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Outlook of factions on new comers

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Dec 03, 2004 Temporalis link
i do find in grey space if i'm just casually observing a uit or itani ship while we're on the same stretch at wormholes etc, checking out their levels etc, they inevitably get concerned at my proximity and begin shooting me...

What am i supposed to do, run away?

Noooooo, fight until one of us dies....!!! :)
it's usually me, but hell, it's practice, i'm getting better, and have a loooong memory :)

Temp.
Dec 03, 2004 iTripped link
Spellcast, I guess what I was trying to say is that one would have to be fairly shortsighted to truly view the Serco as 'evil'. The back story is so clearly slanted as Itani propaganda that to take it at face value.... oh who am I kidding? The masses are surely going to take it that way. But for those who can see the background for what it is, playing a Serco hero may very well be an attractive option. Sure, the Serco nation has a bad rap, and yeah, they tend to hold a grudge against the Itani, but there is nothing in the game mechanics that prevent you from deciding that your character is going to be unique, different, or dare I say, a Serco 'hero.' Many people like the idea of a muddy past, even if they plan to play a 'good' character.

Evidence of this can be seen with players who yearn for a Serco perspective - despite the propaganda they chose to join the red team. While they might be the villian to Itanis, they most certainly would be heroes at home. In one sense, you could say that the Serco have a stronger sense of identity because of the constant slagging from Itani and UIT players.
Dec 03, 2004 Spellcast link
""-Evidence of this can be seen with players who yearn for a Serco perspective - despite the propaganda they chose to join the red team. While they might be the villian to Itanis, they most certainly would be heroes at home. In one sense, you could say that the Serco have a stronger sense of identity because of the constant slagging from Itani and UIT players.-""

as true as that is, unfortunately a large number of the players on serco are there because we were alpha testers and have been serco for longer than, well thats not important, we've ben here a long time. As the game will eventually have much more PvP nation vs Nation content to make things more interesting (we hope so anyway) if 4 out of every 5 new players are choosing itani over serco, the multiplayer PvP missions are going to end up being one sided, and as a result, boring for both sides.

Thats what i meant by having PC's as the "bad" guys being a bad idea. While I have no problems with the serco mindset being militant, aggressive and insular, the current backstory paints them as far too much of all 3, and being from an itani perspective doesnt really show any good sides to the serco mindset.
Dec 03, 2004 iTripped link
I can see the problem you present, but I guess I would hope for a better solution than to forbid players from acting out their nation's pre-defined prejudices. What started out as people complaining about being called evil is rapidly turning into a concern over balance of play. I think that fundamentally, these are two separate issues, although I can see how one can impact on the other.

I mean, let's face it. No matter how you slice it, a player who chooses to play Serco, or Itani for that matter, is choosing to play a character that has sworn enemies, and a certain amount of baggage. Wether a player chooses to shed or embrace said baggage is part of what should ultimately play out in the game.
Dec 03, 2004 Spellcast link
no-one is suggesting that we "forbid players from acting out their nation's pre-defined prejudices"
I'd just like to see some solid serco prejudices to act out, and some form of official counterstory to the itani hitory. As it stands, well we dont have a leg to stand on. :)

"-I mean, let's face it. No matter how you slice it, a player who chooses to play Serco, or Itani for that matter, is choosing to play a character that has sworn enemies, and a certain amount of baggage.-"

This is very true, unfortunately with only one side's baggage being presented, only one side ends up looking evil. Due to this there is little incentive for new players to choose the "evil" side. That is a balance issue, so the two are directly related.

The backstory is excellent, very well written and a great story. Unfortunately it is told from the itani perspective, and from the itani point of view, not much is really known about the serco. Because of that, the serco arent a fleshed out culture with goals, motivations or anything to really draw players to them. They exist as something of a nebulous "they" to be fended off and contained by the "heroic" itani.
Dec 03, 2004 iTripped link
I think I am starting to agree with you, Spellcast, at least in the sense of a need for the missing content. In addition, I would hope that the Serco content is just as slanted as the Itani content clearly is. I would also hope for more UIT content, and that should not be as cohesive or complete as either the Serco or Itani backstories.
Dec 03, 2004 Spellcast link
now you get it.

:)

Of course the various histories should each have a distinct slant. Then the RP value comes in the players choosing which slant they "believe", and maybe making an effort to piece together the actual truth.
Dec 03, 2004 CrippledPidgeon link
I'm working on it, Spell, I'm working on it...
:)