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Old 18th August 2007, 02:23 PM   #1
 
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making player run town

me and my guild have thrown around the idea and are interested in starting a player run town. Perferably we want to all live by each other on a small island. This of course is probably difficult. Most of my guildies are very rich in gold and houses. Im not to rich because I spend all my money but I got a lot to show for it. We came to the decision we could probably buy any 18x18 anywhere on greatlakes.

Any suggestions on to go about buying multiple houses in one location perferably an island. We would like to own every building on said island. Of course we have asked people but no one seems to want to sell no matter how much we offer.


Any ideas?
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Old 19th August 2007, 03:38 AM   #2
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Re: making player run town

mayby an idea is to first get another 18x18 for the player that u want tout of his house, than offer him gold/items andthe house, he doesnt have to spend time searching a new home and this will make him move more easily (aslong its still nice location.
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Old 19th August 2007, 08:29 AM   #3
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Re: making player run town

I help build a few player towns Evermoore, Vanenor, and Evermoore Northern reaches on Atlantic Shard. And Iantown on Siege.
When building a town try to keep it to your guild at first so existing house owners don't try to gouge you on the prices of house. Two or three houses will get you off to good start, It takes some time to get houses. You can even get existing owners to join the town even if they not in your guild. Try to build so it works as a town (town hall, shops, rune library) If other people don't come to your town it isn't really a town just a guild area. Have Event and contests. I found over the years you don't need big prizes they will attract just a bunch of jerks that just want to disturb and greif the event and dont care about your community.
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Old 1st September 2007, 02:07 PM   #4
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Re: making player run town

hmm, i never get a problem with guildtowns, but i also don't play at crouwded shards. always aplace in luna wich is pretty empty
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Old 1st September 2007, 05:00 PM   #5
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Re: making player run town

Wow- great idea, hope everthing turns out good
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Old 2nd September 2007, 02:44 AM   #6
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Re: making player run town

Something like this takes a while to get going but when it works its great.

You just have to look at say the Vesper and VTC guilds which have built a small player Haven in the South of Vesper. Then theres the people of Cove and many more.
It does require a dedicated player base though or someone who is willing to have 2-3 or more accounts to hold all the main structure.


But its great when it works
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Old 2nd September 2007, 02:55 AM   #7
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Re: making player run town

its a really good thing for rpg, u can form orkish hordes or all sorts of races/jobs. starting a bakery looks nice to me but not enough people to buy me bread or even come visit me once a while.
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Old 2nd September 2007, 05:03 AM   #8
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Re: making player run town

Check out Paxlair Govenor Winfield's essay on player run towns here.
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Old 2nd September 2007, 07:55 AM   #9
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Re: making player run town

Quote:
Originally Posted by cadethepagan View Post
me and my guild have thrown around the idea and are interested in starting a player run town. Perferably we want to all live by each other on a small island....
Any ideas?
Oooo. C-c-c-cozy. *scratches self*

U-u-u-used to be plenty player towns on Legends, I seem to recall. Nice p-p-places, f-f-f-friendly faces. Like F-f-f-florida.

Not sure y-y-y-you are gonna p-p-p-pull off getting an island to yourselves unless you find dat ice island or Marble gone Country Wide all sudden.

Too bad you ain't on Legends. Lots of room der. Seem to recall as late as last night, riding by, seeing da whole area around Orc Fort in Malas, just off the road to Umbra, layed up bare like da IRS had come through with cleavers with Damage and Swing Speed Increase.

Always fun to see such towns though. G-g-g-game is getting boring without such c-c-c-community. *Sniffs*
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Old 2nd September 2007, 09:32 AM   #10
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Re: making player run town

a good idea is to make a dock, a building near the shore with boats (shrunken boats in a chest) all ure guildmates can use .

guildmaster must be rich tough "
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Old 23rd September 2007, 06:43 PM   #11
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Re: making player run town

Hmm geting houses in an area is a hard job. It has taken PaxOku Three years to get to the size it is now. We still dont own two homes on Homare-Jima Island Chesapeake.

PaxOku setup as four homes I believe. People from PaxLair placed and started an outpost. I came into the picture by siting at peoples houses that were not apart of it for hours on end. Also checking for Idocs and sitting at them for hours just to get the spot for the city.

The route I went on PaxOku for geting more houses was I had deeeep pockets. Neo Of Lothlore and I went around PaxOku during its end of the first year/ begining of its second year and did a price.

Gold was used to buy the plots. Plus PaxOku needed to be appealing in looks.

House costs
8.690million
6million
5.1million
318,500k
284k
200k
Value= $19,647,000

Decorations
Mini Houses (Tower Deeds) 6million
Potted Plants 3million
White Dyes 3million
Blue Dyes 4million
Roses 800k

TOTAL:16,800,000

Fish Tanks 200k
Lamp Posts 4million
Banners 6.4million
Brit Throne 3.5million
Purple/Red Plants 250k 150
Shrine Globes 100k
Tapestrys 1.8million

TOTAL:16,100,000

Fire Places 2million
Royal Guard Sash 1million
Holy Sword 500k
Black Thron 5million
Museum Statues 3million
Ank 1.5million
Misc 5million
TOTAL:17,000,000

Silent Rose Library-5million


DECORATION TOTAL: $49,900,000
HOUSE TOTAL: $24,647,000

FULL TOTAL:74,547,000
(PaxOku CityHall/BLT/Town Square/Neo plot/bagball/Silent Rose)

PaxOku was prolly a 150,000,000 investment of my own gold. But, ill tell you what: The history, The citizens, Its larger community, The shard impact and memories make it ALLL WORTH IT!

Last edited by Lord Gareth; 23rd September 2007 at 06:48 PM.
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Old 24th September 2007, 08:47 AM   #12
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Re: making player run town

thats soo many , never got that much of gold in total... since i play uo
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