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What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 12:49 pm
by Fwerp
I just need to get the resources, right?

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 1:04 pm
by Derrick
You've really gotta make a decent pitch for the town in terms of how it's beneficial to the player community. I really don't want to see this thread turn into a gripe-fest about whether or not the current player towns are or are not beneficial to the community; I'm just saying the first step is to organize your town around a purpose, and make a good pitch for it.

We've had very very little time to dedicate to working on these types of in game elements lately, and also don't want to have player run towns peppering the landscape. Player towns are built though commitments of players to organize in a way that benefits the shard as a whole, unfortunately too often those ideal hit the trash barrel once the town is established. We're really interested in vetting proposals for these towns in such a way as to ensure their long term sustainability.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 5:56 pm
by Senses
I think the *problem,* with the current system is that there really is no current system. It is probably something that added alot of charm to the server when it was small and underpopulated, but as the shard has become more popular, it has created a situation where you must balance the overzealous nature of town improvement of the past with the now more frugal nature of a real t2a shard that you would like to promote.

I think its perfectly fair to grandfather existing town improvements. These players came to this shard when it wasn't bustling and crowded and could just have easily wasted their time on a dying shard. Now that it is growing its fair to let them keep what they earned. That being a said, a new solid system should be in place even if it does entertain a certain bit of your own judgement. We may face a time at some point where the denizens of the old cities have quit, and new people show up to take their place. It would be nice if new cities could continue to grow out of the dust they leave behind.

Not every city has to be a shining metropolis with roads and stable masters. Some can just have a dock, or bridge, or a park. Things should be able to decay like houses as well. If players turn their towns into ghost towns by killing people looking for vendors, or not even bothering to stock their vendors, there roads and possibly stable masters should begin to fade as well.

Of course this is all extra work on your part, so anything is certainly appreciated. I do think it adds to the world though and its just another reason why people might choose this shard over the next.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 6:11 pm
by Derrick
I agree entirely Senses. It's been my hope that the existing cities would live on as well, but we certainly can't just keep adding more. In the end it's a judgement call by staff whether this city or that city is a good idea, and it's one that i'm more and more uncomfortable making all the time.

There are little improvements here and there outside of full blown cities, but to continue adding is not likely a good idea unless existing areas become retired somehow.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 6:35 pm
by Type6
Might sound dumb, but since I've been on this shard I've never visited a "modified" player run town. Any noteworthy locations you guys can point me to?

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 9:01 pm
by RoadKill
I think any guild or 'township' that wants "GM Blessings" should be required to hold events on a regular basis. Towns that fall out of activity should "decay" (think about how many extra items are being used at places like Shadowmere, a once populated town turned ghost town)

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 9:27 pm
by platy
Wow, that is a great incentive to having a town Roadkill.. now that I think of it there really should be a required event for player towns.. otherwise it'll eventually become a "ghost town." Not to mention with events people will know where the city is, and could make it a huge vendor/ out of town spot for everyone.

Even if not tourneys, anything can work; guild and public hunts etc..

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 9:33 pm
by Derrick
Aye. Many of the current player towns ran a few events leading up to there town, but few since.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 10:51 pm
by RoadKill
Derrick wrote:Aye. Many of the current player towns ran a few events leading up to there town, but few since.
Future players towns should deliver traffic before receiving blessings. That's how it was on OSI. People didn't buyout a lot of land and say "we're a town, bless us!" They built with what they could (and at one time, they did it without lock downs, making it very hard to maintain), and by doing so, they were noticed and blessed.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Thu Mar 12, 2009 11:03 pm
by Derrick
That has been one of the requirements, but the scale has been smaller than OSI of course.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Sun Mar 15, 2009 5:51 pm
by TwoTon
kingdom of ascalon is the oldest and longest running player town on UOSA.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Tue Mar 17, 2009 2:45 pm
by son
So how long until Shadowmire is dismantled? That place is truly a ghost town.

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Tue Mar 17, 2009 3:21 pm
by Bot
Just wanna say i think player run towns... are dumb.. that is all.

k tkz

Re: What needs to be done to get roads, stablemasters, etc?

Posted: Tue Mar 17, 2009 3:30 pm
by Faust
Who even controlled Shadowmire?