Hidden costs of townships 2

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TI_Smithy
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Hidden costs of townships 2

Post by TI_Smithy »

Have the taxes been paid by the player run communities which contain GM placed pixel crack?

Is it time to tear some of it down and offer opportunities to active groups?

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Lord Mammoth
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Re: Hidden costs of townships 2

Post by Lord Mammoth »

TI_Smithy wrote:Have the taxes been paid by the player run communities which contain GM placed pixel crack?

Is it time to tear some of it down and offer opportunities to active groups?
I could be mistaken but I believe a good portion of previous player towns have already been removed. At this point we won't be removing arenas but most towns of inactive guilds have had a number of things removed. It's an ongoing process but, Rome wasn't built or destroyed in a night.
Lord Mammoth

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Notorious
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Re: Hidden costs of townships 2

Post by Notorious »

I think everything in K^A town should be removed the stable the barkeep gm add-on saddle etc

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Re: Hidden costs of townships 2

Post by WOODY »

Notorious wrote:I think everything in K^A town should be removed the stable the barkeep gm add-on saddle etc
^^

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Re: Hidden costs of townships 2

Post by Boomland Jenkins »

Just to divulge a little information, over the last 4-5 months I've slowly removed portions of add-ons. Some are left for UOSA-nostalgia. My first sweep was mostly removing (some... most) roads in abandoned player towns because many of these tiles were blocking house placements or house upgrades. You can expect more decay to occur at a non-regular rate throughout the year.
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Capitalist
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Re: Hidden costs of townships 2

Post by Capitalist »

Boomland Jenkins wrote:Just to divulge a little information, over the last 4-5 months I've slowly removed portions of add-ons. Some are left for UOSA-nostalgia. My first sweep was mostly removing (some... most) roads in abandoned player towns because many of these tiles were blocking house placements or house upgrades. You can expect more decay to occur at a non-regular rate throughout the year.
I'm not trying to be rude <--- prerequisite to rudeness.

You did a terrible job removing some roads. You can place in some spots where roads used to be, and others are virtually completely fucked. There was some stuff removed in K^A (I had Anarcho check this out for me and he shrugged) where a keep fit. We couldn't even get a tower down. In fact, on flat grass with nothing around it, no non-level land etc we couldn't place a small where road used to be. I only mention this because the claim is that the addons were blocking land, when in reality the land is still blocked in over half of the places that have fallen since.
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Re: Hidden costs of townships 2

Post by Budner »

Seemed rude, despite your best efforts.

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Capitalist
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Re: Hidden costs of townships 2

Post by Capitalist »

Sorry. Please fix it.
Denis the Menace wrote:Vega for me you are just exploiting the uosa system with your vanq charged spellreflect recall invis pink boobi pvp trammel style which never existed on osi, so stfu.
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Re: Hidden costs of townships 2

Post by Boomland Jenkins »

Capitalist wrote: You did a terrible job removing some roads. You can place in some spots where roads used to be, and others are virtually completely fucked. There was some stuff removed in K^A (I had Anarcho check this out for me and he shrugged) where a keep fit. We couldn't even get a tower down. In fact, on flat grass with nothing around it, no non-level land etc we couldn't place a small where road used to be. I only mention this because the claim is that the addons were blocking land, when in reality the land is still blocked in over half of the places that have fallen since.
You're talking about a specific place in a specific "town" - I'm talking about the full World and the removal of roads have had in general. My comment wasn't specific to K^A.

Roads were removed. Some places benefited with new house spots, some benefited by giving the locals an opportunity to upgrade their house. There are winners and there are people who don't benefit from the removal. I don't think anyone lost anything from the removal (except for farnk, when his patio got nuked). It's not my fault a keep doesn't fit in a certain spot and it has no relation to the random removal of roads and other add-ons that were deleted.
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Re: Hidden costs of townships 2

Post by Capitalist »

Naturally, had GM addons never been there, the houses I mentioned would have fit. Thus, removal of them should have them fitting just same, no? Secondly, Shadowmire is another example. Pretty much everything but mYm is an example... I was being subtle when I said some, but in reality I meant _all_ places where GM addons were removed are broken where houses have fallen.
Denis the Menace wrote:Vega for me you are just exploiting the uosa system with your vanq charged spellreflect recall invis pink boobi pvp trammel style which never existed on osi, so stfu.
Jakob wrote:Regardless of douchebag, fair player or Vega.

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Re: Hidden costs of townships 2

Post by Budner »

Jesus. Don't we have enough houses already?

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Re: Hidden costs of townships 2

Post by Capitalist »

We need more cowbell.
Denis the Menace wrote:Vega for me you are just exploiting the uosa system with your vanq charged spellreflect recall invis pink boobi pvp trammel style which never existed on osi, so stfu.
Jakob wrote:Regardless of douchebag, fair player or Vega.

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Re: Hidden costs of townships 2

Post by WarmApplepie »

can I have a town? Town of Pie.....I like the sound of that!
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Re: Hidden costs of townships 2

Post by inkognito »

Just let me know when you plan on removing k^a(bandoned) stable master so I can claim my rare one of a kind albino unicorn/nightmare hybrid and relocate it elsewhere. It even morphs into a pet rat place holder on command. I expect compensation for any loss I may endure.
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Re: Hidden costs of townships 2

Post by Boomland Jenkins »

Capitalist wrote:Naturally, had GM addons never been there, the houses I mentioned would have fit. Thus, removal of them should have them fitting just same, no?
Either the spot fits a house or not, this has no impact on how the roads were removed. I fail to see the logic in arguing that I somehow removed these road tiles in a poor way. Enlighten me a bit on that maybe?

Capitalist wrote:Secondly, Shadowmire is another example. Pretty much everything but mYm is an example... I was being subtle when I said some, but in reality I meant _all_ places where GM addons were removed are broken where houses have fallen.
I've removed addons from Shadowmire, MYM, K^A, DG, and probably a few other places I can't recall off the top of my head. Some roads, some lamp posts, some unnatural spawns, and other add-ons were removed.
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