Upkeep of player ran towns?
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Upkeep of player ran towns?
I was just curious what the requirements were for a guild to retain their player ran town/blessings?
I ask this, because there is a certain guild, in the swamps south of destard, that is 100% inactive. They have left the server, and only log in to refresh their stuff. On top of that, even when they were active they contributed almost nothing to the server. They didnt have active vendors, and they never held events that they contributed to.
I'm not bringing this up just to bash their guild and ask for their town to be deleted. But i'd love to have a standard set so that all guilds with player towns can follow it.
Thanks!
I ask this, because there is a certain guild, in the swamps south of destard, that is 100% inactive. They have left the server, and only log in to refresh their stuff. On top of that, even when they were active they contributed almost nothing to the server. They didnt have active vendors, and they never held events that they contributed to.
I'm not bringing this up just to bash their guild and ask for their town to be deleted. But i'd love to have a standard set so that all guilds with player towns can follow it.
Thanks!

[00:43] <Hemperor> i like turtles
Re: Upkeep of player ran towns?
Off the top of my head, I really can't think of single town deserving what they have...If I had to choose one it would actually be ACE because they are at least active. !!! (or T2A) town should be dropped in a week or two, same with Ascalon. Urks rarely play, sure there are 2 or 3 consistant ones at the most but they usually stop by for a week or two every few months and then are on their way...hardly a roleplayeed fort.Kefka wrote:I was just curious what the requirements were for a guild to retain their player ran town/blessings?
I ask this, because there is a certain guild, in the swamps south of destard, that is 100% inactive. They have left the server, and only log in to refresh their stuff. On top of that, even when they were active they contributed almost nothing to the server. They didnt have active vendors, and they never held events that they contributed to.
I'm not bringing this up just to bash their guild and ask for their town to be deleted. But i'd love to have a standard set so that all guilds with player towns can follow it.
Thanks!

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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Re: Upkeep of player ran towns?
I am not so sure the problem is the upkeep of player run towns as it is inactive account houses being refreshed by 'friends'.
Enforcing the 3 account per ip limit plus retiring an inactive account after 1-2 months of no play (retiring meaning all houses no longer can be refreshed) would probably help to clean up the shard for active people.
Enforcing the 3 account per ip limit plus retiring an inactive account after 1-2 months of no play (retiring meaning all houses no longer can be refreshed) would probably help to clean up the shard for active people.
Re: Upkeep of player ran towns?
While i totally support deleting towns that have inactive guilds and guilds that don't contribute anything to the shard, a set of standards would be nice, which would force these guilds to contribute to the shard, which would benefit everyone.

[00:43] <Hemperor> i like turtles
Re: Upkeep of player ran towns?
I know on greatlakes, most of the blessed establishments got that way after months of activity. My best example is rojo diablo and his auction house. I use to attend his auctions prior to it being blessed and afterwards. He practically held weekly auctions and every time I remember his tower roof was packed with people.
What requirements they had, I don't know. I know the original Bloodrock fort on great lakes was just a series of walls, a couple of ladders, and a camp fire...but it wasn't a 'blessed' establishment but (from my understanding) apart of some old quest that a seer did to which it was never deleted and eventually taken over.
I don't really recall any blessed 'towns' though I know they existed. And I have no clue what happen(s)/happened if a blessed building decayed.
I do know that eventually rojo stopped doing auctions and his tower just kinda sat there empty...but by that point it was a place of historic value.
I don't believe expecting the owners of a blessed area to constantly be doing events and having high activity is very fair, but after months of a place sitting with empty vendors and being deserted, I can understand why people would question. But again, I think to a degree the issue is cleaning up houses of people who no longer log into their account more so than anything else.
What requirements they had, I don't know. I know the original Bloodrock fort on great lakes was just a series of walls, a couple of ladders, and a camp fire...but it wasn't a 'blessed' establishment but (from my understanding) apart of some old quest that a seer did to which it was never deleted and eventually taken over.
I don't really recall any blessed 'towns' though I know they existed. And I have no clue what happen(s)/happened if a blessed building decayed.
I do know that eventually rojo stopped doing auctions and his tower just kinda sat there empty...but by that point it was a place of historic value.
I don't believe expecting the owners of a blessed area to constantly be doing events and having high activity is very fair, but after months of a place sitting with empty vendors and being deserted, I can understand why people would question. But again, I think to a degree the issue is cleaning up houses of people who no longer log into their account more so than anything else.
Re: Upkeep of player ran towns?
But how do you solve the "friend refresher" ?
One thing i always thought OSI should have done is added house maintance (boards, inggots, leather, cloth?)
Certain amount needed added to a structure each month or something. Would be a great thing for the resource farmers as players would be buying up resources left and right... Castles would require massive resources and then scale down from there.... basically, property tax!
Ahh, too bad it isnt era accurate. I think that would have really improved the housing situation on OSI.
One thing i always thought OSI should have done is added house maintance (boards, inggots, leather, cloth?)
Certain amount needed added to a structure each month or something. Would be a great thing for the resource farmers as players would be buying up resources left and right... Castles would require massive resources and then scale down from there.... basically, property tax!
Ahh, too bad it isnt era accurate. I think that would have really improved the housing situation on OSI.
Re: Upkeep of player ran towns?
Well, I don't know whether it is era accurate but, as someone in another thread mentioned, at one point if you quit paying for your account then your houses would become unrefreshable. Of course, we don't pay for accounts here and so that can be mimiced by saying "a month of not logging in" or something.Hoots wrote:But how do you solve the "friend refresher" ?
One thing i always thought OSI should have done is added house maintance (boards, inggots, leather, cloth?)
Certain amount needed added to a structure each month or something. Would be a great thing for the resource farmers as players would be buying up resources left and right... Castles would require massive resources and then scale down from there.... basically, property tax!
Ahh, too bad it isnt era accurate. I think that would have really improved the housing situation on OSI.
Re: Upkeep of player ran towns?
Yeah, dont think that would fix much. Most people who care enough to set up a friend to refresh would just log in once every 30 days or something to reset. It may make a little difference but i doubt it would be much?Ronk wrote:Well, I don't know whether it is era accurate but, as someone in another thread mentioned, at one point if you quit paying for your account then your houses would become unrefreshable. Of course, we don't pay for accounts here and so that can be mimiced by saying "a month of not logging in" or something.Hoots wrote:But how do you solve the "friend refresher" ?
One thing i always thought OSI should have done is added house maintance (boards, inggots, leather, cloth?)
Certain amount needed added to a structure each month or something. Would be a great thing for the resource farmers as players would be buying up resources left and right... Castles would require massive resources and then scale down from there.... basically, property tax!
Ahh, too bad it isnt era accurate. I think that would have really improved the housing situation on OSI.
Re: Upkeep of player ran towns?
This seems reasonable enough to me.
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Re: Upkeep of player ran towns?
Hemperor wrote:Urks rarely play, sure there are 2 or 3 consistant ones at the most but they usually stop by for a week or two every few months and then are on their way...hardly a roleplayeed fort.
The last two weeks we've actually had quite a few on and have had a number of guild events with more coming. It's hard to keep activity at the fort for a few reason.
1. everyone is on some different schedule.
2. As many of us have rp templates not pvp templates to insure. Our strength is in numbers and teamwork. i.e. I know if ever I'm caught in the open on Xukluk I'm toast. So I stealth almost everywhere I go. That goes for a lot of my orcs save one who was designed to be a orcish butcher.
3. A lot of the o/c guilds are hard to come by but that can be attributed to my being out of the loop and not knowing the hotspots.
Aside from that I hardly consider our fort blessed so to speak. Most blessings are add on's to player controlled housing. While we consider ourselves the owners of the fort it hardly qaulifies as a player controlled house. I consider the fort more of a shard feature because it is there for everyone to interact.
Tforc YM wrote: if you are over 24 though do not apply because i dont like nerdy people who dont get there lifes past uo. also if you do not have a microphone or vent then i can not make you into a good player, sorry , dont apply.
Re: Upkeep of player ran towns?
I killed 3 Urks in the Hedge Maze a few days ago, I also got into a few random battles in the Bloody Plains with them.
I think that "obvious" towns should slowly decay with no activity. Houses will remain, but their GM blessings should crumble with time.
I think that "obvious" towns should slowly decay with no activity. Houses will remain, but their GM blessings should crumble with time.
Lake Superior 1997-2002, UOSA 2008-Present
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
I no longer use this account, if you need to reach me, message my new account, Boomland Jenkins
Re: Upkeep of player ran towns?
I think a lot of the player-base have various opinions of who "deserves" a guild town.Hemperor wrote:Off the top of my head, I really can't think of single town deserving what they have...If I had to choose one it would actually be ACE because they are at least active. !!! (or T2A) town should be dropped in a week or two, same with Ascalon.
Consolidating shard-beneficial ideas (or, era accurate ones if one can find guidelines for blessed towns) might be a good starting point of making guilds work harder for their town.
*strictly personal experience/opinion*Hemperor wrote:Urks rarely play, sure there are 2 or 3 consistant ones at the most but they usually stop by for a week or two every few months and then are on their way...hardly a roleplayeed fort.
I rarely see anyone there myself, but I'm on a very different timezone compared to the western hemisphere. I've read the history of the Bloodrock orcs, and would think that their playstyle could add tremendous value if done right.
A player-ran event of hordes of Bloodrock orcs invading various towns could be fun.
I know it doesn't happen right now, but I'd hate to see them go

Re: Upkeep of player ran towns?
It has happened...of course, unlike on Great lakes some of us are red here which prevents us from doing our normal down raids to clear the town of those disgusting 'orange' players. Lol.esteban wrote: A player-ran event of hordes of Bloodrock orcs invading various towns could be fun.
I know it doesn't happen right now, but I'd hate to see them go
Not to mention when we do events like that, most of us end up in statloss. So its def more difficult as it was on GL.
Re: Upkeep of player ran towns?
Hemperor wrote:Urks rarely play, sure there are 2 or 3 consistant ones at the most but they usually stop by for a week or two every few months and then are on their way...hardly a roleplayeed fort.
We usually having something going on every other night. Sometimes it's a little sparse due to RL events, but I'd hardly say that we rarely play.esteban wrote: *strictly personal experience/opinion*
I rarely see anyone there myself, but I'm on a very different timezone compared to the western hemisphere. I've read the history of the Bloodrock orcs, and would think that their playstyle could add tremendous value if done right.
A player-ran event of hordes of Bloodrock orcs invading various towns could be fun.
I know it doesn't happen right now, but I'd hate to see them go
Actually, things have picked up and, although I leave for Argentina for 2 weeks tomorrow I'm confident that there will be plenty of Orcs on.
BTW, yeah, RK did get 3 orcs in the Hedge Maze the other day. That was after "Snaga Marathon" where orcs ran from North of Minoc to Trinsic. After the Hedge Maze, we went to the 3v3 PVP event and then attacked Reds at Buck Den.
The funny part? We didn't encounter one person out of town during the marathon.
