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Post by kvalandur on Dec 28, 2012 19:43:56 GMT -6
Hey all,
Perhaps I've missed the post, or the info. If so can someone link it?
But I'm curious as to the plans of the guild once early access starts. I'm assuming finding a location for the guild to establish its self would be one of the first actions?
What I'm curious about though is the size of the guild settlement? Sure at first it won't be large, but is the intent to eventually create a town? Or would a walled fort be closer to what's envisioned?
With the different rings, each would need their respective tools to ply their trade, forges, kilns, ovens etc.. But what about vendor shops to sell finished goods to travelers?
I'm just trying to get an idea of how large a settlement or fort or whatever is being planned.
Also, do we know if settlement size will have any effect on how much territory a group can "claim"?
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Post by Hroderich Gottfrei on Dec 28, 2012 19:57:38 GMT -6
Valandur, It sounded like (I'll have to troll the forums for the specific quotes) for at least the first couple months, we won't have settlements fully up and running. MY vision (obviously, where we go is up to all of us! That's the point, right?) is that we'll start with a town, grow too big for just one, and spill over into two, then three, and so on until we're a viable player nation. Lots of ambition? Absolutely. Doable, if we maintain a stellar and active community? Absolutely. It behooves us to work together to build a power base and grow from there. In my overly-ambitious head, I envision The Empyrean Order to our North-East, The Seventh Veil to our Northwest, and us to the South. I see the through groups, with similar goals and rules, working together to create a de facto place for free folk to gather, trade, and live in relative safely - continually expanding our reach to bring civilization and better life to more people. But not all Keepers have to be in our territory! In fact, Hroderich will probably spend a lot of time wandering and helping others - there's no better recruitment tool than showing exemplary behavior. If we can all manage to be examples of good players in PFO, we'll continue to grow. Plus, there's not a lot of shield breaking and duel fighting to be done amongst my own people. To more adequately answer your question, we need to look into and address everything you wrote more. Yes, everyone will need their own tools and everyone will have the option to run their own shops - but it would make sense (to me) to voluntarily work together at "Guild" shops as well, the profits of which go towards things like roads, buildings, NPC guard maintenance, etc.
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Post by Dario Tashavan on Dec 28, 2012 20:00:17 GMT -6
My understanding was that based on order in the land rush, we pick a hex, we're given a basic guild hall and some support buildings, and then will be able to upgrade as the settlement system is brought online through early access, up until open enrollment, when territory conflict will be enabled.
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Post by kvalandur on Dec 28, 2012 20:20:39 GMT -6
Ok, that helps a lot. I'm glad we will be providing a place for people to settle and thrive within our territory, that alone will attract many more players and even more adventure I'm sure As far as guild owned vendors go, I hope they will allow us to set a tax on any goods sold through a vendor within our area, town or even hex. We (might?) have to build roads and maintain structures etc.. I hope the system is set up that way. I don't guess we have any official word on how they plan to work this do we?
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Post by kvalandur on Dec 28, 2012 20:27:09 GMT -6
But not all Keepers have to be in our territory! In fact, Hroderich will probably spend a lot of time wandering and helping others - there's no better recruitment tool than showing exemplary behavior. If we can all manage to be examples of good players in PFO, we'll continue to grow. Plus, there's not a lot of shield breaking and duel fighting to be done amongst my own people. Yes, I plan on spending a lot of time scouting out new sources of materials, so I will be wandering a lot, assisting travelers while I'm looking around for good mining locations
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Post by Hroderich Gottfrei on Dec 28, 2012 20:27:26 GMT -6
We have gotten word that settlements can set their own tax levels, from 0% to 100%. I would highly prefer to keep the tax level at 0% and rely on voluntary contributions. We could maybe rationalize taxation here because involvement is entirely voluntary? I'd have to be convinced though.
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Post by Dario Tashavan on Dec 28, 2012 20:40:09 GMT -6
I'd rather run a small 5-10% tax, if only so we have funds when we need them, rather than "Oh, right, we need to buy this thing. Anybody mind chipping in?" It's just an unneccessary delay, and people could still donate more if they felt like it.
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Post by kvalandur on Dec 28, 2012 20:41:03 GMT -6
We have gotten word that settlements can set their own tax levels, from 0% to 100%. I would highly prefer to keep the tax level at 0% and rely on voluntary contributions. We could maybe rationalize taxation here because involvement is entirely voluntary? I'd have to be convinced though. I guess we should wait until we have more information <grin> I tend to over plan, especially if its something I'm excited about. It would be really cool if we could build our own roads, and even cooler if we could have some say in how structures look that we build or upgrade.
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Post by WxCougar on Dec 29, 2012 0:53:32 GMT -6
I do agree that a small taxation will be necessary for that very reason of 'fund raising'. Most don't usually mind it, its when it gets crazy that people come at you with pitchforks.
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Post by Karter Darven on Dec 29, 2012 1:42:22 GMT -6
we could simply say you gotta pay tribute/dues
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Post by Hroderich Gottfrei on Dec 29, 2012 8:20:41 GMT -6
Starting a topic for Taxation/Revenue Creation.
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