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Post by BitterFlashback on Apr 22, 2015 21:28:12 GMT -5
^ that and the fact that there will be an entire outpost in the north (which if game history is to be followed typically includes 'a tavern (crimcode yet to be determined), a stable, a place to buy food/water and some basic equipment'), then your argument about the north being nearly unplayable goes out the window I'd put money on that being a last minute direction change by the staff. Do we know where in the North it's going to be yet? Kurac will probably grow as PCs are killed in Nak and have no other place with many other PCs to turn to besides Luir's and Storm. Used to be, Tuluk or tribal roles would provide some respite from having to run into the people your old char was friends or enemies with, and now Kurac will be an obvious choice for that kinda thing, which is a great thing IMO because Kurac embodies Armageddon - as long as it isn't being heavily tampered with, mind you - just as well if not more than the Byn does. Red Storm Village is the next place that's going to feel the ax, just as soon as it becomes popular.
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Deleted
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Post by Deleted on Apr 26, 2015 4:06:01 GMT -5
I don't think there are any details about what'll be in Tuluk's place, but it would make no sense for them to leave an outpost that people can live out of. Presumably, whatever happens there in the immediate future will also make it very questionable for anyone to go back there and hang out. If they leave an accessible place there at all, I doubt it'll be a more usable locale than, say, the mul outpost in the Tablelands. If they put in an actual outpost with crimcode and merchants and water etc., people will just try to live there again and staff will look like idiots.
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batjack
staff puppet account
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Post by batjack on Apr 26, 2015 21:42:56 GMT -5
I don't think there are any details about what'll be in Tuluk's place, but it would make no sense for them to leave an outpost that people can live out of. Presumably, whatever happens there in the immediate future will also make it very questionable for anyone to go back there and hang out. If they leave an accessible place there at all, I doubt it'll be a more usable locale than, say, the mul outpost in the Tablelands. If they put in an actual outpost with crimcode and merchants and water etc., people will just try to live there again and staff will look like idiots. I was under the impression that ARM staff weren't removing Tuluk from play because they "didn't want people living there" but rather because it was adding to their workload. People existing in a place doesn't add to staff workload. Look at Cenyr, Red Storm, Blackwing and (previously) the Mul Outpost. Cenyr, Red Storm, and Blackwing have stables, taverns, quit locations, NPC shop keepers, etc. What they don't have are staff supported clans, or staff support in general. Red Storm and Blackwing have crim-code. I'm not sure about Cenyr atm, but it used to have crim-code. People try to live there all the time, and manage it pretty well. It's pretty simple. Staff want less work. Building a place takes a day or so (maybe a couple hours, if it's only 25 or so rooms), and even less time if they're using an already existing area. If they're using player builders to build for them... Shit, they can build as many outposts as they like, and not suffer any additional work for it.
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Post by BitterFlashback on Apr 26, 2015 23:42:24 GMT -5
I don't think there are any details about what'll be in Tuluk's place, but it would make no sense for them to leave an outpost that people can live out of. Presumably, whatever happens there in the immediate future will also make it very questionable for anyone to go back there and hang out. If they leave an accessible place there at all, I doubt it'll be a more usable locale than, say, the mul outpost in the Tablelands. If they put in an actual outpost with crimcode and merchants and water etc., people will just try to live there again and staff will look like idiots. I was under the impression that ARM staff weren't removing Tuluk from play because they "didn't want people living there" but rather because it was adding to their workload. People existing in a place doesn't add to staff workload. Look at Cenyr, Red Storm, Blackwing and (previously) the Mul Outpost. Cenyr, Red Storm, and Blackwing have stables, taverns, quit locations, NPC shop keepers, etc. What they don't have are staff supported clans, or staff support in general. Red Storm and Blackwing have crim-code. I'm not sure about Cenyr atm, but it used to have crim-code. People try to live there all the time, and manage it pretty well. It's pretty simple. Staff want less work. Building a place takes a day or so (maybe a couple hours, if it's only 25 or so rooms), and even less time if they're using an already existing area. If they're using player builders to build for them... Shit, they can build as many outposts as they like, and not suffer any additional work for it. All they have to do to have less work is declare they will no longer staff Tuluk. No building is required for that.
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batjack
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Post by batjack on Apr 27, 2015 5:31:12 GMT -5
As long as Tuluk exists as a large, vibrant city with thousands of vNPCs and NPCs and a highly structured heirarchy, there's always the threat of people wishing up for this and that, or attempting to integrate into the society. I figure staff want to remove any attempt at that happening by opening up a podunk little outpost instead. Plus, they probably just also really fucking hate Tuluk.
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Deleted
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Post by Deleted on Apr 27, 2015 8:14:19 GMT -5
They should hate Nyr for making Tuluk an absolutely terrible place to play.
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alleys
Clueless newb
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Post by alleys on Apr 27, 2015 9:15:48 GMT -5
If that's not very IC sensitive, I wonder what happened in Tuluk?
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Jeshin
GDB Superstar
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Post by Jeshin on Apr 27, 2015 9:18:44 GMT -5
Do you mean what happened for the closure RPT or the general story?
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alleys
Clueless newb
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Post by alleys on Apr 27, 2015 9:36:56 GMT -5
Maybe both. I read first posts of this thread, but again how did it end? I mean how many people(I mean in general, including VNPCs, mass riots, sparse?) seem to escaped the city? If you have any idea, what are the IC reasons for gates being closed?
Thanks a lot.
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Post by lyse on Apr 27, 2015 11:06:07 GMT -5
I don't think the plot line is over yet. I don't want to say what I think is going to happen since they do the POV thing and it could out me. But I will say it started off with a nice air of menace that if they go all the way with it it could be a nice long story arc for a nice stretch.
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Deleted
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Post by Deleted on Apr 27, 2015 19:02:54 GMT -5
They should hate Nyr for making Tuluk an absolutely terrible place to play. Clearly Adhira and other senior staff don't have a problem but if other staff had a problem, what can do they do about it?
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Deleted
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Post by Deleted on Apr 27, 2015 20:08:26 GMT -5
Sign up for the shadow boards? Heh. Maybe not as crazy sounding as it seems. I don't think other senior dudes are as oblivious as they may let on, though.
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Post by BitterFlashback on Apr 27, 2015 20:55:31 GMT -5
As long as Tuluk exists as a large, vibrant city with thousands of vNPCs and NPCs and a highly structured heirarchy, there's always the threat of people wishing up for this and that, or attempting to integrate into the society. I figure staff want to remove any attempt at that happening by opening up a podunk little outpost instead. Plus, they probably just also really fucking hate Tuluk. I suppose they could take the extra 3 minutes of coming up with a flag so wishes from Tuluk's zones are automatically blocked, with a message like, "You are currently playing in an unsupported area." It's still less work than destroying Tuluk via HRPT and replacing it with Freil's Rest 3.0.
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jkarr
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Post by jkarr on Apr 27, 2015 21:07:01 GMT -5
As long as Tuluk exists as a large, vibrant city with thousands of vNPCs and NPCs and a highly structured heirarchy, there's always the threat of people wishing up for this and that, or attempting to integrate into the society. I figure staff want to remove any attempt at that happening by opening up a podunk little outpost instead. Plus, they probably just also really fucking hate Tuluk. I suppose they could take the extra 3 minutes of coming up with a flag so wishes from Tuluk's zones are automatically blocked, with a message like, "You are currently playing in an unsupported area." It's still less work than destroying Tuluk via HRPT and replacing it with Freil's Rest 3.0. yeah problem is thatd make too much sense because they know everyone and their mom would run to tuluk the moment they found out staff stay out probably the quickest fix to boosting the tuluk pop
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Deleted
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Post by Deleted on Apr 27, 2015 23:05:26 GMT -5
Imagine that, a corner of the world where you could avoid the staff and thus have fun.
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