Author Topic: GUILD HOUSES  (Read 3772 times)

wolfman

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« Reply #15 on: February 13, 2002, 01:15:59 pm »
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Originally posted by ninkwi njadro
yeah and then i would take a big axe and chop your door to suey (lol chop suey) or cast a big fireball and burn your door down or even your house!:evil: don\'t take it personaly btw

 first off.......lol@chop suey.

second well thsi might help u understand...



our guild house is goin to reside in the east wing in mekets castle...so none of that choping the door to suey stuff..must treat his house with respect...lol

(ignore the your hosue u loser part, he made that making fun of me since i wasn\'t gonna play) :evil:
« Last Edit: February 13, 2002, 01:18:43 pm by wolfman »


\"Manchmal erhielten Sie, durch die Risse zu lachen, l?cheln durch die Schmerz, damit Sie durch die sorge leben k?nnen.\"

RaZor

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« Reply #16 on: February 13, 2002, 03:39:06 pm »
ok

RaZor

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« Reply #17 on: February 13, 2002, 03:41:12 pm »
good idee

RaZor

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« Reply #18 on: February 13, 2002, 03:42:53 pm »
ey tim

ninkwi njadro

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« Reply #19 on: February 13, 2002, 03:54:57 pm »
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because I think ud be paying to have it, and if u took someones over than they would stop paying for it and the people who conquered it would be kicked out and it would go to the bank


and who are they planning to bring?? good luck kicking me out :evil: I would jsut chop them to suey too hahaha :evil:

btw does anyone know how to do the smiley with the red eyes??

ninkwi njadro

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« Reply #20 on: February 13, 2002, 04:52:58 pm »
o yeah wolf man this is how it\'s gonna be but forget the your house part that wasn\'t ment for U but for all the people who get in my way :evil:


 o yeah ending up in my dungeon is if they are lucky. If I didn\'t allready chop them to suey :evil: (that\'s why my dungeon is not so big)
« Last Edit: February 13, 2002, 04:55:08 pm by ninkwi njadro »

RaZor

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« Reply #21 on: February 13, 2002, 05:06:42 pm »
im evil

ninkwi njadro

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wolfie
« Reply #22 on: February 13, 2002, 09:44:06 pm »
lets forget all the sh*t said on this thread and start an evil clan were ever in the castle or the temple what the hell why not all of the first level :evil:

wolfman

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« Reply #23 on: February 14, 2002, 02:43:23 am »
i like your style.....but ur a bit too flamboyant...it will be best for us \'bad guys\' to more blend in with the crowd then we just suprise em after we get settled in..in game. :D  soo calm down...we need only a small cave to get to gether and meet every so often..once we emerge we take over each level at a time!!!! MUAHAHAHAH


\"Manchmal erhielten Sie, durch die Risse zu lachen, l?cheln durch die Schmerz, damit Sie durch die sorge leben k?nnen.\"

Dumb Woob

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« Reply #24 on: February 14, 2002, 05:01:51 am »
I can just imagine.... \"Get off of mah property or Iu\'ll get ya wit\' mah Shotgun\" that would be great...

Montenegro

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« Reply #25 on: February 15, 2002, 05:08:31 am »
You know, that really didn\'t seem to make any sense, woober.  Must be the crack eh?

>:{   <---  well manicured evil person

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Kendaro

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« Reply #26 on: February 15, 2002, 07:40:45 am »
(OOC: I just have to point this out cause I saw it while watching my son watch cartoons. He is 7 years old mind you. He was watching this show on Cartoon Network called The Power Puff Girls. In it was this big fuzzy pink character that went around yelling \"Stay of uh my property!\" and then would shoot his shotgun at anyone near. So I take it that is where Woob got that from.)

Lenric

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Well if houses do exist
« Reply #27 on: February 15, 2002, 08:22:18 am »
I wouldnt want say a castle,However a nice tower with a view.Not to drafty my family likes to visit and some are elders(could catch cold)

Holy_spike

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« Reply #28 on: February 15, 2002, 08:32:37 am »
This is a while back but....
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Plus, some really fascinating social situations would arise, like the Craftsmen guild (you know, miners, smiths, carpenters, masons) would be pretty much in good graces with the other guilds, simply because no-one would want to lose access to the ability to improve/repair there guild. Losing the ability to buy the best weapons and armor would be severe. At the same time, a warrior or thief guild could cripple there operations. Yes, this could be very interesting.  
 


If that were true Montenegro wouldn\'t the craftsmen guild be all too powerful?  Couldn\'t they just control about the entire game? ;)

 :D WOOT! SPRING BREAK! WOOT! :D  

Montenegro

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« Reply #29 on: February 15, 2002, 10:31:27 am »
To some extent that would be true.  A guild who really did want to take them out wouldn\'t have a problem.  There will still be unaligned artisans, and any smart guild will have a few of its own.  Plus, if this were the case, guilds will maintain armories as well.  I expect more than one craft guild, so I imagine one might even pay a militaristic guild to raze the other and eliminate some competition.  A craft guild will never have military of magic prowess to match the others.  Instead, it will have economic power.  If you want to deny them economic power, I insist you deny mages magic power and warriors physical power.  That way, everyone can be a dull grey sludgy existence, where everything is equal.  

In a side note:  I am pretty certain trade guilds were often quite powerful in reality.  Probably the origins of Oligarchies.

Personally, I favor the try it out approach.  If we check this out in Alpha or Beta, then we can have everything working well by release.   With totally open testing like they plan, along with the extended schedule, this should be a possibility.  I prefer to try something unusual and new than something tried over and over again.  I have to say that the trade skills in Eq (dunno bout the rest, sorry, this is just my exp. btw) were largely not fun, for one reason or another.   A big portion was that with smithing in particular, there was no way to make money with it before level 16 at minimum, which is when you can reliably produce banded armor.   Breaking the trade skills is not the answer here.  Model them acurately, and the society will duplicate medieval society, to some extent.  A large factor ** I think this is the most important, ignore the rest if you must ** will be weather or not people frequent the cities.  There is quite literally nothing to draw one to a city in Eq, beyond resupply, spells, and training.  If you go to the roleplay server, you will see that there are hundreds (a guess) online at any moment, but they are not in the cities beyond 1% at most.  I tried to buy a bind in Qeynos (the central large city on the left of the map) for about 30 minutes, offering 10 pp (alot on the roleplay server, with its crippled economy) and got no answer.  Why?  Because only about 8 people wandered through the city in that time.  And most of those were just passing through to get to an island by boat.

If they can just lay the city out with sufficient distinctness of its parts, so its not a warren, make the roads large enough not to clog, make them straight enough not to frustrate, and make there a point to being there beyond the aforementioned, then the game will surely be a success and its denizens happy.  One last thing: the roleplay server\'s economy was crippled in large part by a restriction of one character per player on that particular server.  Hense, a normal 1500 + player server would have 4-8 times that in characters, and people would often create new ones.  This created a need for lower level items.  People are usually more willing to delete a secondary or tertiary character than a primary, so almost no-one ever deletes a characer from the roleplay server.  Those who do have friends keep the equipment and money until they recreate and hand it back.  This is a closed loop economy.  Once every player gets banded armor, no more market will exist.  Thats why I bought a forged bastard sword for 1/6 the price on a normal server.  

Well, that was enough of a rant.  ;)


At der Wolfmann\'s suggestion:

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All right you primitive screwheads!  Listen up!