- Joined
- Jan 16, 2011
No, when we convert to the new Townships plugin, we'll keep the current towns where they're at and simply Townships will force upgrade their regions to the new system.Questions for @gabizou:
1) If we have a town established already, will we need to "reacquire" our resources for this new township plugin? I ask this because I was just about to choose my actual town location based off of the required resource list that has been in place since Haven began in October & need to know if in doing so I will be having to reaccumulate everything again if I pull the trigger on my town's location today.
Sub regions will be available but do not have any sort of monetary taxes involved.2) Is there any talk of adding the ability to create subregions within a town (akin to what the trade district or noble plots have) so that we can have our townmembers pay a weekly fee for their space? This would maybe satisfy the "Tax" aspect, and if someone let their area lapse, then it would be akin to "not paying taxes" and the person could be kicked and/or the content of the area taken for the town.
-yav
All I've stated is that the custom drops such as "Mana shards" have a possibility to be requirements in code, not the specific requirements. I find it hard to believe that you have found no custom item drops aside from weapons while in HC while still finding things like soul shards.I have heard rumors in the air that named/unique/rare drop items are going to be required as a component to make a town come the update. I was hoping to understand more about how this will be implemented if indeed it is true. Where all of the historic items used to make a town can be created and/or obtained through the colletive efforts of the aspiring townmembers, rare drop items cannot; rather, they are dumb luck. I can with 100% honesty say that I've mastered two classes already and have yet to see a *single* rare item drop. I use a Looting III item almost all the time to last hit - still no dice. Not a single one.