
Town Add On's
- Millerisfuntoplay
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Town Add On's
Anyone here not like town add on's? When I first started playing here I remember being a newb running down the west vesper strip after running back from farming the GY or Covetous and it was exactly how it use to look in OSI days. Then the last few times I ran by it, it kinda bummed me out seeing it all deco'ed with lanterns and extra road ways, it was one on my places to hang out on OSI and I like remembering it for what it was there.
This is not a attempt to have a GM remove town add on's or anything just a topic of the old times and what used to once be an awesome orginial spot in game! Thats the only spot that really bugs me I guess lol maybe because its so close to a actual town or something.

Yew Bank Mall viewtopic.php?f=33&t=39034
Re: Town Add On's
I just dislike the [$$$] guild town addons the tower and big vendor tend and all on moonglow as its not been used since forever. i think they anyway should be removed or ressurected.
- Capitalist
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Re: Town Add On's
+1,
No offense LND, C^V, DG, any of you, but your town add ons are absolute bullshit. They're cool to look at, but in concept they're a detriment to the basis of this server.
No offense LND, C^V, DG, any of you, but your town add ons are absolute bullshit. They're cool to look at, but in concept they're a detriment to the basis of this server.
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- Millerisfuntoplay
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Re: Town Add On's
I do agree with that 100% I think mYm should be taken down aswell as they are all inactive and there houses fell. And moonglow is ruined to you are right.liinniejj wrote:I just dislike the [$$$] guild town addons the tower and big vendor tend and all on moonglow as its not been used since forever. i think they anyway should be removed or ressurected.
Yew Bank Mall viewtopic.php?f=33&t=39034
Re: Town Add On's
We, being $$$, do have plans for resurrection of the tower/tent. Still working out details. Not that any of you really care.
[$$$] Syndicate of Successful Salesmen
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
Cash, The Drunken Smith
GM Miner, Tinker, Smith, Carpenter, Tailor
Re: Town Add On's
actually we do care that why we mention it. but ive never seen it used and its just sitting there thinking to myself i'd love to live there if its not being used. if you guys are actively gonna use it again then good please do
Re: Town Add On's
Why am I hearing C^V mentioned in this complaint? We're still very active and will be for a long time. Normally, these threads are complaining about inactive guilds getting to keep their addons, but we're always active.
We worked hard for our addons, and our community approval poll ended with a very high percentage of yes votes. We specifically chose the addons that we did so that they would blend in with the surrounding environment.
The addons aren't just for looks, either. The roads, stable, and dock are used on a daily basis. We specifically chose the location of our town, and it's close proximity to Vesper long before we even knew we wanted addons, so that it would be more easily accessible to newer players.
These threads complaining about addons are nothing new, but I just thought a rebuttal on our behalf was needed.
We worked hard for our addons, and our community approval poll ended with a very high percentage of yes votes. We specifically chose the addons that we did so that they would blend in with the surrounding environment.
The addons aren't just for looks, either. The roads, stable, and dock are used on a daily basis. We specifically chose the location of our town, and it's close proximity to Vesper long before we even knew we wanted addons, so that it would be more easily accessible to newer players.
These threads complaining about addons are nothing new, but I just thought a rebuttal on our behalf was needed.
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IRC: Atraxi on @#bpd +#NEW #SecondAge #C^V

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Millerisfuntoplay wrote:Atraxi pwned me =(
Re: Town Add On's
To complement what Atraxi said: Town add-ons are era accurate. Back in the day GM's would "bless" player run towns with decorations and functions. C^V's add-ons, the ones you're referring to, are over 2 years old on this server and were awarded for our continuing involvment with the comunity, and were paid in full when they were awarded.
The fact that our town is right next to Vesper is no coincidence, and it was not "gifted" to us. From our beginning we knew where we would like to establish ourselves, mainly for the reason pointed out by Atraxi. Through A LOT of hard work, and expense we managed to place/buy all the property we currently have.
The fact that our town is right next to Vesper is no coincidence, and it was not "gifted" to us. From our beginning we knew where we would like to establish ourselves, mainly for the reason pointed out by Atraxi. Through A LOT of hard work, and expense we managed to place/buy all the property we currently have.

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Re: Town Add On's
Lots of hardwork. It took years.Pirul wrote:To complement what Atraxi said: Town add-ons are era accurate. Back in the day GM's would "bless" player run towns with decorations and functions. C^V's add-ons, the ones you're referring to, are over 2 years old on this server and were awarded for our continuing involvment with the comunity, and were paid in full when they were awarded.
The fact that our town is right next to Vesper is no coincidence, and it was not "gifted" to us. From our beginning we knew where we would like to establish ourselves, mainly for the reason pointed out by Atraxi. Through A LOT of hard work, and expense we managed to place/buy all the property we currently have.

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- Millerisfuntoplay
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Re: Town Add On's
Like I said I like old school vesper strip. I think your town looks great. I just like it better original
Yew Bank Mall viewtopic.php?f=33&t=39034
Re: Town Add On's
I think all add-ons need a decay rate of some sort. Some type of upkeep would be good.
ACE's dueling pit is a multi-house plot that is now being wasted. I am sure there are many places like this. URK fort has been thrashed and I don't know if they are even active enough to constitute them as a "group" on the shard anymore. Their fort is taking up a multi-house plot as well. DG town is the same. They were booming at one point, and eventually disappeared. POD has a massive dock add-on, I am not sure if it's still up or not, but I know ACE's docks were deleted.
This leaves me with another question. Why are some add-ons removed, while others remain? ACE's docks were less than 2-3 screens away from the ACE duel pit. Why wasn't the duel pit removed when the docks were removed?
ACE's dueling pit is a multi-house plot that is now being wasted. I am sure there are many places like this. URK fort has been thrashed and I don't know if they are even active enough to constitute them as a "group" on the shard anymore. Their fort is taking up a multi-house plot as well. DG town is the same. They were booming at one point, and eventually disappeared. POD has a massive dock add-on, I am not sure if it's still up or not, but I know ACE's docks were deleted.
This leaves me with another question. Why are some add-ons removed, while others remain? ACE's docks were less than 2-3 screens away from the ACE duel pit. Why wasn't the duel pit removed when the docks were removed?
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Re: Town Add On's
POD's dock was deleted too. I agree that upkeep should be required, and I don't mean just in gold or resources...activity should be required for town-add on maintainance. ACE, mYm, TB, K^A are just a couple of examples of towns that should have vanished loooong ago and even if they "paid" upkeep, it would be easy to stash a couple mill gold in the GM's bank and have Admin collect from there, effectively "paying" upkeep indefinitely.

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- Millerisfuntoplay
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Re: Town Add On's
Its kinda a waste of time for a GM to take the time to build these town add on's an then the players quit. Id be pissed if I wasted all that time. I agree the town add on should decay if houses fall around them amd players are inactive. Its a waste of space.Pirul wrote:POD's dock was deleted too. I agree that upkeep should be required, and I don't mean just in gold or resources...activity should be required for town-add on maintainance. ACE, mYm, TB, K^A are just a couple of examples of towns that should have vanished loooong ago and even if they "paid" upkeep, it would be easy to stash a couple mill gold in the GM's bank and have Admin collect from there, effectively "paying" upkeep indefinitely.
Yew Bank Mall viewtopic.php?f=33&t=39034
Re: Town Add On's
Fun tip: go to the $$$ tower and say "cock" in front of it

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Re: Town Add On's
some add ons i understand keeping. the URK ruins are part of the history of the shard that were used in many many events and its destruction was also part of an event. I'm more for RP guild's areas staying as part of the history.
<any random pvp guild> who hosted x amount of tournaments to get a duel pit and then went inactive, that's a different story. I feel they should decay, or be considered for removal. It's also a detriment in the sense that the whole community may feel less inclined to support a new group who wants to establish a town because we have X amount of vacant inactive player towns.
For the record, PoD had the decency to have their stuff removed when they went inactive, and i respect Kander and company for that.
<any random pvp guild> who hosted x amount of tournaments to get a duel pit and then went inactive, that's a different story. I feel they should decay, or be considered for removal. It's also a detriment in the sense that the whole community may feel less inclined to support a new group who wants to establish a town because we have X amount of vacant inactive player towns.
For the record, PoD had the decency to have their stuff removed when they went inactive, and i respect Kander and company for that.

The New Yew Bank Mall! Don't bother shopping anwhere else!RoadKill wrote: "cA" is a guild of trickery, thieves and explosives so be wary around them.
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