Limit the number of Depots
Moderator: Gamemasters
Limit the number of Depots
I know that its a long term plan to unlink the depots,
but until this point I ask you to reduce the current number of depots.
My vision is a single place where some depots are placed.
This place is a pure storage area, maybe the Elizas shop.
I take Trolls Bane as an example, each player-made settlement has its own storage area.
Production areas should not have depots.
This would force crafter, if they want to work efficently, to cooperate with someone else who plays the "delivery boy".
but until this point I ask you to reduce the current number of depots.
My vision is a single place where some depots are placed.
This place is a pure storage area, maybe the Elizas shop.
I take Trolls Bane as an example, each player-made settlement has its own storage area.
Production areas should not have depots.
This would force crafter, if they want to work efficently, to cooperate with someone else who plays the "delivery boy".
when did the Union get a depot? wasnt there yesterday..
anywyas, having just One lartge room with depots, or w/e, sounds like the Tibia system to me
too many depots are bad, but perhaps have then jut in shops (eliza's and sam's-silverstar's too), workshops, and maybe at some "special location" like the Northerot Castle, or the Shi-Long Monastary. Of course you need a depot at the tavern too, so people can pay off their tabs =)
anywyas, having just One lartge room with depots, or w/e, sounds like the Tibia system to me
too many depots are bad, but perhaps have then jut in shops (eliza's and sam's-silverstar's too), workshops, and maybe at some "special location" like the Northerot Castle, or the Shi-Long Monastary. Of course you need a depot at the tavern too, so people can pay off their tabs =)
Look more careful, Drogla, there is a depot, hidden behind some appletrees.
I remembered the general saying of the GMs "No Depots outside of the town."
Thats why the house to the west from there was not allowed to get an own depot.
The Tibia idea of depots is in my eyes a very good one.
So my radical idea was:
Remove every depot that is in a questionable location, like the one at the fields, the one in the ruins of Northerot and every place else that is not frequently used by players.
With "used" I do not mean to store harvested ressources from a nearby area (to have them back in Trolls Bane), I mean a building that is actually used for roleplaying and occupied.
Not many qualify themself in my eyes.
I remembered the general saying of the GMs "No Depots outside of the town."
Thats why the house to the west from there was not allowed to get an own depot.
The Tibia idea of depots is in my eyes a very good one.
So my radical idea was:
Remove every depot that is in a questionable location, like the one at the fields, the one in the ruins of Northerot and every place else that is not frequently used by players.
With "used" I do not mean to store harvested ressources from a nearby area (to have them back in Trolls Bane), I mean a building that is actually used for roleplaying and occupied.
Not many qualify themself in my eyes.
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I understand the point of view, and yes depots in certain areas are bad, but some are required out of town. You know for those that arent able to get into town. If your going to say only depots in town then your going to have to stop rping ppl being kicked out of town because they have to store stuff just as everybody else and it is unfair to only have those in town. Maybe there are to many depots, I know there are a whole bunch in town, and a few outside in kinda bad places, but a castle is not a bad place for a depot, the old movement hideout is(if its still there). Depots out of town is a good thing just as depots in town, just have to be careful where they are put
If they where unlinked, then yes, whereever you want.
As long they are linked, no.
Why should there be a depot in the ruins of Northerot?
This is not the place to store anything, this location has no longer the means of holding items.
There are depots outside of Trolls Bane, in Greenbair, the Monastry of Eldan (if its still used), the Bloodskull Cave.
Enought when you are kicked out of the town.
If your character screws with every fraction, then maybe he should endure the consequences of his doings by being cut off from larger storage places. ("Living on the Road")
I do not see a reason for having a depot in the middle of the nowhere.
As long they are linked, no.
Why should there be a depot in the ruins of Northerot?
This is not the place to store anything, this location has no longer the means of holding items.
There are depots outside of Trolls Bane, in Greenbair, the Monastry of Eldan (if its still used), the Bloodskull Cave.
Enought when you are kicked out of the town.
If your character screws with every fraction, then maybe he should endure the consequences of his doings by being cut off from larger storage places. ("Living on the Road")
I do not see a reason for having a depot in the middle of the nowhere.
- Phelix Vierwind
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I think that is a really good point. Everyone should be able to 'store' things in or outside trolls bane. Just because you can carry only a limited ammount of goods. But it is not quiet reasonable to take goods out of a depot in town, which you put in in the wilderness.If they where unlinked, then yes, whereever you want.
As long they are linked, no.
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No.
I dont want that, because I know that someday this will happen.
So there is no need to demand this right now.
What I currently want is, that for each town there is only one Depot(-area).
And there are no depots in abandoned buldings and in the wilderness, like it is right now.
So transportation and capatcy becomes a true meaning, even when its only a small one.
I dont want that, because I know that someday this will happen.
So there is no need to demand this right now.
What I currently want is, that for each town there is only one Depot(-area).
And there are no depots in abandoned buldings and in the wilderness, like it is right now.
So transportation and capatcy becomes a true meaning, even when its only a small one.
- Ezor Edwickton
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THe depots are there for mean of storage in game, and are necessary because we can't just leave things lying around in game or they will be cleared.
I think that less depots is good, but not just one for each town. In my opinion there should be a storage area in places such as stores, and workshops. Buildings purchased by players should also have the option of having a depot. It would only make sense that you'd store things at your own place, just like in the real world.
I think that less depots is good, but not just one for each town. In my opinion there should be a storage area in places such as stores, and workshops. Buildings purchased by players should also have the option of having a depot. It would only make sense that you'd store things at your own place, just like in the real world.
Especialy production areas should not have depots, as I discribed above.
(Cooperation, transport, avoiding of 'next-to-depot-mass-production')
Player owned houses are a valid point, true.
But when there is a depot in an unlockable house, then this whole proposal is useless.
You could just enter there and unload your 100 logs of wood, to sell them somewhere else in a heap of 1000's.
Even if it sounds a bit unfair, as long as "private houses" are accessable for the public they should not have depots.
Maybe when Cassandra has some time in her hands she can think of a container (chest) that is spared, including the inside, when the server makes a clean sweep, but thats a totaly other thing and not beloning to this topic.
(Cooperation, transport, avoiding of 'next-to-depot-mass-production')
Player owned houses are a valid point, true.
But when there is a depot in an unlockable house, then this whole proposal is useless.
You could just enter there and unload your 100 logs of wood, to sell them somewhere else in a heap of 1000's.
Even if it sounds a bit unfair, as long as "private houses" are accessable for the public they should not have depots.
Maybe when Cassandra has some time in her hands she can think of a container (chest) that is spared, including the inside, when the server makes a clean sweep, but thats a totaly other thing and not beloning to this topic.
I am not asking for a technical change, martin.
The "soltution" I am asking for is simply to delete most of the depots that currently sit somewhere on our game map.
Its just a matter if my arguments are persuadive enough to get some GM to run arround and delete them.
I take the topic that Neon created on the general board as a first step towards my desired situation.
The "soltution" I am asking for is simply to delete most of the depots that currently sit somewhere on our game map.
Its just a matter if my arguments are persuadive enough to get some GM to run arround and delete them.
I take the topic that Neon created on the general board as a first step towards my desired situation.
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- Val De Gausse
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- Ezor Edwickton
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- Bloodhearte
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Huh?Hermie wrote:what is the need to changr thignd?
The reason is that transport / storage space is practicly worthless currently.
You can grow thousands of cabbages in Greenbair, stuff them in a depot there.
Get your heavy armor on, walk to Trolls Bane, not carring about how to get your cabbages.
Go in Elizas shop and make a happy profit.
Thats not the way it should be in my eyes.
Also "inner town transport" is not how it should be.
In my eyes ressources should go this way:
Harvest Area -> Storage Area -> Production Area
or
Harvest Area -> Production Area
And not:
Harvest Area -> Storage Area1 | Storage Area2 -> Production Area
- Bloodhearte
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Nobody is denying that Illarion is a game.Hermie wrote:oh yah, we should be thankful. Man i thought i was playing a game for a second there!" what is the need to changr thignd?
The thing is, it's a roleplaying game; a realistic based one at that. And that's its appeal. As a matter of fact, it's more of a simulated play/story than anything.
But intelligent games such as this one require consideration of everything; the characters, placement of things, NPCs, etc. So that way, more sensible roleplaying will happen. These are just amongst the smallest suggestions that try to make it better.
Anyway...
It's because of the number of depots that delivery is an obsolete job. And judging from the way things are now, the only thing newbies can do for a living that doesn't require apprenticeship is killing pigs and selling their meat. At least delivery can give newbies more variety in their job selection.
And as for "criminals" or outcasts living outside of the town...
Why the hell would they have more items than they can carry? All they need is clothing, some form of self defense weapon and knowledge to get food in the wild.
- Caranthir the great
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This system would assume that there would be a decent number of people willing to be the "delivery boy", but that probably wouldnt be the case.Darlok wrote: Production areas should not have depots.
This would force crafter, if they want to work efficently, to cooperate with someone else who plays the "delivery boy".
If you go to a bar in real life, don't you bring your money with you?Drogla wrote:Of course you need a depot at the tavern too, so people can pay off their tabs =)