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New Island

Posted: Thu Sep 25, 2003 4:02 pm
by swymir
I really want to get a character on the new island, but I don't want to have to kill off one of my characters if they will respawn some place else. Is it possible to guarentee that a character will get on the new island if I kill one off or will I have to just keep trying.

Posted: Thu Sep 25, 2003 5:06 pm
by Meh
What do you all think of this?

If you spawn normally to a place that has two of your chracters invloved in local things already even if there aren't present...

You can automatically ask to have the newspawn transferred or force created to the new place or a place of your choosing even?

In this way the newspawn is not limited by the prior two chracters and the prior two chracters do not have to make way for the newspawn.

Posted: Thu Sep 25, 2003 5:07 pm
by Jos Elkink
Come on, this is not a real role-play attitude ;) ... Imagine your character and have it spawned randomly, and then play how the environment works on the character ... don't just decide where you want your character :) ...

Posted: Thu Sep 25, 2003 5:08 pm
by Jos Elkink
To David's point: you can just move away the new char from the starting location, no? :)

Posted: Thu Sep 25, 2003 5:15 pm
by Meh
Jos Elkink wrote:To David's point: you can just move away the new char from the starting location, no? :)


In some places you have to move quite far away not to be in the same organization.

In normal circumstances what would people think about people saying "I don't want to be anywhere near Siom". They would preceive that as cheating to merge chracter groups not keep them sepereate.

But I do like unshield travellers. They taste better. :twisted:

Posted: Thu Sep 25, 2003 5:36 pm
by swymir
I guess your right I'll just have to kill off my character and start a series of criminals until I get to see the new world.

Posted: Fri Sep 26, 2003 6:25 pm
by Solfius
I find it interesting that you use criminal to mean a character that tries to get themselves killed, perhaps that kind of thought, that has evolved within the game, not anyone's fault, could be reversed? and criminals played as normal characters, but trying to undrmine the system rather than get themselves kiled

Posted: Sat Sep 27, 2003 8:07 am
by griogal
Like the vicious Black Wolf of Xiria. Took out almost single-handedly the entire Naron Guard.

Posted: Sat Sep 27, 2003 11:04 am
by Solfius
yeah, I have a friend who despises empires because once they take over it gets boring, but with groups like that it keeps the area interesting

Posted: Sat Sep 27, 2003 1:03 pm
by ephiroll
True, but things are never that stable, so there's always something happening.

Posted: Sat Sep 27, 2003 1:05 pm
by Solfius
Yea, I know, but I guess he doesn't ;)

Posted: Sat Sep 27, 2003 1:46 pm
by Meh
Once an empire is nearly stable it should evolve to the next level and create "houses". In other words "families". The most loyal citzens would be awarded the right to build a manor and start a "house". Sort of like those tribes I keep hearing about.

Just a thought to some of the emperors out there.

Posted: Sat Sep 27, 2003 1:58 pm
by The Lurker
Yes, but couldn't that eventually undermine the stability of the empire by creating competition between the houses?

Posted: Sat Sep 27, 2003 2:41 pm
by Meh
Or does it strengthen it by keeping people from being bored which I heard is the problem in some of them?

Semi-aligned competition is growth.

Posted: Sat Sep 27, 2003 3:00 pm
by The Lurker
Well, the only way to know for sure is for someone to try it, I suppose.