on:P
' Wrote:MayI suggest a little more interaction with The Order? I think I used to be pretty active on my Order character-I would investigate practically every ship that passed through Omicron Minor. Yet, only once did I encounter a Keeper, and he just flew his battleship from Delta-Alaska JHs without a word...while we were doing "Nomad in system" "alert" etc...Being in The Order is boring enough as is, maybe you guys could help revitalize it? After all, the Nomad-Order interaction should be the most common interaction...The Order is protecting humanity from them.
The real problem, I guess, is that I just can't see the ingame RP opportunities. What does a Nomad do? Sure, there's a lot of lore behind them, but, the only real interaction they have with humans is "You stole our playground, die!" Dosn't make for much talking, and, also, means they are gonna get swarmed by everyone in the vicinity.
Oh, and their home systems hurt my eyes...:lol:
Order dont seem to want to play with us.
Most of teh time we are being hunted. By big ships.
So we've learned to avoid unnecessary and wasteful deaths.
That and certain members of the Order have made it very clear
that all we are to them are cannon fodder.
If you were being hunted wouldn't you avoid the hunter?
Then again, the question is, who is the hunter.... <grin>
@King: Brilliant ideas. Oh we do use other people as communication devices... or try to. Thing is, it takes time and training to get a human to do that. There's alot of misunderstandings along the way... sometimes fatal ones;). (I'm not suggesting that we meta game by killing chars, although strictly speaking there would be no witnesses, I'm saying we shoot the ship. What the person does next is up to them.)
Sometimes its a person at random. Sometimes that RP works out... sometimes it doesn't. Sometimes players dont want to repeat it for whatever reason. Then we have to find another person, who isnt shooting at us, and actually wants talking RP instead of "NOMAD KILL PEW PEW. Lolz lookit Bob. I killed a squishy."
Suffice to say we are actually already doing some of your suggestions. As for the Alaska gate.... well... guess you'll have to wait for 4.85.
Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
I'm still relatively new, and I've only crossed paths with a keeper once (I don't change course based on what I see in the player list, even for keepers and phantoms) but my single personal experience was positive. Very positive, even if I didn't understand every interaction.
I read what I can find about keepers on the forums, and it's interesting... but it's become something of a personal problem. As a player I know what nomads are and don't want my character to become too closely involved, but my character himself is fascinated to the point of distraction, and having no concept of the truth...
My character has no concept of nomads, and I have no concrete concept of keepers, so I can't really tell you much about how I perceive you other than that you're intensely interesting. I never, ever, see or hear about keepers taking advantage of their potential to PVP whore anyone, anywhere. You've never shown any indication that I should not respect you. In fact I've known keepers to try to interact while others are just trying to squash them. That makes a good impression.
I look forward to seeing what you do in the future.
To answer your first two questions directly- I don't know and I think so.
Tinkerbell, what does "Lovecraftian" mean? Big words like that hurt my eyes.
Also, from my POV (as an outsider) If the Keepers RP too much and want to talk too much they're called "emo" (semi-joking, yes) and if they don't talk enough they're labeled as PVP-Ladies of the Night. What's a Squishy to do?
about the progression and process of the keepers / nomads. - i recognized a positive increase of RP elements in recent encounters. - some months ago, keepers would remain mainliy silent - just attacking. - that has changed... and its ... from what i have experienced... almost always plausible and transparent WHY they attack and what they are looking for.
what i found constructive and very nice in particular was the process of sindrom ( sorry, if other players went through the same - but that one is the only one i really monitored ) - the developement from the rumor to the minion was well done ingame ( which i consider the only really important part of RL here ... as opposed to written stories )
however - they do still suffer from being nothing but "troublemakers" - like the phantoms. they do NOT invoke any fear and they do not use sublte ways from waht i see. ( now, the problem with sublte ways is that you cannot really reconize them - and when you do, they re usually not sublte.... )
but what i d like to see much more is the cooperation with the wild.
imo - the wild ( or other infected ) should be the thugs. where they appear - trouble follows... not subltly but bluntly like a blunt axe. - where nomads travel though.... they hsouldn t just attack - but use different ways to get to their goal. subterfuge and deceit should be their primary weapons. ( hardly possible ingame, i know )
there should also be a separation between inchar and ooc elements. - following a secret agenda is great and inRP. - but if its too secret that all the other players experience are random attacks.... the agenda is for nothing, cause - in the end... nothing can really be achieved in disco other than what both sides of an engagement make up. - so if there is a larger cause... it would be good to give a rough plan to at least the faction leaders of factions involved, and work with them in close cooperation so that events and effects can be RPed... that takes the keepers away from random troublemakers not too much different to the xenos or the rogues - and puts them up to something more serious. ( or maybe its already done that way )
all in all - a positive picture as of now. a curve upwards again concerning RP - we shall see what 4.85 brings.
Psychological dread/horror of the unknown and/or unknowable. Often beyond the scope of the human mind to comprehend, and can drive someone insane if they actually get a glimpse of the 'truth'. As the Nomads are an advanced species with minds (or a singular hivemind) that work on a level entirely foreign to human comprehension, there's lots of room for Lovecraftian themes. Plus, there are tentacles.
My questions have been answered to my satisfaction, thanks for the replies.
I have always had good interactions with the Keepers. However as a foe of humanity they seem to lack. I realize that many will call you PVP whores if you attack unmercifully but those actions are RP as well. This is not a book club and not all our fun should take place as reading.
Also I have heard about this "lore" packet for nearly a year. I dont support this "lore" till its posted.
This is not a challenge but a request to look at things from our perspective. We only have the ingame data to go off of. I made my faction of of in game published materials, readily available to everyone. Then I was asked to rewrite our bio to discontect from the Keepers. Well I did do a little changeing but not to the full exstint requested.
The fact is we have to work from a common source. So, I ask you step up the lore and get it approved or scrap it. Other factions "mine for sure" are connected to the Nomads and Daam Kovash as well.
I wonder if there will be any consideration for our exsistance in the "lore". Fortunately theres not much connection other than our interpetation as Nomads being the Daam Kovash's bio weapons and the cause for our first extinction.
So, I ask, is this lore going to take into account in game events and developments or are they going to the original plotted course with the intent of being retro active? Is there even a conflict, that I see potential for?
I just get the impression that the Keepers are acting alone or only with in thier cliche. I may and hope I am wrong. Maybe, the correct answer is for us to open comms.
Anyway, every encounter has been well RPed. But please dont be afraid to be the bad guy and kill some people. Let the admin sort the whiners. I hate it if the Nomads became the "new messiah" get-along squids.
None of this was ment as an attack. So, if I offended, sorry. Please PM me if you care to elaborate.
The "Lore" doesn't feature Harvesters since they are outside of our scope entirely. I don't wish to impose any limit or our view on them that does not affect us directly, but if it does then I believe there must be prior agreement on the subject as in what fashion the Nomads are being used in the backstory. I believe it is necessary to have consistence not only within one faction but among all factions so that all of them exist within the same instance of the game universe. I see no problem with DK heritage in Harvesters' backstory. The "Lore" leaves an open door, it does not put restrictions on that part, however it prevents the misuse of the Nomads as a material to push factions' backstory without both of us having an agreement on whether and how to entangle and/or merge the faction histories. It's main purpose is not to restrict but to create material basis upon which next generation stories could be made and bring consistency across all the aspects of the Nomad roleplay, a foundation layer similar to which every other faction. I believe it is necessary that if one faction wishes to create a backstory component for another faction to use in it's own it must first ask to do so, not presume to go silently along until the other faction notices. We do our best to work in cooperation with other factions, consulting with them, asking their opinions on the stories and such to ensure continuity and consistency across our common global roleplay, and I fully expect the same treatment towards us as well. I sincerely do not wish to cause harm or upset any other factions' roleplay and stories and, god forbid, to powerplay ideas and concepts through. Since there was never a request in the first place to us it was necessary why I requested to remove Nomads' mention from Harvester's backstory. The reason for removal request, as I explained it in detail to you, is that there you have demystefied the Nomads and has given them the strict purpose to which we have never agreed on or ever discussed even, and as going as far as explaining why the Nomads were made in the first place. I strongly believe it is necessary to ask first and only if given a green light to do so, not to presume it would be accepted and do own way till somebody notices. It's something fairly simple and goes into book of good roleplay ethics and practices.
As mentioned several times earlier the "Nomad Lore" doc is scheduled for 4.85 release. Please, be patient. There are many members involved in creating it, as well as reviewers, proof readers, etc.