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Half-Breed Camp

Posted: Thu Nov 05, 2020 7:07 pm
by Aleilsum Ellrum
This is such a sad area; no less than 5 quarters out of 6 abandoned. Often over the last RL year there's been near to nothing for sale outside, though it's slightly better now.

Not sure what the solution is, but maybe some advantage to the half-orcs if they live there some time?

Maybe a chance for non-half-orcs to get in?

Maybe other semi-integrated monster races? the odd snirf or exiled-kobold who cannot return to the UD ... Outcast status gives them the right to enter the Camp? (not drow).

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 8:26 pm
by Irongron
I suspected this would happen when working on the area. I'll likely turn it into a small hostile area early in the new year.

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 8:47 pm
by Exordius
Assuming one wished to IC purchase and develop the area at some point... how much gold and rp would be needed?

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 9:01 pm
by Hrothgar Bloodaxe
Having lived in the "best" quarter there for a very long period of time...I can confirm this settlement has issues.

I would actually counsel against just turning it into a hostile area...this would remove housing that is much needed on the server, as well as a ship that is useful for players / one of the few perks of being a half-orc.

Instead, I would actually convert it into a settlement, or otherwise make it a more appealing place. There's a number of ways I could imagine this happening, but I think taking a "habitable" area, and converting it into just another place to kill NPCs, is going in the wrong direction.

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 9:01 pm
by Tyrantos
Just make crows nest into an actual settlement. Or Sencliff.

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 9:02 pm
by The GrumpyCat
I imagine the matter would be less decided by gold and rp, but rather by the concept and how useful and interesting to the over all server it would be.

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 9:21 pm
by Ebonstar
this whole area could be like a surly port area. fences and smugglers in certain spots, the camp outside for the outcasts from everywhere not just half breeds.

Dive Bar/ Social Club/ Gambling Hall type places maybe the Mos Eisley style for Arelith

maybe ship captains during the thawed months for Skal if your toon is the proper level and got stranded

or ones to Random destinations for those who dont have a ship

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 9:24 pm
by Ninjimmy
Maybe it could be smushed together with Crows Nest some more?

Re: Half-Breed Camp

Posted: Thu Nov 05, 2020 9:27 pm
by Aleilsum Ellrum
I was new then but had the impression that there was a small chance for non-half-bloods to enter if you rolled high enough? taht seemed to create new traffic through, which lead to some trading which led to some sense of vitality.

Maybe a headmerchant, peddler and couple others?

*mumbles* I'd love to see a merchant who purveys female things like kohl and blusher, as they were known. Half breed camp'd have a nice dryness to it.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 12:06 am
by Definately Not A Mimic
I haven't yet played a half-orc but did have plans for one that got put on hold as this year took a nose dive and obliterated my time for games. Obviously it should be used for the benefit of more of the server, but, it is a shame to see something that was worked so hard for to just vanish into an npc area. I wouldn't say open it to monster/ud races as was suggested the last time this area was brought up, but something more frontier maybe? You can't take it too far over board or the other settlements would immediately try to shut things down. But already having earthkin and elven areas, nature walker areas, cities, it sort of sucks to get rid of the half-bread area.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 1:12 am
by Aradin
Perhaps unpopular, but I think turning it into a hostile enemy area might be for the best. A settlement that excludes the vast majority of the player population is destined to have activity issues. Myon manages to get by but that's because elves and elf RP is so popular. We'd see lots of elves even if there wasn't a Myon, but look at how many half-orc players are around on Arelith (hint: not many).
Half-orcs are mechanically weak and/or don't have the RP appeal to justify a large playerbase. Doubled with the fact that 'surly pseudo-legal port settlement' is already a location niche occupied by the Crow's Nest (a mere two transitions away!), any ideas that could go to revitalizing the camp - like the ones in this thread - are likely better focused on the Crow's Nest.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 1:16 am
by Gouge Away
Perhaps open it to barbarians, shamans, wild elves, wild dwarves and forest gnomes as a surface tribal area still run by but not exclusive to half orcs? And move it deeper into the wilderness?

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 7:09 am
by Petrifictus
Just open it for monster races already. Make it half-orcs, tieflings and monsters only. That will make camp thrive.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 7:49 am
by Brandon Steel
Petrifictus wrote: Fri Nov 06, 2020 7:09 am Just open it for monster races already. Make it half-orcs, tieflings and monsters only. That will make camp thrive.
Would be nice but I feel like we’ll never see a surface settlement that allows them on the server.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 8:03 am
by Red_Wharf
Agreed, let the monsters in. A monster 'settlement' right next to a very busy low level writ hub is exactly what we need at the moment.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 8:49 am
by CNS
Putting monsters aside.

I think theres a niche missing from the surface that the half-orc camp could be changed to support. Wilder types that don't really want to live in cities but are also not full on into nature and druidism.

Something a bit more combined with the crows nest, some combination of slightly dodgey but not outright evil smugglers, rogues and sailors alongside half-orcs, shamans and maybe some of the wilder races.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 2:19 pm
by Itikar
As I stated in the previous thread about the camp, I would really love if there was a surface monstrous settlement eventually. I do not think that forcing surface monster PCs to be Underdark denizens, no matter what, is good for the integrity of the setting.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 4:04 pm
by Dreams
It could easily just be re-imagined into a mercenary camp. Originally founded by half-orcs, they started to open up their gates and take in mercenaries. Think a Radiant Heart equivalent for random warriors and misfits who are looking for work of all sorts, varying morals, and all about the coin.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 5:08 pm
by Hinty
Like the idea of a surface settlement that allows monster races in, but as pointed out by others, placing it right outside a hub for low level writs is noooooot a good idea at all.

Using it to expand Crows Nest, i mean this is THE shipyard of Arelith, sure its not building much of anything at the moment because of the whole treaty with Amn or something? but still, a shipyard should have more houses. Make it a dock town of unsavoury leanings due to all the out of work people, and the ships that dock there to avoid dealing with pesky things like Cordor taxes and laws.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 6:18 pm
by Archnon
Gouge Away wrote: Fri Nov 06, 2020 1:16 am Perhaps open it to barbarians, shamans, wild elves, wild dwarves and forest gnomes as a surface tribal area still run by but not exclusive to half orcs? And move it deeper into the wilderness?
This would be awesome. You've got the seedy port next to a camp that thrives on more chaotic builds/classes. Open housing up to other groups and open traffic up to everyone.

Finally, add in a Chaotic radiant heart equivalent. Chaotic-neutral (Good, neutral, evil) mercenary guild that gives jobs and has markings like the radiant heart. Something to offset for the other end of the spectrum. Then you can encourage mercenary RP, for example settlements may want to hire Half-Orc guards. Or you could go there to hire a dwarven barbarian guard if you are sailing now, which has increased in riskiness. Then it would make sense next to the port. I think there could be more room for non-lawful, non-evil RP there.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 6:36 pm
by garrbear758
Archnon wrote: Fri Nov 06, 2020 6:18 pm
Gouge Away wrote: Fri Nov 06, 2020 1:16 am Perhaps open it to barbarians, shamans, wild elves, wild dwarves and forest gnomes as a surface tribal area still run by but not exclusive to half orcs? And move it deeper into the wilderness?
This would be awesome. You've got the seedy port next to a camp that thrives on more chaotic builds/classes. Open housing up to other groups and open traffic up to everyone.

Finally, add in a Chaotic radiant heart equivalent. Chaotic-neutral (Good, neutral, evil) mercenary guild that gives jobs and has markings like the radiant heart. Something to offset for the other end of the spectrum. Then you can encourage mercenary RP, for example settlements may want to hire Half-Orc guards. Or you could go there to hire a dwarven barbarian guard if you are sailing now, which has increased in riskiness. Then it would make sense next to the port. I think there could be more room for non-lawful, non-evil RP there.
I love this idea.

Re: Half-Breed Camp

Posted: Fri Nov 06, 2020 8:10 pm
by Definately Not A Mimic
A place for tribal would be awesome and fit the current area I think. Attaching it as part of the Nest? That would take a lot more work. What sea/scruffy/whatevers live in caves?
Keep it half breads, keep it wildlings, open it but keep it in theme with the current area so not a lot of fancy changes have to be made.

Re: Half-Breed Camp

Posted: Sat Nov 07, 2020 9:52 am
by godhand-
as someone who is currently trying to make something out of the camp.... The biggest issues i see as to why noone goes there, Is that there is nothing useful from a regular town in the sense of merchants, Halfbreedcamp + crows nest has heaps of player shops, but apart from a bank and a fence, theres nowhere to get simple things like unenchanted tailoring or jewellery, or even healkits for that matter.

Why would i go back to the camp after a hunt when i can't refill or sell or do anything there?

I think some of these basic functions would go along way for encouraging people to treat it as more than a place to check some player shops.

And, i think it makes sense that these merchants exist in these areas, I mean, Its arguably the place in the server where the most boats can be found docked at, its along a major naval route around the island (read: laurick) so it would make sense as far as cargo and goods they all go through the Nest. This is supported by the number of player shops in the area.

Re: Half-Breed Camp

Posted: Sat Nov 07, 2020 11:31 am
by Aleilsum Ellrum
Archnon wrote: Fri Nov 06, 2020 6:18 pm
Gouge Away wrote: Fri Nov 06, 2020 1:16 am Perhaps open it to barbarians, shamans, wild elves, wild dwarves and forest gnomes as a surface tribal area still run by but not exclusive to half orcs? And move it deeper into the wilderness?
This would be awesome. You've got the seedy port next to a camp that thrives on more chaotic builds/classes. Open housing up to other groups and open traffic up to everyone.

Finally, add in a Chaotic radiant heart equivalent. Chaotic-neutral (Good, neutral, evil) mercenary guild that gives jobs and has markings like the radiant heart. Something to offset for the other end of the spectrum. Then you can encourage mercenary RP, for example settlements may want to hire Half-Orc guards. Or you could go there to hire a dwarven barbarian guard if you are sailing now, which has increased in riskiness. Then it would make sense next to the port. I think there could be more room for non-lawful, non-evil RP there.
Ace idea.

A couple of merchants and this would be great.

Re: Half-Breed Camp

Posted: Sat Nov 07, 2020 12:23 pm
by Zaphiel
Archnon wrote: Fri Nov 06, 2020 6:18 pm
Gouge Away wrote: Fri Nov 06, 2020 1:16 am Perhaps open it to barbarians, shamans, wild elves, wild dwarves and forest gnomes as a surface tribal area still run by but not exclusive to half orcs? And move it deeper into the wilderness?
This would be awesome. You've got the seedy port next to a camp that thrives on more chaotic builds/classes. Open housing up to other groups and open traffic up to everyone.

Finally, add in a Chaotic radiant heart equivalent. Chaotic-neutral (Good, neutral, evil) mercenary guild that gives jobs and has markings like the radiant heart. Something to offset for the other end of the spectrum. Then you can encourage mercenary RP, for example settlements may want to hire Half-Orc guards. Or you could go there to hire a dwarven barbarian guard if you are sailing now, which has increased in riskiness. Then it would make sense next to the port. I think there could be more room for non-lawful, non-evil RP there.
+1