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View Poll Results: Do you think Bankers should be added to keeps to help make player cities a reality?
Yes 103 91.15%
No 10 8.85%
Voters: 113. You may not vote on this poll

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Old 1st September 2010, 06:02   #1 (permalink)
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Default Need to add Banks At keeps

They need to add NCP banks like in ncp cities, at keeps. This is a vital step for player made cities. I think this will also help improve more in the content area because it will add a whole new dynamic of actual player cities. It should be implemented in the near future in my opinion.
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Old 1st September 2010, 06:03   #2 (permalink)
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I approve this message.
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Old 1st September 2010, 06:07   #3 (permalink)
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agreed
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Old 1st September 2010, 06:29   #4 (permalink)
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Been talking about this in clan for ages. Def a must have.
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Funny is, I think ive scared away a few ppl ingame.. cant help killin anoying ppl sometime, even if they are new.. they just need to learn the hard way.. some ppl calling me a noob for killin em is ironic as well..
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Old 1st September 2010, 06:31   #5 (permalink)
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Yeah this would make things a lot easier. The keep would feel more like home.
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Old 1st September 2010, 06:32   #6 (permalink)
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finally, a reason to leave the pre-made cities!
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Old 1st September 2010, 07:11   #7 (permalink)
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Quote:
Originally Posted by Dean478 View Post
The keep would feel more like home.
Agreed. And will have a purpose other then looks.
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Old 1st September 2010, 07:31   #8 (permalink)
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Agree!
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Old 1st September 2010, 07:47   #9 (permalink)
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Agree 100%.
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Old 1st September 2010, 07:53   #10 (permalink)
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Agreed. Public stables is also something we need in player cities. Upkeep should be very high, though.
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Old 1st September 2010, 07:56   #11 (permalink)
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Poll added.
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Old 1st September 2010, 08:17   #12 (permalink)
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Agree...
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Old 1st September 2010, 08:25   #13 (permalink)
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A bank, and some kind of vendor (utility vendor?), and player cities can be real.
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Old 1st September 2010, 08:34   #14 (permalink)
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Yes, it's the only way to make "lives" cities.
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Old 1st September 2010, 08:37   #15 (permalink)
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Increase bankspace also! The allotted space is ridiculous
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Old 1st September 2010, 08:48   #16 (permalink)
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Yes, Yes and Yes again.
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Old 1st September 2010, 09:15   #17 (permalink)
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This is badly needed...plus catalyst vendors and buildable comminutors...
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Old 1st September 2010, 09:19   #18 (permalink)
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I wouldnt mind having to interact with NPC cities to obtain some catalysts. Just increases the caravan-ing of goods and more risk involved.
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Funny is, I think ive scared away a few ppl ingame.. cant help killin anoying ppl sometime, even if they are new.. they just need to learn the hard way.. some ppl calling me a noob for killin em is ironic as well..
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Old 1st September 2010, 09:49   #19 (permalink)
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Twenty eight yes's and one person who missed the yes button >.>

But yes, we need this. And get that new inventory system in for myrland's sake, I'm tired of having so little inventory room.
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Old 1st September 2010, 09:50   #20 (permalink)
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Yes, although of course it shouldn't be free.
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Old 1st September 2010, 09:57   #21 (permalink)
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storage and vendor needed in keeps so players can move away from npc tiwns.
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Old 1st September 2010, 10:23   #22 (permalink)
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Quote:
Originally Posted by dlld View Post
Yes, although of course it shouldn't be free.
Agreed. Vendors need to be stocked, all NPCs paid for and perhaps even a risk system if they are killed or the keep is destroyed.
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Old 1st September 2010, 10:27   #23 (permalink)
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Old 1st September 2010, 10:29   #24 (permalink)
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Now!! Please!
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Old 1st September 2010, 10:38   #25 (permalink)
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The only bad thing about this is that when a keep gets destroyed, u cant loot it.
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Old 1st September 2010, 10:39   #26 (permalink)
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Quote:
Originally Posted by dlld View Post
Yes, although of course it shouldn't be free.
Maby so you can hire an NPC to stand there all day?

Quote:
Originally Posted by iewcce View Post
The only bad thing about this is that when a keep gets destroyed, u cant loot it.
Make it loot able?
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Old 1st September 2010, 11:21   #27 (permalink)
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Well I was expecting those that are against this to post valid reasons as to why it would be a bad thing..
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Quote:
Originally Posted by Henrik
Funny is, I think ive scared away a few ppl ingame.. cant help killin anoying ppl sometime, even if they are new.. they just need to learn the hard way.. some ppl calling me a noob for killin em is ironic as well..
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Old 1st September 2010, 11:30   #28 (permalink)
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Imo that would kill npc towns and make new (or non-guilded)players world seem even more empty wouldn't it ?

I mean , SV said they'd increase/tweak storage for keeps and houses , but I can't see them stopping pretty well the only reason I'd see for many people to ever need to go into towns.
Walled keeps with a handful of houses doesn't = a city and shouldn't offer everything . Crafters are already in short supply or have diss-appeared from many towns as it is now. This would make it much worse .

It would be convenient , but I think it would hurt the game more then it would help the 50% or so that would benefit from extra banks.
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Old 1st September 2010, 11:33   #29 (permalink)
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No.

Better add some smaler house that cost not more than 100g only for you with a chest. (so you can use it like a bank but in your house and it's shared, just have a key).


I say so not why I don't like the bank idea, but because I know that SV don't will add it.
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Old 1st September 2010, 11:52   #30 (permalink)
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Quote:
Originally Posted by Modarbreath View Post
Imo that would kill npc towns and make new (or non-guilded)players world seem even more empty wouldn't it ?

I mean , SV said they'd increase/tweak storage for keeps and houses , but I can't see them stopping pretty well the only reason I'd see for many people to ever need to go into towns.
Walled keeps with a handful of houses doesn't = a city and shouldn't offer everything . Crafters are already in short supply or have diss-appeared from many towns as it is now. This would make it much worse .

It would be convenient , but I think it would hurt the game more then it would help the 50% or so that would benefit from extra banks.
Why would this kill npc towns more than keeps already did?

Crafters dont really need that much of bank space and those afiliated to guilds/alliances that own a keep with the adequate workbench(es) have already moved to their keeps.

It's more about storing stuff like armor, arrows, weapons etc., and why do we (keep owners ^^) have to go to friggin towns to get stuff and move back to our keep? Whats the point in not having a armory inside a keep? I wouldn't interact with any player while restuffing anyways...

Whats the point of a keep in your eyes?

What kills the towns imho is the fact that they do not have any purpose other than selling (farm-)loot and banking stuff...maybe extracting/refining and using the npc vendors...other than these extremly immersive and player driven interactions, what do you do in towns?

Trade is almost non existing, talking to other players in a town is the only thing left...and thats not even really done by the rp'ers...at least not that i would see it much...

Banking inside keeps would have almost no impact on towns...to reanimate the towns, they need something that makes players want to go there and interact with other players...for example more interactive trading possibilities (no, npc vendors and auction houses don't support player interaction ^^)
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Old 1st September 2010, 12:08   #31 (permalink)
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Quote:
Originally Posted by MalbynaTOR View Post
What kills the towns imho is the fact that they do not have any purpose other than selling (farm-)loot and banking stuff...
Just sayin what you said . .



I guess to put it differently , storage = banks and you already got extra storage from houses and the keeps themselves .
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Old 1st September 2010, 12:37   #32 (permalink)
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I don't know how anti guild cities one would have to be to NOT support this.
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Old 1st September 2010, 12:38   #33 (permalink)
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Quote:
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I don't know how anti guild cities one would have to be to NOT support this.
I have write my motivation...
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Old 1st September 2010, 12:47   #34 (permalink)
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Quote:
Originally Posted by Modarbreath View Post
Imo that would kill npc towns and make new (or non-guilded)players world seem even more empty wouldn't it ?
This is why the bankers need to be lootable in some way. Whether through destruction of the keep or making them killable.

The point is to allow you to keep enough resources in the keep to allow you to conduct your business around the keep. Not completely relocate there.

Should the keep fall, you'd need something in town for you to fallback to. Especially if the banker is killed, now you're left empty at the keep.
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Old 1st September 2010, 12:53   #35 (permalink)
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Quote:
Originally Posted by Tizio View Post
I have write my motivation...
Ah, missed your post.

Still, I think that bank in keep should be a norm-even if it had to be hired just like NPC vendor.

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The point is to allow you to keep enough resources in the keep to allow you to conduct your business around the keep. Not completely relocate there.
So why SV said that everything in NPC cities but actual vendors will be possible to be built in player cities?
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Old 1st September 2010, 13:00   #36 (permalink)
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yeah we need it!!
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Old 1st September 2010, 13:19   #37 (permalink)
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Yeah it is needed. Once the keep is destroyed the vault will be accessible and it can be looted. I would also love to see some NPC vendors in houses/keeps so its possible to sell stuff.
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Old 1st September 2010, 13:20   #38 (permalink)
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This is the only thing that stops me moving down to our alliance keep area on a more permanent basis. House chest storage is a joke. Wouldn't even keep one slaggie happy for more than a couple of days.

Whether it is a specific house addition that can be built (which would be the ideal) or part of the keep I don't really care any more.
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Old 1st September 2010, 13:22   #39 (permalink)
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Keeps definitely need banks, unlike NPC banks however they should be immediately lootable if a keep falls in a seige. It would also allow true player communities to form around keeps that could then be left open for outside trade. Meaning more incentive for guild crafters to remain logged in selling (most of them seem to be alts only logged in when crafting needs to be done). Ultimately this seems like a very good return on investment where developer time is concerned.

Yes this may put more of a dent in the blue NPC city population, but I don't see this as much of a loss. These cities aren't overly enjoyable between players abusing the flagging system and watching for "known" thieves you can't kill on sight without getting guarded.
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Old 1st September 2010, 13:24   #40 (permalink)
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Quote:
Originally Posted by Lerdoc View Post
So why SV said that everything in NPC cities but actual vendors will be possible to be built in player cities?
Well obviously I hadn't heard that or else I'd never have said that. If that's what they want, then all the better.
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