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| Feedback & Suggestions Got a great idea? Share it! Have some feedback? Share that too! |
| View Poll Results: Do you think Bankers should be added to keeps to help make player cities a reality? | |||
| Yes |
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103 | 91.15% |
| No |
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10 | 8.85% |
| Voters: 113. You may not vote on this poll | |||
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#42 (permalink) | |
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Join Date: Jul 2008
Location: Black Forest
Age: 36
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Quote:
The storage a house (and keep btw.) gives is 64 slots for EVERYONE, not 64 each, 64 in total...divide that by 32 guildmembers for example...got my point? Not to speak about the necessity to carry a lootable key to be able to access that huge storage... As of now the keep has no purpose other than as a meeting point and slowly becoming a place for the crafters...we grinded hard for that bitch, so we want to actually get to benefit from it...soon...that's one of the few grains of sand we already have ingame but we can't really do anything with it right now. |
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#43 (permalink) |
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Yeah I agree MalbynaTOR. We got our Keep up yesterday (28 hours to build it - straight) and there really isnt anything to do with it. Isnt it's storage smaller than house storage, or the same. Cant wait till they patch in a bigger vault lol.
My idea is that a keep should have the ability to supply your clan should a siege befall them. Armour = 10 pieces. Thats 10 slots in the keep storage...you can now equip like 3 members with armour. Well done! |
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#44 (permalink) |
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Junior Member
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110% agree. A must have for future changes.
currently keeps are worthless. A Bank char (of course he could be killable) is absoultely necessary! Dexter
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#45 (permalink) |
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Veteran Member
Join Date: Apr 2008
Location: Quebec
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Agree, the idea of lootable chest sure is interesting but we need safe storage if we want real player made cities. Maybe we could buy a storage NPC just like we can buy a NPC vendor ?
I don't think storage NPC alone will be enough to compete with NPC cities, as NPC cities are a lot safer (god like guards) and they have a lot more services (crafting tables, utility vendors, etc.) but it will sure help a lot. The system to open the palisade gate should be changed btw. The way it is right now it encourage people to only let trustworthy member in or empty all chest/lock gates because once inside, anyone can open the gate, instead, the keep owner should be able to make a list of people/guild that are allowed to open the gate. It should also be possible to let doors open all the time. In other words, when we click it to open it, it should stay open as long as we don't click it again to close it. That way, in a player made city, if the city is open for trade, we wouldn't have to have someone stand by the gate to open it all the time. We could actually use the vendor module, etc.
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Epic PVE ideas Last edited by Artorius : 1st September 2010 at 14:34. |
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#46 (permalink) | |
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Member
Join Date: Jul 2008
Location: Black Forest
Age: 36
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Quote:
On a sidenote: The npc towns are there, are guarded and have much benefits...FREE FOR EVERYONE AND AT NO COST!! The player cities (aka keeps + houses) have to be financed*, built and maintained. Why should they not bring benefits to those who built them, over and above to what npc towns offer for free? *: Keep + gate = 5100g ; House = 500g ; 1 Workbench (tier+expansion+workbench) = 850g -> 4 worbenches and 4 extraction tables would cost about 14000 gold...plus a shitload of resources...and a skilled architect... |
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#47 (permalink) | |
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Join Date: Mar 2010
Location: Ontario , Canada
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Quote:
I am not basing my opinion on anything but what I've already read and what I think will work best for the whole player base ,not just those with keeps or that have access to them . Extra storage will come ,but based on what has been said already ,you won't get anything but extra chests in keeps . I'm not saying wanting them is wrong . . I'm just saying that I doubt SV wants to push more people out of towns after they've spent so much time and resources into creating them as player hubs. Dead towns will be a factor in driving new/solo players away ,and thats not good for anybody. Especially SV. Not everybody wants a house ,keep , big guild and the ability to not interact with anyone else anywhere else but inside their own walls or when they're at war/pvping . |
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#49 (permalink) | |
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Quote:
What possibilities for interaction do your so called hubs offer right now? No, the player hubs should be the player made cities, where players can make pretty much their own policies...the npc towns should be the starter hubs, more or less...at least that is what i would consider a sandbox game...no need for themepark-npc-towns imo... And just because you are in no guild or even don't want to be in any, doesn't mean you cannot develop friendly terms with some of them and do commerce, RP or whatever with them...i'd suggest you visit TnA, Forsaken, Wessex and Prometheus, hell even -13- stated they want Oasis to become a trading hub for friendly guilds and solo players...but without more meaning and possibilities for the usage of keeps, the player driven economy/community is stuck at the moment... Last edited by MalbynaTOR : 1st September 2010 at 15:48. |
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#50 (permalink) |
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Location: In a bag drawer, in Canada
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One of my biggest disappointments in Mortal, is that there is so much focus on NPC cities and not enough on making player cities viable.
Definitely a big yes for me.
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#51 (permalink) |
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Junior Member
Join Date: Sep 2008
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some ideas for what a keep should do/have.
http://www.mortalonline.com/forums/1008742-post1.html |
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#52 (permalink) | |
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Join Date: Jun 2010
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Quote:
With the plans for craftable and pickable catalysts there will no need for the catalyst NPC and, I assume, all other NPC only items (such as boiled leather) will also eventually move to being craftable. The biggest obstacles to player made towns, as things stand, are a) no storage (this should really be in as the top 5) b) current house vendors are not good enough. You should be able to stack identical items of any type to sell (thus allowing 12 slots to be more useful) c) ability to securely rent out crafting tables, and the like. Without this you will only have people you really trust in the city. d) ability to publicly rent your stables e) Keys for specific functions in a house. I should be able to give people keyed access to parts of my house and/or chest and not others. There is also a whole issue with access to the pallisade. For a real player run city there needs to be easier methods of allowing people in. You cannot expect a doorkeeper to be on there 24x7. Anyway my thoughts. There are more things, but these are my tops. Cheers, C. PS: oh, and the ability to build non-portable grinders, crushers, etc.
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Disclaimer: These opinions are my own. I reserve the right to sprinkle the odd fact in amongst my opinions to confuse the reader. |
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#54 (permalink) |
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Senior Member
Join Date: Jul 2009
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I like what you said here. If SV has a problem with a magic list, just add a ncp gatekeeper so they can maintain their "realism" lol. I just rather see a list though, most guild members can't even go to their own citiy because they don't have a key. But I don't blame leavers because it is simply to dangerous to give all members keys. But overall the system if fail. It allows only for events, not a city. Again I like this idea.
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#55 (permalink) |
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Senior Member
Join Date: Jul 2008
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No.
They shouldn't be on a damn keep. That should be house attachment/addition/purchase/whatever. As discussed in the massive keep thread already, by many of you even.. the keeps should have vaults for the guild, not some NPC like the current storage one in towns. Stop foaming at the mouth wanting things without even reading into context what it is...
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These posts are my views and my views only. They are not the views of other groups or entities despite any affiliations.
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#57 (permalink) | |
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Senior Member
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Quote:
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#58 (permalink) |
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Why, why would that make any sort of sense?
Lets put it in the keep to make it more like a town? NO, because guilds aren't going to let everyone inside of their keep in order to use the damn thing. So then it becomes guild only storage. Also, why the hell would there be 10 npc bankers? -WHY- would someone spend the cash in order to make another one when one already exists? The only thing I can think of is limited storage. Then if they wanted to start another one, then so be it. Big deal, if it's necessary for the economy of that town, what's the problem? Why should their only be one in a town? That makes no sense other than to limit people for the hell of it. Lets make it so there can only be one of each craft table, one stable, one of any addition at all within a certain radius of the keep.. that's reasonable, right? Seriously... If it can be added to a keep, its the same mechanic as adding it to a house.. just a different location. Please stop trying to over complicate things.
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These posts are my views and my views only. They are not the views of other groups or entities despite any affiliations.
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#59 (permalink) | |
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Senior Member
Join Date: Jul 2009
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Quote:
lmao somebody woke up on the wrong side of the bed. I never meant it to be "In" a keep, like other structural ncps that can be added it would be located on the outside. Not all guilds close their cities. My guild alone plans to make our city open to everyone and will leave the gate unlocked to make player city. I'm not saying it's a bad idea for houses in any way. It just will have to be well thought out about. But this thread is not about house bankers, it's for keeps. Make another thread about it if you believe there should be ones added. |
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#60 (permalink) |
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Junior Member
Join Date: Nov 2009
Posts: 222
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It is "non player character", aka NPC.
Also I disagree. Bank should be a separate structure, like a temple (which should be added too), that can be build instead of a house. I'm more than glad if it is 2000, 3000 or even 8000g, but it should not require a keepspot attached to it to be usable. Maybe like stable, it should require a guildstone to be used by the guild. But still not a keep-only thing. 'tis my five cuprums.
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#61 (permalink) | |
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Senior Member
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Quote:
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#62 (permalink) |
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would rather see a bank npc for houses with shop modules, so instead of a shop you can make a bank. Obviously would mean building a house with a shop module inside your keep but no problem really
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#63 (permalink) |
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Junior Member
Join Date: Jan 2010
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YES. AamuVircku nailed what both of you missed. It should be neither a house attachment nor within the keep. A separate building should have to be constructed. They should be constructable anywhere a house spot is, like a house, but be completely open to the public. What damn fool would build one outside of a keep anyways where they couldn't protect it?
I don't think they could make it lootable. However, I would settle for all the banked items being destroyed when the bank is destroyed. You can't protect it then its your loss. Without something like this there is no way to make player-run cities into hubs. Yes, this would thin out the population of the NPC cities. Frankly, who cares? I'm experienced but I recently resubbed and since doing so haven't received any help from any veterans. It isn't like the cities are bustling with people hawking wares and armed caravans going hither and thither anyways. Limiting places to bank to NPC cities makes no sense. Make the bank cost the territory owners a fortune to upkeep. Make those keep owners actually have a need to tax the people living in their territory. It would force keep owners NOT to use the bank as guild only storage because they wouldn't be able to afford the bank if people abandon their territory (less tax money to pay for the bank). Basically, why should NPC towns be the only places that are hubs?
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#64 (permalink) | |
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Quote:
Maybe one could even charge for banking, 10 silver per use, yes?
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#65 (permalink) | |
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Quote:
My problem with the house module is that I think it would be too easy to block people or somehow prevent them from entering in the first place. Then what is the difference whether or not the bank is in the keep or in some other schmucks house? Shouldn't be per use, but a per week surcharge would work pretty well. You want an account at the TnA bank, or the Ducal Bank? Sure! Pay 1 gold a week. Or the guild in control sets the price.
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Formerly Kurtmo |
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#66 (permalink) | |
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Quote:
Not all guilds are close to their cities? Hrm, well, perhaps they should use the house spots around their keep in order to make it so. Not our fault. Want a city, build one. The gate is not the keep. The keep is the actual building. Learn your terminology so you're not being 'vague' yet again. Notice you buy a 'keep deed' that doesn't make you the owner of the walls or the houses within those walls or even the gate that is owned by someone separate? It's just the single building. If you want to be really picky about your topics wording and staying on topic... houses are =AT= keep locations. It will just have to be well thought out? You really don't think these things through... you mean it doesn't have to be well thought out for a keep, but it does for houses? Nicely done. No the thread is not about house bankers, its about the banker at a keep, I said no and why. It just so happened to include houses in the reason why, which just so happen to be -at- keeps. Seem a bit upset by that.. like I ruined your pretty little shallow thought out idea. Don't like differing opinions, don't ask for opinions, period. Pretty simple.
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#67 (permalink) | |
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Senior Member
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Quote:
*Pulls out troll-be-gone spray* |
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#68 (permalink) |
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Senior Member
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<@HenrikNystrom> kaylem, so a player bank is wanted? <[13]DJBone> YES <[Aegis]Morfildor> YES <[WSX]Kaylem_Sothenic> yes <[AQ]Masao> YES! <[V]Carnifex> yes? <[BRB]Mojoz> yes <[LGSN]Forcem> YES! <[13]DJBone> and yes and a utlity vendo <[LGSN]Everon> yes <[WSX]Kaylem_Sothenic> To make player towns viable we need options to bank there, we need maybe a vendor to sell our loot to, although I know NPC vendors would be great to see gone in time. <[WSX]Kaylem_Sothenic> T3 house is better, a keep is for defence where the houses would be better to make into market or community buildings <[WSX]Kaylem_Sothenic> Right bnow the only reason I go to my town is to check to see taxes have been paid, and also go there to train once a week in our keep. That is all. |
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#69 (permalink) | |
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#70 (permalink) | |
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#71 (permalink) | |
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Quote:
They could, however, make the keep storage units lootable AND the keep vault for tax money lootable. When you destroy a keep, the walls could come tumbling down but the chests could very well remain. Maybe the locks would have to automatically open (unless they add lockpicking). IMHO, house chests should remain when a house is destroyed as well...
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#73 (permalink) | |
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Step 1: Get hammer Step 2: Smash lock Step 3: Collect Lewtys
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