TB's town add ons. Why are they even around?
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TB's town add ons. Why are they even around?
TB has not been active for almost a year. Another guild has inherited their add ons.
Their roads were in decay for quite a while, so why are the add ons still around?
Their roads were in decay for quite a while, so why are the add ons still around?
rdash wrote:BLACKFOOT STAY AWAY FROM MY FRIENDS OR MEET A BLADE OF VANQUISH AND ADDITIONAL TACTICS
Re: TB's town add ons. Why are they even around?
Town add ons. Why are they even around - at all?
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Re: TB's town add ons. Why are they even around?
Mens Rea wrote:Town add ons. Why are they even around - at all?
They were around on OSI and should be here. They give the game a unique feel and reward active guilds.
Re: TB's town add ons. Why are they even around?
I think there is FAR too much controversy over how they are obtained and maintained... This should be made a lot more clear.Lord Cavewight of GL wrote:Mens Rea wrote:Town add ons. Why are they even around - at all?
They were around on OSI and should be here. They give the game a unique feel and reward active guilds.
[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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Re: TB's town add ons. Why are they even around?
PoD has not inherited anything yet... but we are gunning for the arena not to decay, as well as the sign post.
We will be hosting events soon, First one start on Saturday the 14th, expect a thread soon.
We will be hosting events soon, First one start on Saturday the 14th, expect a thread soon.
Re: TB's town add ons. Why are they even around?
pirates of dark water faust
[$$$] Syndicate of Successful Salesmen
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
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Re: TB's town add ons. Why are they even around?
It kinda makes sense for "pirates" to inherit an old village that is abandoned, maybe instead of paying start up costs they SHOULD have to pay maintenance to keep it up and running. I think that little dock area works pretty well for pirates too.
Big John, Minin Man, Harm
Chesapeake May 1999-June 2008
Karik Verlee [TEB], Hilik [WL], Amabo [WL]
UOSA March, 28th 2010-Present
Chesapeake May 1999-June 2008
Karik Verlee [TEB], Hilik [WL], Amabo [WL]
UOSA March, 28th 2010-Present
Re: TB's town add ons. Why are they even around?
I would like to see all guilds have to pay upkeep costs for their town add-ons. People complain about no gold sinks, this seems like a huge possibility.
[$$$] Syndicate of Successful Salesmen
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
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Re: TB's town add ons. Why are they even around?
The way "blessings" were granted on OSI is far different than it is done here. Anyone with 5+ members, and a public vote can get add-ons added, and the addons themselves, way beyond anything OSI would have provided.Someone above this post wrote:They were around on OSI and should be here. They give the game a unique feel and reward active guilds.
The only people who got this stuff in-era were really hard roleplaying guilds (for the most part) and the only establishments that were effected by this were ones that already had a TON of foot traffic. I dont mean "hey we have some vendors" traffic, or "we build a roleplay pub that nobody attends" traffic either. These places had people meeting up there all the time. The addons would decay with whatever house they are linked to as well. Here, they are almost permanent fixtures, and the land is littered with ancient addons that new guilds have adopted.
There is not a single "community addon" that players frequent on this shard.
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Re: TB's town add ons. Why are they even around?
You must not have heard about the add-on's at Nevermore's Gentleman's Club and Bar!MatronDeWinter wrote:The way "blessings" were granted on OSI is far different than it is done here. Anyone with 5+ members, and a public vote can get add-ons added, and the addons themselves, way beyond anything OSI would have provided.Someone above this post wrote:They were around on OSI and should be here. They give the game a unique feel and reward active guilds.
The only people who got this stuff in-era were really hard roleplaying guilds (for the most part) and the only establishments that were effected by this were ones that already had a TON of foot traffic. I dont mean "hey we have some vendors" traffic, or "we build a roleplay pub that nobody attends" traffic either. These places had people meeting up there all the time. The addons would decay with whatever house they are linked to as well. Here, they are almost permanent fixtures, and the land is littered with ancient addons that new guilds have adopted.
There is not a single "community addon" that players frequent on this shard.
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Re: TB's town add ons. Why are they even around?
MatronDeWinter wrote:
There is not a single "community addon" that players frequent on this shard.
I hit up the $$$ rune tower whenever I log in to play(which hasnt been for a weeks )
Big John, Minin Man, Harm
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UOSA March, 28th 2010-Present
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UOSA March, 28th 2010-Present
Re: TB's town add ons. Why are they even around?
This is actually a good question that should be placed in an era accuracy discussion.MatronDeWinter wrote:The addons would decay with whatever house they are linked to as well. Here, they are almost permanent fixtures, and the land is littered with ancient addons that new guilds have adopted.
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Re: TB's town add ons. Why are they even around?
Is this a programming issue? Are the way things placed here different on Derricks end then OSI? Seems like it would be easier(for cleanup anyway) if addons were linked to buildings...building goes poof then addon goes poof.MatronDeWinter wrote: The addons would decay with whatever house they are linked to as well. Here, they are almost permanent fixtures, and the land is littered with ancient addons that new guilds have adopted.
Is Turtle Bay completely defunct? Do they still have any houses up?