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Post by Carpe Diem on Dec 4, 2005 11:11:15 GMT
Sorry for any confusion over the buyables this is mainly my fault for not keeping up with what carpe put, here is a list of buyables that we can do.
list will be added to as and when things arise
once a town is occupied you will be issued with a town guildstone and a banker.......just page for them.
NPC vendors.......................50k each Town Gates (lockable).........200k per pair + 5k Iron Ingots House Doors........................Free with house purchase Shop Doors (lockable) To keep the Riff Raff off your vendors....................10k + 1k Wood Shop Signs .....................5k Town Walls.......................... Ros will Make these Craftable ASAP Town Moongate (only placeable at regular moongate spots).........................250k Town Ferry (transports to any other town with a dock)..................200k Farm Animals.................no longer for sale please ferrythem from occlo Farm Fences...................Will Be Craftable Lockable Farm Gates............50k per pair + 2k Wood
Outposts (A building all the same to look at can now be purchased) they are 400k each and include a free tunnel that goes from the outpost to your town, you decide where you want that dug, and town to outpost of course, the outpost will be fully lockable with your town keys for safety, you can have as many outpoasts as you want each 400k each lockable etc as before and can go anywhere you want, should be interesting lol clone houses rofl, but the best solution to hostility with town teleporters etc.
if anyone has any other ideas of stuff that may be useful, just let us know and we'l see what we can do. ................................................... We have to as gm's follow the same list, If i said something different accidently im sorry, our gm's follow this list to the letter so please check all things are in place and needed, sometimes we may be rushed and get it wrong, so its always best to check, when i say we what i mean is I am busy bee and I can get it wrong, and I dont mean to. So if you always double check the fel rules and list all should go smoother.
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Post by trini on Dec 4, 2005 21:50:37 GMT
Just a quick question. On the town ferry's as long as the other town has a dock you can go there right? Regardless of if the town you are going to has the ferry system active there? you'd just be stuck there or at least have to run back and not be able to ferry back. Is that correct? (does that make sense? hehe)
Also, as an after thought, I was just wondering if the resource chests and such will be available Fel side as well. At first when I thought about it I thought they shoudn't 'cause it's all about "roughing" it out here. But I thought part of the reason the resources chests, tool chests, and seed boxes were in the game at all was to help keep item counts down. So, I was just wondering what was going to happen with those Fel side. OH and are tokens going to be able to purchase the same as tram side or are they not going to be used fel side? (I know these don't neccissarily pertain to the topic.. but I wasn't sure where else to put them, sorry)
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Post by Carpe Diem on Dec 4, 2005 22:18:40 GMT
spot on with the ferrys Trinni, if the place you go has not bought a ferry then its a pleasant stroll home ;D
good point on the resource chests etc, yes they are available same prices as tram, as are the token buyables so long as its nothing that would give you an advantage over another player.
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Post by Teide on Dec 4, 2005 22:25:52 GMT
If we buy an NPC, does that get us only the NPC or does it include some basic decorations? For example, buying a Blacksmith with that get a forge and anvil to have placed in the establishment as well?
If it doesn't include a few basic deco's for the NPC, then will be be able to make/purchase them seperate and have a GM put them in the NPC establishment?
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Post by Carpe Diem on Dec 4, 2005 22:43:52 GMT
good point, id thought about maybe staff decoing the shop the npc goes in, but obviously this will cause extra work so you may need to be patient.
i just know the others are gonna accuse me of causing them extra work now............
another option is that we make a lot of deco items stealable and craftable and then staff just lock them down for you, this may be more fun from a players point of view and give towns something to show off.
i like the second idea best as it gives you all more involvement rather than us just banging deco in for you.
of course theres nothing stopping you owning the town smithy shop for example, i think Blackwood has plans to buy the smithy in minoc, then you can add your own vendors too for a proper themed shop, maybe even renting space to other smithys in the town.
let us know what sounds best.
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Post by Teide on Dec 5, 2005 22:13:25 GMT
Carpe: I prefer the second option, only make items craftable. Give the crafters something to earn a living with and allow the citizens of the towns to decorate as they see fit. This should help the economy.
Another thing that might help crafters is to make things degrade over time. For example, a bookcase. After say 6 to 9 months it slowly degrades until it disappears. Only things that would not degrade would be chest or such, wouldn't want folks to have to keep moving the items out of them and into new ones too often. Once again this would help generate an economy for the crafters, instead of a buy it once and never buy again.
While I'm making suggestion, how about making insurance so that you can only insure one item. This will prevent the world from becoming item based and ensure that crafters can earn a decent living as people lose stuff.
Just my 2 gps. Thanks
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Post by tala on Dec 6, 2005 1:03:36 GMT
I definatly like the insurance idea, and it woudl really make people thing about which item ment the most to them. The only problem I could see with that though is it effecting tram too. Alot of people might get upset at that tram side. But still a great idea would definatly love that one.
Oh, and I agree with keeping things craftable. I think that would work out much better for the people that wish to remain crafters
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Post by xxtroublexx on Dec 14, 2005 19:54:19 GMT
Ok so how much is a house?
Thanks, -t
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Post by dragostea on Jan 25, 2006 18:28:36 GMT
Insurance ruined the game for crafters. I think Fell AND Tram side should only have one item at most insurable. Give some business back to the crafters. People are too wussy to take a chance they might lose something. There are Ankhs and healers everywhere. Give the crafters a break!!!
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Post by trini on Jan 25, 2006 20:09:09 GMT
I don't think having or not having insurance would really matter Drago. I know that I for one never use insurance, for me it's more of a nuisence (in fel this may be another story all together though, on OSI I ALWAYS had my few precious items insured). With rez protection and corpse stones I have never needed to insure anything and haveing all items on my corpse makes re-equiping easier after a death. I think the crafting market is so bleak right now because most people have there own crafters so don't need to buy what they can make themselves. I mostly supply all my own equipment. The things I don't have available to me our GM musical instruments (I don't plan on being able to make these either) and anything made with runic kits. Other then that I have GM tailoring (still collecting wool for my scroll lol) and I have a lil above GM smithing).
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Post by Teide on Jan 25, 2006 20:54:24 GMT
I agree with Dragostea on insurance. One should not be able to insure everything they have, one or 2 items are fine other then that there needs to be a chance to lose it everything else. Insurance is also a big contributor to imbalances between players, particularly PvP but also in other areas as well, and does have a negative impact to the economy. As Dragostea says, it takes away from the crafters but it also contributes to inflation.
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Post by dragostea on Jan 25, 2006 22:21:48 GMT
Oh if we ferry them in from Occlo do they respawn in thier new homeland? farm animals that is.
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Post by Carpe Diem on Feb 5, 2006 15:40:49 GMT
Oh if we ferry them in from Occlo do they respawn in thier new homeland? farm animals that is. yes drag, they do. once they are tamed they are 'off' the spawner.
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Post by redox on Feb 5, 2006 16:22:51 GMT
We have tried this and they dont seem to respawn which is what we were hoping for, the amount of bulls in the world is kinda short *smiles*
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Post by Carpe Diem on Feb 5, 2006 16:41:24 GMT
lol, i've got a feeling that if you stable them or take them a certain way away from the spawner then they will respawn, not sure how far you have to go though. most likely accross a server line but don't quote me on that.
or possibly the spawner resets after a save, really not sure. The sheep definately have respawned after being taken though in the past.
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