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New Addition: Player-Controlled Properties

Posted: Wed Aug 01, 2012 9:26 pm
by Koradin
Players may now claim and hold their own properties around the world. For now, there is an outpost near Tarwin's Gap up for grabs, and within the next couple days, there will be a manor farther south and a keep farther north.

Once a player has claimed a property, they must pay upkeep for it. They can also purchase the following amenities: an inn, a gate, a warehouse (for storing equipment), a portal, a bar, and guards. Upkeep will increase with each amenity purchased, and the type of guard will depend on both the room it is purchased in and the number of guards already purchased for that room.

Here are the basic commands to get you acquainted:

CLAIM: Used at the property's flag to claim a property (whether or not it's already owned by someone). This command will work if the owner or any of the allowed players are not offline.
BUY: Used anywhere within the property, shows you a list of services you can buy in that specific room.
ALLOW: Used anywhere within the property, 'allow xxx' will either allow a person to enter your property peacefully or revoke that allowance (toggles on and off)
REPORT: Can be used anywhere, shows you your current upkeep and those you've allowed into your property (if you own one)
RECALL: Can be used anywhere, allows you to port back to your property if someone is trying to claim it from you (if you've purchased the portal). Allowed players can also use this command.
JUMP: Allows a player to jump from a property's tower rooms, costing significant damage to hps and mvs but allowing for immediate escape.


Please post or mail me feedback. If you'd like to see additional amenities or functionality with this addition, let me know.
PLEASE NOTE: If you don't provide CONSTRUCTIVE, POLITE feedback, it will be ignored.

Cheers!
Koradin

Re: New Addition: Player-Controlled Properties

Posted: Thu Aug 02, 2012 8:18 pm
by Koradin
A few adjustments:

The timer for opening or closing the main gate of a property for people who aren't allowed has been shortened from the inside only. The timer will still be there when attempting to open or close the gate from the outside.

Players can now JUMP from atop a property's towers, sacrificing health and movement for a quick escape.

Properties now have a stable master who will grant the owner and allowed players a horse when they say "horse".

Re: New Addition: Player-Controlled Properties

Posted: Sat Aug 04, 2012 11:58 am
by Koradin
More updates:

- Lots of bug fixes. Thanks for your feedback! (Follow the thread in Ask the Imms titled "properties" for more info).

- The initial costs for purchasing property amenities, including guards, have dropped dramatically. Upkeep prices have increased slightly.

- The nomob, noride rooms inside the Tarwin's Gap outpost property have been changed to ride rooms and guard rooms.

- Be on the lookout for two more properties: one in the Blight, one near Tar Valon.

Re: New Addition: Player-Controlled Properties

Posted: Mon Aug 06, 2012 9:35 pm
by Koradin
- The properties in the Blight and near Tar Valon are now active.

- Players can now view properties using the MAP command to see whether they're owned by the Dark or Light, or unowned.

- When you WHOIS an owner of a property, it will tell you what they own.

- You'll notice the descriptions for the rooms in the properties are not fantastic (or missing all together). If you claim a property and want to change room descriptions, just send me a forum mail and I'll put them in for you. NOTE: This is a temporary benefit to provide some incentive for people to go out and get their properties. Once the properties have good room descriptions attached, I won't change them again.

Re: New Addition: Player-Controlled Properties

Posted: Tue Aug 07, 2012 6:52 pm
by Koradin
- The outpost near Tarwin's Gap has been moved into the Niamh Pass. Player MAPs will reflect the change.

- The CLAIM command will now work if the owner or any allowed player is not offline. As a result of this change, allowed players will be warned when someone is attempting to claim a property and can RECALL like the owner can if the portal has been purchased. (Note: I removed all allowed players in each of the current properties so current owners can start fresh without worrying about losing them).

- Because of the change in the CLAIM command, I will be putting some incentives in for owners to allow players into their properties. For example, if you allow someone to rent at the inn you bought, you will earn some gold from that. This isn't in yet, but expect it soon.

- If an allowed player tries to claim the property or attacks one of the guards, they will be kicked off the allowed list.

Re: New Addition: Player-Controlled Properties

Posted: Fri Aug 10, 2012 12:08 am
by Koradin
- Property gates will now either be locked shut or stuck open depending on two criteria:
-- If the owner has not purchased the gate or a siege team has demolished it, it will be stuck open.
-- If the owner has purchased it, it will remain locked unless a siege team demolishes it.

- No one may enter through the gate if they have NO QUIT unless the gate has been demolished by a siege team. If the gate hasn't been purchased, no one may enter with NO QUIT.

- Owners and allowed individuals may knock on the gate to be let through if they don't have NO QUIT. They will also still be able to RECALL if the flag is being claimed. However, the system is designed so the gate should be demolished before an attacker ever gets to the flag.

- Owners can now purchase three guards outside the property gate. These guards will be mid range melee guards and will roam throughout the four rooms directly outside the property.

- The outpost near Niamh Pass has been moved again, settling for the final time near Malandric in the Mountains of Dhoom near Tarwin's Gap.

- Look out for siege teams, coming soon.

Re: New Addition: Player-Controlled Properties

Posted: Sat Aug 11, 2012 5:11 pm
by Koradin
- Engineers are now available in all major cities.
-- Type LIST to see if the engineer has teams deployed to hire to siege a property gate.
-- Type BUY # to hire that team. The engineer will send a message and the team will report back to you when they are in position.

- Siege teams can destroy property gates. Once hired, they will meet you near a property. They can be ordered using the ORDER command. Example: ORDER TEAM MARCH SOUTH, ORDER TEAM DESTROY GATE.

- Initial costs for property amenities have been lowered again.

- Fireworks will not work in property zones.

Re: New Addition: Player-Controlled Properties

Posted: Sun Nov 04, 2012 4:50 pm
by Koradin
Some changes based on the recent poll and player feedback:

- All costs have been drastically lowered across the board.
- Sieges can be ordered from engineers for all properties that have a gate, regardless of whether the owner is online.
- The number of rooms where you can hire guards has been downed to five per property: two tower rooms, one inside gate, one at the flag, and one outside.
- Players can now claim properties regardless of whether the owner/allowed users are online.

Re: New Addition: Player-Controlled Properties

Posted: Sun Nov 18, 2012 12:59 pm
by Koradin
Bankers are now available inside property inns. They will provide banking services to anyone who is allowed inside the property.

Re: New Addition: Player-Controlled Properties

Posted: Thu Nov 22, 2012 12:50 am
by Koradin
In addition to being able to RECALL to the portal room in a property if it's under attack, owners and allowed players can now utilize a porting mob inside the portal room if they don't have NO QUIT. These mobs will teleport you for a fee and respond the same way other porting mobs do:

Say HELP to see where you can go.
Say COST 'xxx' to see how much the charge is for a destination.
Say PORT 'xxx' to go there.

As with other porting mobs, the cost increases if you're porting as a group. These mobs charge higher fees, however, and the owner of the property will receive a kickback if allowed users utilize and pay for ports.