Author | Thread: move to a new city |
Leyodin Posts: 5 Location: Rimesvin Magus Age: 131 years old
Real Name: Wesley
| Message #132 Posted: Feb 8, 2008, 4:41 pm |
How do you move to a new city? I'm in the starting location and see people with their workshops in other cities but don't see any functionality to move my workshop. |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #134 Posted: Feb 8, 2008, 7:26 pm |
To attack people in other cities, you'll need to buy the brass compass from the market. I think it's set at 800 gold, but will let you move around the map. If you're attacked by someone, and you don't have a compass, the game should STILL let you attack them back if you're so inclined. This is admittedly not the clearest part of the game. It'll eventually be mentioned in the Help Pages. I've also been debating just giving everyone a compass upon creating an account just to make things easier. Right now, I want to see how it works like this, and if it's a big hassle, I'll change it. :) Moving the actual workshop can only be done right now if your workshop is totally destroyed by attacks. It'll eventually get added in as a premium feature, too. Kep |
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Aethian Posts: 17 Location: Rimesvin Magus Age: 119 years old
| Message #490 Posted: Mar 23, 2008, 3:37 am |
I thought I saw in the intro that we can decide to move our workshop if we join a guild and want to be closer, as in safety in numbers. Did I misread or is that a update from the time this thread was originally started? |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #494 Posted: Mar 23, 2008, 3:36 pm |
At the time of this writing, there's no way to move your workshop unless it's been destroyed. From the thread Game Feedback [www.muelsfell.com/world/map_community.php]: I'm pondering letting players change their workshop location. The mechanics are already in place, but only allow you to do it if your workshop has been destroyed and has a time delay. Originally this was going to be one-time Prem perk, but I think folks may need access to this more regularly. Here are my thoughts: Add a simple relocation office to, for example, Mottonsborough. Let folks pick their new location from a list that gives a brief description and what the terrain is like (and possibly a sample of magi already in that area). The cost will be comparatively low but not negligible and take 24 hours to complete to prevent folks from changing their workshops ALL the time. Kep Aethian said: I thought I saw in the intro that we can decide to move our workshop if we join a guild and want to be closer, as in safety in numbers. Did I misread or is that a update from the time this thread was originally started? |
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Aethian Posts: 17 Location: Rimesvin Magus Age: 119 years old
| Message #495 Posted: Mar 23, 2008, 6:28 pm |
What about instead of keeping the cost low, making it a rising cost. The first move free, the second move 1000 gold, third 2000, fourth 3000, ect... |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #497 Posted: Mar 23, 2008, 6:54 pm |
You know, that's actually quite a good idea. I'll add this to the notes. I was also considering the idea of making it a 'relocation ticket' item, so that folks could trade them on the market. Kep Aethian said: What about instead of keeping the cost low, making it a rising cost. The first move free, the second move 1000 gold, third 2000, fourth 3000, ect... |
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CaduceusPosts: 185 Location: Last Alvia Dawning Magus Age: 132 years old Clan: OTAKU2 Real Name: Paul
| Message #501 Posted: Mar 23, 2008, 10:23 pm |
Perhaps a cost that reduces over time. Say, for every week without a move, the cost goes down by one step-- that sort of thing-- so that a couple of bad moves doesn't hose someone. |
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Aethian Posts: 17 Location: Rimesvin Magus Age: 119 years old
| Message #502 Posted: Mar 23, 2008, 10:25 pm |
But why would someone need to keep moving around? |
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Sterling Posts: 157 Location: Darghelm Magus Age: 126 years old
| Message #505 Posted: Mar 23, 2008, 11:06 pm |
So it's easier to fight monsters in different places, maybe? Or to escape a particularly brutal neighborhood. |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #507 Posted: Mar 23, 2008, 11:28 pm |
Yup, it's so folks can't "camp" in one area to farm a monster, then move when they want to farm some other. Some creatures will have, for example, more glass and gems than others. Creatures dropping different types of treasure will be a trend for all creatures of levels 2+. Plus from a roleplaying stance, the workshop isn't meant to be a mobile home. :D Basically I'd like it to allow a chance to move closer to friends/clan mates, or let a newbie get out of a bad situation. And honestly, you shouldn't need more than one or two moves to do that, so maybe the ticket idea is a bad one. Obviously I'm still pondering how I want to handle the whole thing. Kep |
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