Guild Town Addons?

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Alex21
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Guild Town Addons?

Post by Alex21 »

Why? whatever happened to simply decorating the houses through normal means to give the appearance of towns. Why do they need custom dueling arena's and roads between the different houses.

I've been reading some threads where guilds argue that they have contributed enough to the shard to earn their customized guild town. Just dosn't seem right that guilds are striving towards this, guilds should just be active and contribute to the shard expieriance of their own accord?

I just don't think its a good image to have all of these custom orc forts and guild towns etc etc, seems to also cause a little contraversy between guilds, anyway just my 2 cents.
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Re: Guild Town Addons?

Post by ArteEtLabore14 »

Hear hear! Or is it here here? Either way!

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Re: Guild Town Addons?

Post by tenduil »

What orc fort is custom?
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Re: Guild Town Addons?

Post by BenBrawl »

tenduil wrote:What orc fort is custom?

The one by the swamps and desert, by the x-roads of vesper,brit and i beleive yew. But i dont feel its wrong, they are a HIGHLY rping guild, that is very active.
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Re: Guild Town Addons?

Post by Alex21 »

BenBrawl wrote:
tenduil wrote:What orc fort is custom?

The one by the swamps and desert, by the x-roads of vesper,brit and i beleive yew. But i dont feel its wrong, they are a HIGHLY rping guild, that is very active.
But how does that make it right? why do they need a fort to be highly active and role playing? Seems like its giving them incentives to perform well.
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Re: Guild Town Addons?

Post by BlackFoot »

read the other 10 threads on this exact subject before making more of them
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Re: Guild Town Addons?

Post by tenduil »

BenBrawl wrote:
tenduil wrote:What orc fort is custom?

The one by the swamps and desert, by the x-roads of vesper,brit and i beleive yew. But i dont feel its wrong, they are a HIGHLY rping guild, that is very active.

With all due respect the one south of yew and north of the skara/brit/yew x-roads was an OSI placed location.... unless you are talking about somewhere else involving roads to vesper?

You are correct in I do not believe the one near the desert was ever there.

The counter-point besides their RP element is that the fort's themselves are occupied by NPC orcs and such and are much more of the environment than other guild's towns. Personally I'd rather have the orc forts with their NPC elements than the guild town stuff if I had to choose.
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Re: Guild Town Addons?

Post by Alex21 »

tenduil wrote:
BenBrawl wrote:
tenduil wrote:What orc fort is custom?

The one by the swamps and desert, by the x-roads of vesper,brit and i beleive yew. But i dont feel its wrong, they are a HIGHLY rping guild, that is very active.

With all due respect the one south of yew and north of the skara/brit/yew x-roads was an OSI placed location.... unless you are talking about somewhere else involving roads to vesper?

You are correct in I do not believe the one near the desert was ever there.

The counter-point besides their RP element is that the fort's themselves are occupied by NPC orcs and such and are much more of the environment than other guild's towns. Personally I'd rather have the orc forts with their NPC elements than the guild town stuff if I had to choose.
The NPC orcs at the custom fort don't attack by default? and they also have custom wolves named wargs... the point? why? can't they tame wolves and name them wargs themselves? why do they need a spawn for them?
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Re: Guild Town Addons?

Post by BlackFoot »

the orc forts awesome.
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Re: Guild Town Addons?

Post by tenduil »

The orcs's at the yew fort attack just fine...
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Re: Guild Town Addons?

Post by Sandro »

tenduil wrote:The orcs's at the yew fort attack just fine...
He's talking about the custom mobs at the custom RP Orc Fort north of Compassion Shrine.
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Re: Guild Town Addons?

Post by Lord Cavewight of GL »

Alex21 wrote:
BenBrawl wrote:But how does that make it right? why do they need a fort to be highly active and role playing? Seems like its giving them incentives to perform well.
Orcs had a Custom Fort on GL. Why shouldn't get get one here?


Custom Towns were done the exact same way on OSI, I don't really see any issue with UOSA doing them. In fact I think custom guild towns are a prime example of what makes UOSA so great.

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Re: Guild Town Addons?

Post by Karik Verlee »

I think Orcs had a similar place on Chessie.

And you said "all of these orc forts" theres only one right?
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Re: Guild Town Addons?

Post by MatronDeWinter »

Lord Cavewight of GL wrote: Custom Towns were done the exact same way on OSI, I don't really see any issue with UOSA doing them. In fact I think custom guild towns are a prime example of what makes UOSA so great.

There was a post by Derrick or someone else that had a discussion between two official OSI people. They talked about guild-towns and pretty much indicated that guild-town addon's or "blessings" were almost exclusive towards RP guilds.

Seen K^A, UoH, mYm, T^B, PEE, and whatever the other addon-towns are, roleplaying lately?

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Re: Guild Town Addons?

Post by BlackFoot »

come visit the museum and find out
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