Player Run Towns - Updates?
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Re: Player Run Towns - Updates?
I'd like to formally petition for a dock to be placed outside my tower entrance. I'll give you 500 dollhairs
Re: Player Run Towns - Updates?
Nice troll. Way to contribute.sircharlestha3rd wrote:HC is here to stay and don't whine like you.
You haven't logged on in years.
Go to another shard.
U suck.
Re: Player Run Towns - Updates?
Some debates to ponder....
- Staff or community decision or both
Raw resources or finished product (ex. logs/ore vs. ingots/boards)
Upkeep costs or not
Immediate add-ons or incremental (depends on the type of add-on)
Single player owns all houses or x amount of players need to own a certain %
x number of houses to establish "town" or not
x types of houses to establish "town" or not
deed housing for a structure or not
Rules for guild/player activity tied to what stays or what goes "poof"
Activity in town area
Town contribute to community (public library, vendors, etc.)
Need to create a list of external and internal add-ons that could be achieved similar to the silver reward system.
The Core [PEE]: http://my.uosecondage.com/Status/Guild/236
<Vega-> I'm about to go to the gym but that is worth missing a couple reps for
https://www.youtube.com/watch?v=pMhfbLRoGEw
- SirEricKain
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Re: Player Run Towns - Updates?
Don't know if this helps, the following is my memory of how it was conducted back in 2010.
Staff or community decision or both - Community Decision by polling.
Raw resources or finished product (ex. logs/ore vs. ingots/boards) - Ingots/Boards
Upkeep costs or not - Not
Immediate add-ons or incremental (depends on the type of add-on) - Incrementally based on story line of an event.
Single player owns all houses or x amount of players need to own a certain % - Didn't matter.
x number of houses to establish "town" or not - The entire area of said "town" must have been owned by a single entity, ie; guild, and or person.
x types of houses to establish "town" or not - Didn't matter.
deed housing for a structure or not - No
Rules for guild/player activity tied to what stays or what goes "poof" - ??
Activity in town area - The guild with the add-ons must have been one of the most active and usually large in #'s at the time.
Town contribute to community (public library, vendors, etc.) - Yes, this to was a given as town-addons are fun for everyone, except for the haters, but then again haters love to hate.
Need to create a list of external and internal add-ons that could be achieved similar to the silver reward system. - Never done in the past as far as I can remember, might be cool, not sure how laborious to implement.
Staff or community decision or both - Community Decision by polling.
Raw resources or finished product (ex. logs/ore vs. ingots/boards) - Ingots/Boards
Upkeep costs or not - Not
Immediate add-ons or incremental (depends on the type of add-on) - Incrementally based on story line of an event.
Single player owns all houses or x amount of players need to own a certain % - Didn't matter.
x number of houses to establish "town" or not - The entire area of said "town" must have been owned by a single entity, ie; guild, and or person.
x types of houses to establish "town" or not - Didn't matter.
deed housing for a structure or not - No
Rules for guild/player activity tied to what stays or what goes "poof" - ??
Activity in town area - The guild with the add-ons must have been one of the most active and usually large in #'s at the time.
Town contribute to community (public library, vendors, etc.) - Yes, this to was a given as town-addons are fun for everyone, except for the haters, but then again haters love to hate.
Need to create a list of external and internal add-ons that could be achieved similar to the silver reward system. - Never done in the past as far as I can remember, might be cool, not sure how laborious to implement.
- Boomland Jenkins
- Second Age Staff
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Re: Player Run Towns - Updates?
Just an update to this. Anarcho, Kaivan, and myself will more than likely be having a chat this week regarding Player Town/Add-ons and how we want to develop a policy for it.
Eat. Sleep. Ultima.
Re: Player Run Towns - Updates?
As always the 3 amigos pull through! Thanks guys!
The Core [PEE]: http://my.uosecondage.com/Status/Guild/236
<Vega-> I'm about to go to the gym but that is worth missing a couple reps for
https://www.youtube.com/watch?v=pMhfbLRoGEw
- WarmApplepie
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Re: Player Run Towns - Updates?
^^^^ boom can I have Azheman banned from it tho, everything he touches disappearsWarmApplepie wrote:Wtb stable in TG plz
Kaivan wrote:Stop hijacking a simple general discussion topic for your e-peen stroking Vega.
Twitch.tv/warmapplepietgRagancy wrote:Three certainties in life: death, taxes, and Malice at Terra keep.
Re: Player Run Towns - Updates?
Hopefully you go back and undo what you did before you implement whatever you come up with.Boomland Jenkins wrote:Just an update to this. Anarcho, Kaivan, and myself will more than likely be having a chat this week regarding Player Town/Add-ons and how we want to develop a policy for it.
Re: Player Run Towns - Updates?
Pretty sure your guild has been gone before I got here and way before your props were taken. I do like the rune library but that's all you got going for you. Just my 2 cents.
Delo
Delo
Re: Player Run Towns - Updates?
For those that are wondering, we finished up a meeting on this topic about a half an hour ago. We've answered a lot of questions regarding the development of a new policy, although we aren't ready to publicize anything yet as we're just beginning significant work on the topic. There is one point that we would like to publicize: We have decided that players will not have any input on town add-ons. All decisions regarding who gets town add-ons, and what they can get, will be handled by staff. Beyond that, we cannot give any more details.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
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Re: Player Run Towns - Updates?
Great to hear! Thanks Kaivan and staff!