Brodgar!

[ARCHIVE FOR WORLDS 1&2]Forum for discussing in game politics, village relations and matters of justice.

Re: Brodgar!

Postby Yolan » Thu Sep 10, 2009 5:00 am

jsaru wrote:Where was the residential area again cause when I tried to make a house it disappeared along with the other stuff I tried to make.


Your stuff might also has disappeared because it was stolen. Be sure to build a wall and a gate!
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Re: Brodgar!

Postby jsaru » Thu Sep 10, 2009 5:02 am

people can steal building sign posts and stone floors? Cause all I did was build the floor and try to build the house.
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Re: Brodgar!

Postby theTrav » Thu Sep 10, 2009 5:13 am

jsaru wrote:people can steal building sign posts and stone floors? Cause all I did was build the floor and try to build the house.

If the server crashed not long after you built them then the progress was probably eaten by gremlins.

This is a known issue, crashes frequently result in roll back of local areas. Make sure you hit they "buy" button on your character screen periodically to save your LP and inventory on the server, as character data can be rolled back as well on crashes.
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Re: Brodgar!

Postby Yolan » Thu Sep 10, 2009 1:46 pm

OK. I want to make another zoning post now, having thought more about how this town can work. Please read along with this if you are a resident, or thinking of living with us. It's important we have some consensus or discussion about this.

Question: Why Brodgar? Why live here, so close to the RoB, and potential thieves, griefers, clueless newbies, etc. etc.? We don't have good quality water here. Or a mine as yet (or perhaps ever? no prospecting done). What is its purpose? What is its potential?

My Answer: As should be clear if you have been following this thread, my thought is that in this world, now, real reasons for trade are emerging. With item quality, with resource quality, with rivers and future boats, with limited mines of various resource types, trade becomes more and more important. What better place to be the center of trade, than the center of the world? The place where all new players begin (and, for now, where anybody can teleport in a moment?) Many if not most experienced players are now beginning to construct settlements all across this world, digging ore, smelting, farming. This is excellent news for us. Goods are being produced. Soon, they will want to trade them, move them, sell them. We will be there when they do.

Right away, it was apparent to me that past models of villages would not work here. We cannot have a gated community, of limited but known members, scared of our own shadow and the constant threat of theft. How can we be open for trade and commerce, if our gates our closed, and our hands are hanging by our axes, ready to kill? Trade can only flourish here as an in game phenomenon, not something first organized purely over the forums, if people get used to this new kind of _city_, where anybody can walk in or out, and buy or sell what they want, when they want.

For this, we cannot have the 'inside village/outside village' distinction. Rather, inside the village is still to be public land, for all hearthlings to visit. What citizens of the city need then, is individual protected areas to live and work, with safety from threat. Hence my urging that all houses are walled and gated.

Now, the next stage: The addition of a shared work area, and private artisan allotments.

Image

Notice the difference to the previous map. Rather than another residential area (which I think we can have attached to the south gate), I suggest this largest of undeveloped areas be dedicated to craftsmanship. See the red area. My proposal is that this red area is walled, gated, and the key shared with all citizens. So, anybody who lives here may access it, but not any tom dick an harry off the street. The purpose is to provide basic crafting equipment for low to mid level players, be it for cooking, smelting, spinning or weaving. The rest of this area I propose we break down into spots big enough for one or two shacks, in which citizens who aspire to being very good at crafting a particular kind of thing, can focus their attention on getting the best tools, the best supplies, and so on. These spaces can serve as mini warehouses for keeping a backlog of resources, or produced goods, or whatever. Allotment of these spaces should be as equitable as possible, but aimed towards those players who are skilled enough to make proper use of them. In the long run, a basic tax could be applied that would go towards the town treasury.

MERC: I suggest that the area by the water, outside the west gate, remain _unclaimed_ by village influence. What we do, is offer major villages/towns the chance to lease a warehouse allotment in that area. They would claim this area themselves, and take responsibility for its security. This would be highly useful once boats are in. They can make their goods in from out in the sticks, bring them in to the warehouse, and then whenever a player is on, port to RoB, and sell what they have to whoever wants it.

So, a warehouse zone for foreign trading partners, and an artisan zone for resident artisans. With these two central areas, trade will become our life blood. Excellent artisans will live in Brodgar, producing some of the best of everything. This also means jobs for people who don't have great skills. People will be able to profit by supplying artisans with the materials they need. A new player could move into Brodgar, and begin to make a living by gathering good quality resources out in the world, and bringing them back.

In conclusion, I want to see some level of basic access provided to all citizens such that they can craft the things that they want/need. However, if we are to work as an open city of trade, we are going to have to make more complex divisons of access to land and equipment within the city. This is not to say that people can't simply share the keys to their bit of land with those they trust. But as our city may well one day have many dozens of people living in it, to say nothing of all the people in the world walking through to by and sell, we cannot rely on the smaller scale model of sharing everything safely behind our wall.

I would love to hear peoples opinions on this vision. At the end of the day, it will only work if people get behind it and give it a go. If this sounds too contrary to the type of play style you want to enjoy, perhaps Brodgar is somewhere you would rather trade with, than live in.
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Re: Brodgar!

Postby Pacho » Thu Sep 10, 2009 7:22 pm

I like it. Though you have to remember that new players can't possibly get good quality resources without a bit of travelling out into mordor, or having good enough skills to gather them. Of course, soil and water are the exception, but those are pretty much only used for forestry.

I do have a suggestion to make, I recently joined brodgar with my one alt (she was supposed to be my industry alt) and being the total newbie that she is, I decided to offer my help around. There were no tasks for me =[. Maybe some community projects for new players should be planned? Whether its help with the roadbuilding, fishing, farming, etc, doesn't really matter. I just think there should be some village sponsored tasks to make new players feel like they have something to do until they can get the skills they need to build their own house/hunt/etc.
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Re: Brodgar!

Postby jsaru » Thu Sep 10, 2009 8:09 pm

That was you. Well I'm sorry I didn't have anything for someone to do I'm just used to doing stuff by myself anyways so I never usually think of things that I need help with heck I could be being mauled by a bear and I would never think to shout out for help.

Edit- Also I'm a grunt I don't really know much about the plans for what to do in the village cept whats on the forum
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Re: Brodgar!

Postby Ferinex » Thu Sep 10, 2009 10:19 pm

I like the idea of community projects - think New Deal and TVA.
i guess they never miss huh
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Re: Brodgar!

Postby jorb » Thu Sep 10, 2009 10:56 pm

Ferinex wrote:think New Deal and TVA.


Reds around the RoB will be rounded up into cattle pens, dressed in bunny slippers and then be thrown, sugar candied in honey, to the X Bears. Livin' on the edge there, pilgrim. *twiddles JBS pin, shaped like a sheriff's star*
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Brodgar!

Postby Potjeh » Thu Sep 10, 2009 11:07 pm

Filthy burgouise, you will not stand in the way of Great Leap Forward (into water)!
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Re: Brodgar!

Postby Yolan » Fri Sep 11, 2009 1:13 am

Pacho wrote:I like it. Though you have to remember that new players can't possibly get good quality resources without a bit of travelling out into mordor, or having good enough skills to gather them. Of course, soil and water are the exception, but those are pretty much only used for forestry.

I do have a suggestion to make, I recently joined brodgar with my one alt (she was supposed to be my industry alt) and being the total newbie that she is, I decided to offer my help around. There were no tasks for me =[. Maybe some community projects for new players should be planned? Whether its help with the roadbuilding, fishing, farming, etc, doesn't really matter. I just think there should be some village sponsored tasks to make new players feel like they have something to do until they can get the skills they need to build their own house/hunt/etc.


Aww. Whenever I'm on I've been happy to ask people to do things, such as bring logs, fish, plow and pave. We always need more logs, baskets, fish, an so on!
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