Constantinople, the center of trade

[ARCHIVE FOR WORLD 3]Forum for discussing in game politics, village relations and matters of justice.

Re: Constantinople, the center of trade

Postby juhubert » Tue Apr 06, 2010 5:24 pm

Onionfighter wrote:While I cannot speak for the people of Sodom, I will say that I would go after anybody who attacked any of my fellow villagers because allowing someone to get away with that sort of crime only encourages more of it.


this!

and we pretty much expect to do likewise from most of the villages. we know, that there are some villages without high end rangers or such and we will give our best to offer some protection for them as well.

but we do not intend to play some sort of world police. so basically, each village is adviced to look for its own security. we also would advice, that, if you are not sure about being safe in constantinople, you should log in with your claim alt, to have a brief look around and then bring in your trader. as the city layout is not a complete closed one, but open to a river. this intended to get independed traders into the city, as they don´t have the possibility to set up a crosspost on a personal claim. and as we won´t do some 24/7 guard duty, we won´t have a 24/7 gate keeper.

but since it is a harsh and unforgiving world out there we will and can not guarantee 100% safety.

and on the other hands, with a game not being entirely rid of bugs and exploits, there won´t be so many high level characters be out to kill some noobs just for the lulz.
Wanderer through worlds and ages
User avatar
juhubert
 
Posts: 398
Joined: Sat Aug 08, 2009 7:01 pm
Location: World Central

Re: Constantinople, the center of trade

Postby burgingham » Tue Apr 06, 2010 5:28 pm

We also count on the fact that many villages will participate and the town will be highly frequented from big factions. So if a killer decides to kill a newbie within Constantinople not only would he have to fear to be summoned, but also to be caught right on the spot by some powerful player and slain right there.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Constantinople, the center of trade

Postby springyb » Wed Apr 07, 2010 3:28 am

Took me a couple of hours to find the place. Looked around a bit but didn't see anyone. It all looks pretty neat and I like the willows.

Let us know when the charter stone is finished.
User avatar
springyb
 
Posts: 594
Joined: Wed Feb 03, 2010 11:39 am

Re: Constantinople, the center of trade

Postby SirGilgamesh » Wed Apr 07, 2010 8:18 am

Boy, it's going to be fun trying to get there now seeing as the images stopped working for me. u_u;
SirGilgamesh
 
Posts: 2
Joined: Wed Sep 09, 2009 8:04 am

Re: Constantinople, the center of trade

Postby Lothaudus » Wed Apr 07, 2010 11:42 am

Yeah, images don't appear to be working. :(

Mind you if it's right in the center of the world, it shouldn't be too hard to find.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
User avatar
Lothaudus
 
Posts: 641
Joined: Fri Oct 23, 2009 12:32 pm
Location: Adelaide, Australia

Re: Constantinople, the center of trade

Postby Lightning2 » Wed Apr 07, 2010 1:48 pm

Good thing I downloaded the pictures.

http://i41.tinypic.com/nbdm4m.png

http://i43.tinypic.com/mmwxm9.png

Edit: They work now.
User avatar
Lightning2
 
Posts: 662
Joined: Mon Aug 10, 2009 12:26 pm
Location: Sodom

Re: Constantinople, the center of trade

Postby Teh_Az » Thu Apr 08, 2010 5:40 pm

Why don't we like have three specialized plots for loner-traders to frequent, no claiming needed, and it would be near a plot dedicated to policework? Then the Enforcers must be in uniform to make sure everyone knows they are the law. As for the embassies, why not make smaller plots for them to just house the diplomats and have the trading occur through negotiation, and then goods would be delivered on schedule with a manifest to check that everything is in order when they reach their destinations?
Teh_Az
 
Posts: 85
Joined: Sun Mar 28, 2010 3:11 pm

Re: Constantinople, the center of trade

Postby Lightning2 » Thu Apr 08, 2010 6:47 pm

Teh_Az wrote:Why don't we like have three specialized plots for loner-traders to frequent, no claiming needed, and it would be near a plot dedicated to policework? Then the Enforcers must be in uniform to make sure everyone knows they are the law. As for the embassies, why not make smaller plots for them to just house the diplomats and have the trading occur through negotiation, and then goods would be delivered on schedule with a manifest to check that everything is in order when they reach their destinations?

...



It's not like ANYBODY is going to play as policemen (In uniforms <-- lolwut? ) or will you?
you're thinking too hard, we make a village, people from villages get claim, people get crossroads and trading begins. Theft scents will be found anyway and the village or other villages and stuff can go after the thief.

And big claims for villages, for vending stalls and stuff.
User avatar
Lightning2
 
Posts: 662
Joined: Mon Aug 10, 2009 12:26 pm
Location: Sodom

Re: Constantinople, the center of trade

Postby Thijssnl » Thu Apr 08, 2010 7:07 pm

It's not like ANYBODY is going to play as policemen (In uniforms <-- lolwut? ) or will you?


They could write really clever AI for Police Npc's XD
User avatar
Thijssnl
 
Posts: 2389
Joined: Fri Mar 12, 2010 9:09 pm

Re: Constantinople, the center of trade

Postby Avu » Thu Apr 08, 2010 7:13 pm

If only they could write clever I for you too.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

PreviousNext

Return to [ARCHIVE]In Congress Assembled

Who is online

Users browsing this forum: Claude [Bot] and 0 guests