Maybe they'll reduce the price. Maybe there's so much money in AO that it doesn't matter that a few "orgs" go bankrupt?
Maybe they'll reduce the price. Maybe there's so much money in AO that it doesn't matter that a few "orgs" go bankrupt?
Thor Mastablasta Hammersmith - Level 220, AI 30, LE 70 Clan Atrox Nano Technician - Setup
The Red Brotherhood
I'm a Nano-Technician, don't ever expect me to fight unbuffed, alone or fair.
Means: about f'ing time :P
Satenia: heresy <3
Znore: Mastablasta <3
Kinkstaah: I have agro from many mobs ;(
Madarab: we are aoe class, we are supose to use pistols
Marxgorm: the NT toolset does not fit into my raiding tactics
Ekarona 220/30 Female Solitus Engineer, long term member of Northern Star and proper "poor" gimp.
Ekaslave 220/low Female Solitus Trader, FLAT(TM) pricing TS, almost all can do!
Ekaros almost there/almost there too Male Solitus Martial-Artist.
Ekadv gimp/gimp Female Opifex Adventurer
Starphoenix 220/30 Adventurer - Shesmine 220/30 Enforcer - Sgtcuddle 220/30 Soldier - Pervonen 220/27 Doctor - Startrade 218/30 Trader - Letter 200/30 Bureaucrat - Shiasurprise 199/20 Soldier - Envelope 150/17 Bureaucrat
Ekarona 220/30 Female Solitus Engineer, long term member of Northern Star and proper "poor" gimp.
Ekaslave 220/low Female Solitus Trader, FLAT(TM) pricing TS, almost all can do!
Ekaros almost there/almost there too Male Solitus Martial-Artist.
Ekadv gimp/gimp Female Opifex Adventurer
more tower fields, anyone?
wtf happened to my avatars eyebrows?
I used to listen to Dubstep in the 90's... every time I connected to the internet.
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Keep in mind: My posts are my own personal views and thoughts.
I'd like to bring up another concern in regards to playershops eventually being removed (i.e. we're all going to instanced cities somepoint) as I haven't seen this brought up. What about the playershops that can only be used by orgmembers?
Because AO lacks a true org item bank system, my org uses Org-only accessible playershops to distribute common items to members. Things such as crystals filled by the source, novictum, IS passes, symbiants, tier parts.. the list goes on and on.
Removing playershops will essentially eliminate the only method that we have, as an org, to distribute items. We can't account share and have an org bank toon that is used between multiple accounts (i.e. the pres and gens) and no one can really be on 24/7 to handle distribution of items. So what are you going to give us to replace this functionality that was, at beast, really a shoddy work around to AO not having an org item bank?
I see no point in removing org shops, just limit who can access them and remove GMS...
Ekarona 220/30 Female Solitus Engineer, long term member of Northern Star and proper "poor" gimp.
Ekaslave 220/low Female Solitus Trader, FLAT(TM) pricing TS, almost all can do!
Ekaros almost there/almost there too Male Solitus Martial-Artist.
Ekadv gimp/gimp Female Opifex Adventurer
Jill: Perhaps FC will keep a small market in the new instanced cities for org only use ... the I-city where they allow orgs to choose a size and which bldgs they want ... not one size fits all?
FC: I think these are all valid questions & concerns about the changes planned for player cities after the server merge and the currently planned changes to the marketing system.
Also ... Where do these new market order placing fees go, both wts and wtb? Where does the tax on selling an item go? Also valid questions and concerns. See this thread for more ... http://forums.anarchy-online.com/sho...d.php?t=598308
Kinnik
They could simply add a org-only flag to the items being offered and thus you could post them for 0 or 1 credit.
I always rather liked the player cities dotting the landscape (especially when running for my life, I'll admit), and in a civilization with teleporters and aircars the widespread placement made sense. If they have to go, I really like the idea of replacing them with multi-QL alien playfields after a huge in-game event. RECLAIM RUBI-KA!
They could also, say, place outpost-type camps on some of the plots which would justify whompas being there. Just work up some new whompa skins that make them look like they're portable/temporary so they blend in better. This way, there's still a decent system of whompas out there ( though not as many as now ) AND it gives the appearance of a planet at war.
We're going to do something with outdoor player cities. It just has to wait until at least after the new player experience is out for us to schedule any serious work there.
Honestly, speaking as a gamer ever since I played UO if someone asked me "what's the coolest hypothetical feature in an MMO" my answer would be some variant on outdoor non-instanced player cities/housing. Something that players could build out in the wilderness, in order to feel ownership over a piece of the game-world. It's about taking what is otherwise some random piece of terrain and whatever mobs happen to spawn there, and building something that is yours and calling that place home.
So I am extremely passionate about an outdoor city feature, and it's not something we're going to do away with. That being said, I think there are some deeper issues with the current implementation of outdoor cities. I feel in general that outdoor cities is feature that to be done properly should to serve some tangible purpose within the larger structure of the game, and also needs to have a high degree of customization and personalization. It also should probably not be strictly based on a first-come-first-serve basis, in the sense that for this feature to be successful you don't want a small number of land-barons controlling all the land. So you want mechanics that encourage participation and investment measured in something other than just having enough creds in the bank.
For technical reasons, the server merge/server migration means we need to reset the outdoor cities. Any serious improvement to the outdoor cities feature would also require a wipe, for obvious reasons. Since we have to clear the outdoor cities anyway, it seemed logical that instead of turning them back on we improve the feature first. In the meantime, we have the instanced cities. And then it's about reimbursing orgs who have outdoor cities and making sure that the pricing for the instanced cities is right, and addressing any functionality that went missing.
Expand the tower mechanic. It's superior to player cities as it concerns itself with internal game mechanics, does not require patches to make changes to what it represents in the world, does have an actual impact on gameplay instead of just random occurances once in a while (which was basically patched out anyway) and allows for player interaction that isn't screaming at you for not doing whatever it is they think you should do.
Thor Mastablasta Hammersmith - Level 220, AI 30, LE 70 Clan Atrox Nano Technician - Setup
The Red Brotherhood
I'm a Nano-Technician, don't ever expect me to fight unbuffed, alone or fair.
Means: about f'ing time :P
Satenia: heresy <3
Znore: Mastablasta <3
Kinkstaah: I have agro from many mobs ;(
Madarab: we are aoe class, we are supose to use pistols
Marxgorm: the NT toolset does not fit into my raiding tactics