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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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#1 (permalink) |
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Senior Member
Join Date: Jul 2009
Posts: 2,092
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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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#6 (permalink) |
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Join Date: Jun 2009
Location: Kansas City, Missouri
Age: 26
Posts: 499
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finally, a reason to leave the pre-made cities!
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#10 (permalink) | |
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Join Date: Mar 2009
Location: Finland
Age: 23
Posts: 1,398
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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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#13 (permalink) |
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Join Date: Mar 2009
Location: Norway
Posts: 851
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A bank, and some kind of vendor (utility vendor?), and player cities can be real.
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#26 (permalink) |
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Join Date: Nov 2008
Location: Sweden-Kronoberg
Age: 21
Posts: 983
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Maby so you can hire an NPC to stand there all day?
Make it loot able?
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#28 (permalink) |
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Junior Member
Join Date: Mar 2010
Location: Ontario , Canada
Posts: 106
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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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#29 (permalink) |
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Senior Member
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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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#30 (permalink) | |
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Join Date: Jul 2008
Location: Black Forest
Age: 36
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Quote:
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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#31 (permalink) | |
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Join Date: Mar 2010
Location: Ontario , Canada
Posts: 106
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Quote:
I guess to put it differently , storage = banks and you already got extra storage from houses and the keeps themselves . |
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#34 (permalink) | |
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Join Date: Feb 2010
Posts: 461
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Quote:
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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#35 (permalink) |
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Senior Member
Join Date: Jun 2009
Location: P(r)oland
Posts: 4,494
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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. 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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#36 (permalink) |
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Join Date: Mar 2009
Location: ██████
Age: 22
Posts: 674
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yeah we need it!!
http://www.mortalonline.com/forums/5...more-live.html
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#37 (permalink) |
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Member
Join Date: Mar 2009
Location: Norway
Age: 27
Posts: 294
Rep Power: 3
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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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#38 (permalink) |
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Member
Join Date: Jun 2010
Location: Kansas City
Posts: 1,118
Rep Power: 0
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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. Cheers, C.
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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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#39 (permalink) |
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Member
Join Date: Mar 2009
Posts: 1,118
Rep Power: 3
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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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