It was posted by an admin that they wanted to change the whole building thing... so here is my suggestion:::
I) THe building is planned with the help of the admin, including all details like doors ect
II) The material cost will be calcualted... example 1 board for each door ect... so a wooden house would require wood, and a stone house require stone
III) The area where the building is to be placed is cleared, and marked
IV) The area is special; the menus for creating items change into different things
V) The group wanting the building must then build it, carpenters are required for wooden things ect...
VI) The carpenter moves over to the area, takes 1 unit of wood, and then chooses "Door" from the side menu [changed (IV)] the door is produced and doesn't appear
VII) The materials in the area do not rot away, however they may be picked up and stolen.. this requires a guard to defend them
VIII) WHen all the items for the building are ready the building appears
>>> IMHO this is the best idea, as it is more RP and requires less powergaiming and more group work.
Building buildings
Moderator: Gamemasters
Actually, I believe it requires more powergaming than it stands at current, considering that we no longer even ask for money, but rather quests.
Also, I don't foresee any time soon where building will be automated, due to the rules surrounding building (at least four players, within one of the current towns, useful to the community's roleplaying needs, etc..)
Also, I don't foresee any time soon where building will be automated, due to the rules surrounding building (at least four players, within one of the current towns, useful to the community's roleplaying needs, etc..)
I dont think it requires powergaming, but instead the work of a group of people...
When Vanima was built, the asking price was 200 ingots, which doesn.t make any roleplay sense at all...
If not only materials are required, but rather also the skills of the others, the city will really be built by the faction...
As the materials may be stolen,,, a guard will need to be placed, so even characters with no craftsamn skills will play a part
When Vanima was built, the asking price was 200 ingots, which doesn.t make any roleplay sense at all...
If not only materials are required, but rather also the skills of the others, the city will really be built by the faction...
As the materials may be stolen,,, a guard will need to be placed, so even characters with no craftsamn skills will play a part
- Pendar
- Posts: 926
- Joined: Tue Dec 28, 2004 3:36 am
- Location: Founding member of H.A.L ~home for abused lichs~http://h.a.l.istheshit.net/
Until we reach a point were in something akin to UO players can nearly decided to build there own home. With all the problems that come with that for developers.
I certainly think quests instead of money are a step in the right direction.
I am currently trying along with others to get a building built and the prospect of some interactive rp over finding money really floats my boat.
Bear in mind old prices really dont count any more, there was simply more money on the old sever in circulation.
I recall a discussion just pre-wipe with a few characters.
So that axe is going to cost 40 ingots. A pity i only have 5 "makeing me amongst poorest on server".
Hmm well i could give it to you but i was saveing for an upgrade to a building thats going to cost 250 ingots or more.
Oh dont worry Pendar I have 40 ingots for you.
These were not powergamers nor have i gone back for the loggs which would have shown how ridiculouse money was on old server. The fact 40 ingots could be spoken of as pocket change in turn explains why building costs were so extreme.
How ever back on track i have no problem with part of a quest being resource gathering. I mean being told you needed 600 wood and do this quest and etc. Would be fine as really many of us are starting to have money again on server. So as per real world find an investor, if its resources many people may choose to purchase "wood" or what ever. As such putting money back into the game and circulation.
Hope this ramble made some sense
Brian
I certainly think quests instead of money are a step in the right direction.
I am currently trying along with others to get a building built and the prospect of some interactive rp over finding money really floats my boat.
Bear in mind old prices really dont count any more, there was simply more money on the old sever in circulation.
I recall a discussion just pre-wipe with a few characters.
So that axe is going to cost 40 ingots. A pity i only have 5 "makeing me amongst poorest on server".
Hmm well i could give it to you but i was saveing for an upgrade to a building thats going to cost 250 ingots or more.
Oh dont worry Pendar I have 40 ingots for you.
These were not powergamers nor have i gone back for the loggs which would have shown how ridiculouse money was on old server. The fact 40 ingots could be spoken of as pocket change in turn explains why building costs were so extreme.
How ever back on track i have no problem with part of a quest being resource gathering. I mean being told you needed 600 wood and do this quest and etc. Would be fine as really many of us are starting to have money again on server. So as per real world find an investor, if its resources many people may choose to purchase "wood" or what ever. As such putting money back into the game and circulation.
Hope this ramble made some sense
Brian
I'm not even really charging Varshikar in the case of their quests, though. They already collected so much money on the old server that I wouldn't want to rip them off again.
The main currency I want to see in construction is this: roleplaying.
I need players interacting with eachother, and not just during quest time. I want to see an active city. I want to see humor, conflict, arguments and romance. The more entertained I am with Varshikar, the more I'm guessing others will be entertained with it as well, and thus, it deserves a building or two for it's effort.
Sure, there might be an occasional gathering of resources or buying of tools, and yes, this will require work, but I intend to keep this at a minimum and let it be imagined that this work and collecting has been going on during downtime. Speaking of downtime, I'm going to post something about that in the General board. It needs to be said.
This is why I feel that this proposal involves a whole load of more powergaming than a quest-based building system. Also, from a technical side of things it's damned near impossible, and even dangerous--being the equivalent of handing players the ability to save the map and change tiles, which was even taken away from GM's for a while due to the risks of crashing the server with these commands!
The main currency I want to see in construction is this: roleplaying.
I need players interacting with eachother, and not just during quest time. I want to see an active city. I want to see humor, conflict, arguments and romance. The more entertained I am with Varshikar, the more I'm guessing others will be entertained with it as well, and thus, it deserves a building or two for it's effort.
Sure, there might be an occasional gathering of resources or buying of tools, and yes, this will require work, but I intend to keep this at a minimum and let it be imagined that this work and collecting has been going on during downtime. Speaking of downtime, I'm going to post something about that in the General board. It needs to be said.
This is why I feel that this proposal involves a whole load of more powergaming than a quest-based building system. Also, from a technical side of things it's damned near impossible, and even dangerous--being the equivalent of handing players the ability to save the map and change tiles, which was even taken away from GM's for a while due to the risks of crashing the server with these commands!