msheeler wrote: ↑Mon May 16, 2022 11:36 am
RedGiant wrote: ↑Mon May 16, 2022 11:19 am
I played Guld for a couple months while it was having a brief heyday of 20-30 ppl. Love its immersive building, but the hub aspect here makes it difficult to do business when things are so far apart and/or separated by several area transitions.
I found myself regularly porting to other parts of the server to do business just because there are areas where you can do almost all your business on one screen.
Make Guld a more frictionless experience and I think you might see this change.
Im not talking about huge changes either. Maybe just even putting a banker and universal peddler outside in the open market.
I really don't understand what you mean by this. I read it and immediately think of the Indoor Market that not only has almost every type of NPC vendor, but also has 6 PC shops, a bank, a resource czar, every possible crafting center and like 6 quarters just up the stairs. The only thing you cannot do in there is bulk sell scrolls, or sell the odd items you can sell at black dogs, and those are like outside and around the corner.
Not only this, but there are 4 temporary shop stalls immediately outside the market right next to the public announcement board and two more mere steps away next to a town crier.
So, can you explain what you mean by
but the hub aspect here makes it difficult to do business when things are so far apart and/or separated by several area transitions
more?
Thinking about the other settlements on the server and where people gather...
Cordor's fire. There's seating for easy RP and a message board in close proximity, outside but within line-of-sight of the market. If you come to Cordor, you will almost certainly see if other people are there RPing without having to scour the city.
Bendir Dale's "town center": Message boards and seating in close proximity, outside the tavern. You have to pass through this space to reach anything in the village.
Myon's High Elven Hall: People cluster near the message board and seating, but it's a frequent complaint that if a cluster decides to walk over to the lounge or the gallery or literally anywhere other than that, it will look like the entire place is deserted.
Brogendenstien's Trade Hall: People cluster near--say it with me now--the message board and seating. This time inside, but it's another place everyone has to pass through or immediately next to to reach anything else, due to door placement. When I walk from the Gates to the Hall of Legends, I can easily peek over to see if there's people talking.
Andunor's Hub: Somewhat the odd one out here, but it's a map almost every UDer is going to have to visit nearly-daily due to all the shops, the writmaster, the crafting stations, and the message board.
Guldorand's...: That's the problem. There are buildings that have lots of services like the indoor market, but it's designed to get people in and out of it quickly, which is great for realism but detrimental for RP. You have the center square where people sometimes gather, but they usually quickly walk off somewhere less public after not too long. The Eagle can be a meeting-place of sorts and tends to do better since it has the writ agent and plenty of seating.
I don't know if there's a good fix. But I think it's worth considering that realistic city design is probably not going to be good for RP because real cities are designed to get people from building A to building B as seamlessly as possible. Traffic jams are what create RP opportunity.