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Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 6:38 pm
by MatronDeWinter
$$$ used to be an awesome guild back in the day, holding events non-stop, keeping a stocked tower of vendors, helping the community. Now, they just sort of hold the occasional event, and let newbies stay in their horde of houses, calling it charity.
The Orcs roleplay orcs, dont give murder counts, and generally stay in character providing an interesting experience for the rest of the community.
UOH (well, I should say blackfoot specifically) hosts a weekly morning event, and is generally deeply involved with whatever the ongoing story on the server is. Though I admit, the level of "blessing" going into this is a bit much.
These three seem, (to me), the only groups (and individual) that even remotely deserved any GM-modifications. Though, the all of the additions to these "towns" put together probably do total greater than any OSI shard, but that's the admin's decision to make.
Karik Verlee:
mYm has a duel pit in their vendor-less town that has special teleporters located in a private (bannable) building. You cannot mark/recall to the arena either, that is a bit much imo.
Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 6:45 pm
by Pro
we're open to having the arena changed
EDIT: I thought it would be unfair of me to put a vendor up in our town >:[
Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 8:31 pm
by Arcott Ramathorn
bismuth wrote: Blah blah blah...Myself for the win!

- bismuth2.jpg (203 KiB) Viewed 1150 times
Are these things really upsetting everyone?(err some people)
Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 8:37 pm
by MatronDeWinter
I like the orc fort (no im not an orc).
Ace is collapsing so who really cares?
That last one is not an addon, that's an actual place in UO.
Go check out UOH-land, mYm town, K^A, The pirates area straight down/left on the peninsula from the trinsic jungle t2a entrance to delucia, to name a few.
Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 8:41 pm
by Karik Verlee
MatronDeWinter wrote:$$$ used to be an awesome guild back in the day, holding events non-stop, keeping a stocked tower of vendors, helping the community. Now, they just sort of hold the occasional event, and let newbies stay in their horde of houses, calling it charity.
The Orcs roleplay orcs, dont give murder counts, and generally stay in character providing an interesting experience for the rest of the community.
UOH (well, I should say blackfoot specifically) hosts a weekly morning event, and is generally deeply involved with whatever the ongoing story on the server is. Though I admit, the level of "blessing" going into this is a bit much.
These three seem, (to me), the only groups (and individual) that even remotely deserved any GM-modifications. Though, the all of the additions to these "towns" put together probably do total greater than any OSI shard, but that's the admin's decision to make.
Karik Verlee:
mYm has a duel pit in their vendor-less town that has special teleporters located in a private (bannable) building. You cannot mark/recall to the arena either, that is a bit much imo.
Matron thanks for the update on the mYm. I completely agree about those three guilds. mYm does hold the pvp hedge maze event everywhile but yeah I think the arena is a bit over the top with the private building and the mark blocking, since we can mark in fort.
Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 8:50 pm
by Arcott Ramathorn
That onslaught place is on the t2a demo? Huh...thought that was custom statues and a bridge. i would hope that bismuth wouldnt know either and thats why he died of heart failure upon seeing it!

Re: Guild Town Addons?
Posted: Wed Jun 16, 2010 10:00 pm
by BlackFoot
BlackFoot wrote:BlackFoot wrote:read the other 10 threads on this exact subject before making more of them
you should still do this ^
it will answer most of your questions
do this^
Re: Guild Town Addons?
Posted: Thu Jun 17, 2010 10:36 pm
by Alex21
BlackFoot wrote:BlackFoot wrote:BlackFoot wrote:read the other 10 threads on this exact subject before making more of them
you should still do this ^
it will answer most of your questions
do this^
bloody festering mass.
excuse my french, i have tourettes and my tick is set off by tools.
Re: Guild Town Addons?
Posted: Thu Jun 17, 2010 11:44 pm
by BlackFoot
so you set yourself off 24/7?
read the previous 10 posts regarding this subject, the ones posted by the admin, the policy thread, the discussion thread, and the community thread.
Your posting in ignorance and its annoying.
Re: Guild Town Addons?
Posted: Sat Jun 19, 2010 9:00 pm
by Alex21
BlackFoot wrote:so you set yourself off 24/7?
read the previous 10 posts regarding this subject, the ones posted by the admin, the policy thread, the discussion thread, and the community thread.
Your posting in ignorance and its annoying.
Then don't read it? you've already read 10 other threads on the same subject why bring your lame-linking-ness to this one.