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TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 11:07 am
by son
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?

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 11:18 am
by Mens Rea
Town add ons. Why are they even around - at all?

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 11:37 am
by Lord Cavewight of GL
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?

Posted: Mon Aug 09, 2010 11:49 am
by Hemperor
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.
I think there is FAR too much controversy over how they are obtained and maintained... This should be made a lot more clear.

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:10 pm
by Eulogy
Hazh!

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:17 pm
by Roser
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.

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:19 pm
by Faust
PoD?

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:21 pm
by fooka03
pirates of dark water faust

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:22 pm
by Karik Verlee
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.

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:26 pm
by fooka03
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.

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:26 pm
by MatronDeWinter
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 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.

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.

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:30 pm
by chumbucket
MatronDeWinter wrote:
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 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.

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.
You must not have heard about the add-on's at Nevermore's Gentleman's Club and Bar!

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:37 pm
by Karik Verlee
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 :()

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 4:56 pm
by Faust
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.
This is actually a good question that should be placed in an era accuracy discussion.

Re: TB's town add ons. Why are they even around?

Posted: Mon Aug 09, 2010 6:36 pm
by Arcott Ramathorn
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 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.


Is Turtle Bay completely defunct? Do they still have any houses up?