I meant the latter...
And I don't think it'd be a problem. It's working fine on other servers and it adds some variety to the roleplay theater.
Areas


-
*Ceremorph
- Posts: 1125
- Joined: Thu Jan 01, 1970 12:00 am
A stand-alone shop or merchant, possibly. An actual full large area to act as a tavern or city? I can almost guarantee that's not going to happen. One for-example I've considered is a merchant in the waterfall area of the beastlands who sells ranger/druid-inspired gear, or a night hag with "evil" gear in the RP cave in Oinos.
Any planar city would be placed as a portion of that city that's hostile to intruders, i.e. an adventuring area.
Any planar city would be placed as a portion of that city that's hostile to intruders, i.e. an adventuring area.

-
*nuthouse2k
- Posts: 15
- Joined: Thu Jan 01, 1970 12:00 am
Yea this is what I'm talking about. I didn't mean a new "main" area but like a smaller place, where you could get a quest or two and that has a merchant of sorts. Placed in a hostile environment but in a spawn free zone... Much like the merchants in undersigil.Ceremorph,Aug 12 2011 wrote: A stand-alone shop or merchant, possibly. An actual full large area to act as a tavern or city? I can almost guarantee that's not going to happen. One for-example I've considered is a merchant in the waterfall area of the beastlands who sells ranger/druid-inspired gear, or a night hag with "evil" gear in the RP cave in Oinos.
Any planar city would be placed as a portion of that city that's hostile to intruders, i.e. an adventuring area.
Sounds good. :)

-
*MadPorthos
- Posts: 148
- Joined: Thu Jan 01, 1970 12:00 am
Doesn't that mean that Death of Innocence should be hostile? :Pwrote: Any planar city would be placed as a portion of that city that's hostile to intruders, i.e. an adventuring area.

-
*banasa
- Posts: 38
- Joined: Thu Jan 01, 1970 12:00 am
I always thought it should be hostile and that merchant placed out side the city. With the mortals fighting undead and each other as well as anyone that comes there. I never really seen it touched or RPed with. It's skipped over for the castle. So why not make it a grind area? Around 10-15 with the castle outside being what ever it is.

-
*Pashan01
- Posts: 304
- Joined: Thu Jan 01, 1970 12:00 am
Im partially in favour of banasa's idea re that village area, but perhaps have a small spawn area (it is quite a large one in size as it is) off to one side, like a mob of undead fighting each other that you can choose to cull or leave/just pass by at distance. Both the grey waste areas prior to that are I think underused as adventure zones, rather people just pass through for the castle only when epic.

-
*hunvagy
- Posts: 41
- Joined: Thu Jan 01, 1970 12:00 am
Occasionally, I found loot bags there. I think the inhabitants turned on each other. And when that area was first introduced, a few of the boglins did attack us on our way through. Was hillarious, actually :P Kinda like in PS:T, you never know when the thugs decide to attack you xD

-
*MadPorthos
- Posts: 148
- Joined: Thu Jan 01, 1970 12:00 am
Yeah, when it was new, some of them were hostile to each other and would attack you, including the giant two headed troll in there... the problem was that the giant two headed troll was also set as indestructable, so he'd ultimately win or you'd have to flee.
Then they reset it so that all creatures in there were non hostile. As for merchant... there's a merchant in there? I've talked to every creature in there including the ghost and the fellow that says to bring him dead bodies and none seem to be a merchant. What are you talking of?
Then they reset it so that all creatures in there were non hostile. As for merchant... there's a merchant in there? I've talked to every creature in there including the ghost and the fellow that says to bring him dead bodies and none seem to be a merchant. What are you talking of?

-
*niapet
- Posts: 8
- Joined: Thu Jan 01, 1970 12:00 am
I, personally, don't think there is any risk of new "hubs" developing on this server. This server starts you in the ooc area after each reset and does not use a persistent location system so all players end up back in Sigil after each reset. Because of this Sigil would always be the main hub. Of course there might be a few bars on the planes people will gather in now and again but i don't think it would supercede Sigil by any means. That would in fact add to the feel of the world as well.

-
*banasa
- Posts: 38
- Joined: Thu Jan 01, 1970 12:00 am
Yes half of it none hostile and as you approach the castle you enter a hostile area, but who's to say a hostile critter can't make his way into a none hostile and start slaughtering friendlies. Now that would be wicked. :DPashan01,Aug 13 2011 wrote: Im partially in favour of banasa's idea re that village area, but perhaps have a small spawn area (it is quite a large one in size as it is) off to one side, like a mob of undead fighting each other that you can choose to cull or leave/just pass by at distance. Both the grey waste areas prior to that are I think underused as adventure zones, rather people just pass through for the castle only when epic.
