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Mr_Blobby
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by Mr_Blobby » Sun Jan 13, 2013 11:47 am
handman1991 wrote:I just came up with a best idea to solve 2 problems, use votes to pay!
To create a town you would need a high amount, to expand a low amount.
Joining a town would also require a small amount which goes to the town you wish to join, so they can eventually expand.
The high costs for founding a town will cause that there won't be much of them, so players who voted many times already can easily found one if they want to, instead that "noobs" do that
Makes sense. The larger the player count in the down, the larger the vote, so the larger the region.
But rather than "Pay for the region", "Rent the region", this way they can't grow too large.
E.G if you rent 40 blocks, you pay 40 points, if you dont have 40 points the next week, the region decays and is up to be greifed etc.
Comes with the added benefits of cleaning up land with greifers.
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klubjosh
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by klubjosh » Sun Jan 13, 2013 12:20 pm
blobbosezhi2 wrote:handman1991 wrote:I just came up with a best idea to solve 2 problems, use votes to pay!
To create a town you would need a high amount, to expand a low amount.
Joining a town would also require a small amount which goes to the town you wish to join, so they can eventually expand.
The high costs for founding a town will cause that there won't be much of them, so players who voted many times already can easily found one if they want to, instead that "noobs" do that
Makes sense. The larger the player count in the down, the larger the vote, so the larger the region.
But rather than "Pay for the region", "Rent the region", this way they can't grow too large.
E.G if you rent 40 blocks, you pay 40 points, if you dont have 40 points the next week, the region decays and is up to be greifed etc.
Comes with the added benefits of cleaning up land with greifers.
And owners have the ability of charging members a daily tax.
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Mr_Blobby
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by Mr_Blobby » Sun Jan 13, 2013 12:25 pm
klubjosh wrote:blobbosezhi2 wrote:handman1991 wrote:I just came up with a best idea to solve 2 problems, use votes to pay!
To create a town you would need a high amount, to expand a low amount.
Joining a town would also require a small amount which goes to the town you wish to join, so they can eventually expand.
The high costs for founding a town will cause that there won't be much of them, so players who voted many times already can easily found one if they want to, instead that "noobs" do that
Makes sense. The larger the player count in the down, the larger the vote, so the larger the region.
But rather than "Pay for the region", "Rent the region", this way they can't grow too large.
E.G if you rent 40 blocks, you pay 40 points, if you dont have 40 points the next week, the region decays and is up to be greifed etc.
Comes with the added benefits of cleaning up land with greifers.
And owners have the ability of charging members a daily tax.
If paying with votes, possibly Weekly.
Towns with set tax of 1 vote per player, plus 2-4 votes extra depending on area size.
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Zarvon
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by Zarvon » Sun Jan 13, 2013 1:11 pm
I like this. Would votes still be used for buying items using credits from a shop, or just used for towns?
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nickmcski
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by nickmcski » Mon Jan 14, 2013 1:32 am
blobbosezhi2 wrote:handman1991 wrote:I just came up with a best idea to solve 2 problems, use votes to pay!
To create a town you would need a high amount, to expand a low amount.
Joining a town would also require a small amount which goes to the town you wish to join, so they can eventually expand.
The high costs for founding a town will cause that there won't be much of them, so players who voted many times already can easily found one if they want to, instead that "noobs" do that
Makes sense. The larger the player count in the down, the larger the vote, so the larger the region.
But rather than "Pay for the region", "Rent the region", this way they can't grow too large.
E.G if you rent 40 blocks, you pay 40 points, if you dont have 40 points the next week, the region decays and is up to be greifed etc.
Comes with the added benefits of cleaning up land with greifers.
What about players that left the server a while ago, what encsentive will they have to come back on?
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Cynthriel
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by Cynthriel » Mon Jan 14, 2013 2:07 am
Originally plan when I asked nide for town feature:
Would work mostly like factions.
I wanted a high upkeep, and several ways to make it difficult to manage a town.
Maybe a few large towns(if pvp and griefing allowed) that would let players live there.(Otherwise, it would be very difficult to start off.)
I like the idea of large towns that have established reputation and community, not the idea of several tiny towns that mimic a failed feudal system.
Voting should be high demand, but I think with out griefing, it's low demand. And with griefing, it's "do or die".
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Cynthriel
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by Cynthriel » Mon Jan 14, 2013 2:13 am
nickmcski wrote:
What about players that left the server a while ago, what encsentive will they have to come back on?
Again, I think this shouldn't be related to towns. The way you used incentive corresponds with compensation in my mind; I think it should be due where something is replaced, like if McMMO is replaced.
To me, towns are a different feature and shouldn't be given incentives.
#DoubleDisagreement
I had thought about these features for a long time in the past, I have a lot of ideas already embedded in my head. Keeping the economy in mind, I think there are a lot of do's and don'ts that should be in this.
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Handyman
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by Handyman » Mon Jan 14, 2013 6:45 am
if griefing is not allowed, then what would be the reason to add a town mod?
making a town will challenge players to survive in a group against a other group.
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Cynthriel
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by Cynthriel » Mon Jan 14, 2013 7:06 am
handman1991 wrote:if griefing is not allowed, then what would be the reason to add a town mod?
making a town will challenge players to survive in a group against a other group.
Not necessarily. For pvp that's fitting, but people don't have to go and destroy things like griefing does.
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klubjosh
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by klubjosh » Mon Jan 14, 2013 8:18 am
PVP and griefing go hand in hand. You can't have one without the other.
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