Cataclyst wrote:Why forcing PvP guilds to run events for their player towns is unfair.
1.Money
We all know, PvPers normally aren't rich people. PvPers give to the community, whether you like to admit to it or not. We buy your weapons that you craft, we buy your overpriced bulk reagents. Being an active PvPer, and having money to give 100-200k worth of prizes out, doesn't fit in with most pvpers "budget".
If money is the #1 issue then you cant afford Town add-ons anyways....
Maahes wrote:
Additional notes:
-Any custom town improvement will still cost the guild a substantial amount of resources and gold.
Cataclyst wrote:2.Community Size
If you've noticed, PvPers are a minority on this shard. For every 30 farmers/crafters/thieves/macroers, you'll have maybe one pvper. Given there are normally 400~ unique IP's on, that leaves you roughly 13 PvPers on at any given time. Try and run one of your events for 13 people, and tell me how that is giving to the community. It's no secret that running and organizing a PvP type event is 100 times harder than a chicken fight, or other similar things.
Again your
MAKING UP STATISTICS, PKs are a constant issue on Secondage, not to mention the fact that the majority of guilds on second age are PvP guilds.... from the My UOSA Webpage this is pretty obvious
Secondly the top skills on UOSA (I know this is not up to date but still reflects the shard) are PvP skills
Anatomy 3,971 [Dexter skill & Farmer skill]
Hiding 3,397 [Dexter Skill, Theif Skill, PvM skill]
Tactics 3,393 [PvP skill]
Evaluating Intelligence 3,286 [Tank mage skill]
Meditation 3,103 [Tank Mage skill]
Swordsmanship [Tank Mage skill]
Musicianship 2,664 [The fist NON pvp skill 7th most popular]
Magery 2,637 [PvP skill, all around useful skill]
Wrestling 2,240 [pvp skill, this i feel give a very good representation of the Tank mages on UOSA]
Snooping 1,746 [First Theif skill]
I am not going to list every skill, but the crafting skills are at the botom
Blacksmithy 270
Alchemy 252
Tinkering 150
Carpentry 95
Inscription 93
Poisoning 69
Tailoring 59
Bowcraft/Fletching 32
Cataclyst wrote:3. The main purpose of player towns is to promote active communities and create activity in different areas of our world. This is the key element to obtaining any special add-ons to your city. This means you will need to promote your guild within the community with things such as events, quests, fight nights, anything that will spread your guilds name in a positive way within second age. Because in the end it will be your co-players choice whether or not you get add-ons.
3.No where does it say "In order to have a guild town you MUST run events". PvP guilds are constantly fighting in their town. Lots of fights happen in TB, I'm sorry you're not there to see them? Every guild can also attest to fighting always happening in mYm town, as well as TG town. If TG asked for addons, for that reason alone I'd vote Yes to them getting them, even though I do not care for them.
Also, can make a nice little point off this line alone
anything that will spread your guilds name in a positive way within second age
positive is the key word, players dont tent to find PvPing and PKing Positive, much less the 30 to 1 ratio of crafters & farmers...
Player towns are meant to be for the players and by the players, this is why staff will no longer make the decisions about who is deserving and who is not. Staff do not build towns, players do. Any town wishing to add any visual enhancements should already be well established in the community.
just because people know who you are via pvp does not mean your well established in the community....
Cataclyst wrote:Sure, $$$ is known for running events. But what you're known for more than anything, is your overpriced goods. If you consider that to be a positive thing to players, or even the community, then I guess we're all just idiots and jealous of $$$.
well quit buying our goods, and spending money on our vendors? what more can I tell you... its pretty simple ratio of supply and demand called business, if your not happy with the prices of wares, start your own vendors and see how much work it is to keep them stocked a regular basis selling goods with a 10% mark up, players will buy them and re-sell on their own vendors, this is why a system like that does not work.
I don't tell you how to PvP because I cant do it & have no desire to, much the same reason your opinion on prices does not matter, onless I was giving way product players would complain about pricing, its the same in real life.
Cataclyst wrote:also, to wise on your question/statement about TB, we still own the entire town minus like two house spots, all of the members I pointed out above live inside the town still, but also have houses in other places.
More later when I care more!~
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good, great your guild owns the houses in your town.... I am pretty sure thats a pretty basic requirement for owning/calling it a town, why dont you try again to explain why TB should be keeping their add-ons?