azrid wrote:the successful version of brodgar(whateverbay) seems to be soaking up all the hate
should be safe creating brodgar
Gauhörnchen wrote:Questions: What is the core concept of brodgar? No faction politiking, newby friendly, no crime, okay but does it have a more specific code one has to follow? Does it have to be plot based? How did you organize it the last worlds when brodgar was there? Does it have to be near the ring of brodgar or can it be everywhere?
Are there maybe some threads one can be pointed to that are up to date with what brodgar is (or is supposed to be)?
If someone was trying to make a new brodgar, what problems did you guys run into and how can they be avoided? how did you guys handle sieges and security in general?
Zachary09 wrote:Gauhörnchen wrote:Questions: What is the core concept of brodgar? No faction politiking, newby friendly, no crime, okay but does it have a more specific code one has to follow? Does it have to be plot based? How did you organize it the last worlds when brodgar was there? Does it have to be near the ring of brodgar or can it be everywhere?
Are there maybe some threads one can be pointed to that are up to date with what brodgar is (or is supposed to be)?
If someone was trying to make a new brodgar, what problems did you guys run into and how can they be avoided? how did you guys handle sieges and security in general?
We were usually heavily leaning towards founding the city in the center of the world. It's relating to the times when the actual ring of brodgar was commonly found in the very center of any given world.
A "code" so to speak, did not exist; it was merely a congregation of people which avoided leaving scents (i.e. committing crimes). Everyone was welcome to do anything they found the most fun in - anything was fair game, assuming it wasn't aimed aggressively against somebody else's interests (i.e. committing crimes against someone).
Back when I used to found the city there was a "suggested plot" system - there were four "central roads" which crossed in the middle of the city (four roads - four roads running perpendicularly to each other; two north to south and two west to east). Naturally the plots in the central areas between the main roads were restricted due to in-game systems, but otherwise you could make as large or as small a claim as you wanted between the main roads. Any areas outside of the main road were fair game for anyone however they wanted to design them.
I also ran some farms which directly helped people build their places - mostly I provided energy food (usually bread), so they didn't have to waste time scavenging for food and instead could just get straight to building. To some I borrowed my own building tools. In some cases I traded for foragable goods selling baked cakes made out of said foragables. When I had too many foragables I'd sell them for cheaper than it required foragables, for example.
Here is an example of what difficulties you can face; and here is an example of what you can achieve if mostly nobody bothers you.
If you'd rather be unbothered by anyone you should never share your coords, but people will still find you. I knew of a person who used bots to scout for them and if they detected any artificial map changes they sent coords to the owner of the bot, so to hide you should employ much more robust solutions. During W11 we never had a siege, so siege-handling is nothing I can talk about. Security was enforced by having rings of walls around the city which disallowed committing any crimes.
Okocim wrote:Whatever Bay started as a pretty similar idea, with key difference being, market and designated plots instead of grab whatever you want.
It quickly became too successful for it's own good. WB tried to stay neutral, but some players started doing everything in their power to undermine it.
WB was unable to deal with the issues ourselves, so we asked friendly factions for help. Which obviously got us new enemies. At some point helping WB stopped being in the interest of it's allies, ties were mostly broken.
Enemies stayed, but allies were gone, so when idea of creating militia as protection came up and people that wanted to help with that showed up, we decided to give it a go.
Staying neutral was not really an option anymore anyways.
PvP players in the village naturally create conflicts, not to mention part of our militia loved to write on the forums and discord.
Trashtalk coming from the village considered to be complete noobs and being chased away by those "noobs" then laughed at by them for sure was infuriating.
WB accepted anyone that wasn't directly trying to harm it which resulted in few disliked in the community figures joining, fuelling the fire even more.
All of the above combined resulted in last world siege.
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