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Not to derail this with a question, but what's this silver and how does it work?
Good ideas indeed.
I decided once I kill off my characters, the first new character will be a church member of some sort(Will be reasonably likeable). After learning the necessary information about such a role from Keres I'll probably get the church to play a bigger role in village life. Cleansing the undead scourge and collecting tithes, and what not. This is down the road some, but I will need some "assistant" churchies to back me up and do church things if I'm not around. So if you're interested in any of that let me know on PM or steam(Delfer, probably) and we may plan!
On a different note, I like the idea of being a criminal. Even if it's a mundane street urchin drug dealer. If/when I take that route I wouldn't mind having a partner in crime or an IC rival either. Mind you I've never played a criminal before, so a partner like this would be nice. So If anyone is interested in that as well, same offer.
My characters aside, I think barber would be a great idea for someone to use. Aside from cutting hair they could have a very social role, the barber shop being a great place for chatter and/or back room dealings.
I also thought the idea of a teacher was in a realm of interesting on it's own. If only there was anything worth teaching or anyone to teach. That's perfectly within the realm of unique/interesting I had in mind though, so spot on idea.
Well I have plans to kill both of my characters off within a month or so, so I will soon be needing some new ones.
While I begin to brainstorm for them, I am looking for some ideas as to what they do for work. I want to avoid creating a simple tailor/smith/tinker or jack of all trades type and come up with something interesting. Baker for example, is not something you'd normally play in UO but it works in our shard because it can be RP'd. Essentially I'm looking for trades that I can role play that are outside of the box and outside the normal UO skill tree.
The more ideas the better and if you have a particularly fantastic idea you can decide how brutally the character will die!
Become sponge.
Barracks could use some storage functionality. Maybe put some crates on top of the bed full of leather.
More Zombies.... a lot more zombies...!
Had a looksie around and was only a couple of places they seemed to spawn and respawn, should be overall more dangerous for people such as our crafties to go certain places without a escort etc.
This.
I don't know if this is possible, but having better yielding resources in those areas would make things awesome. i.e - Ore and logs can be gathered in much greater numbers in areas within the monster spawn. Would make teamwork much more rewarding.
*A scribble alongside the blacksmith's order reads: Helmets should have good visibility*
Breaking Bad is fantastic. Can't wait for the last season to show up.
I need some things to watch on Netflix if anyone has any recommendations.
Hail the reptilian overlords.
Only thing is I have no idea who anyone is on steam. We should compile a list.
Since we only start with a limited amount of gold, and RP'ing trade is going to play a big role, we should establish what some basic things are worth. If I want to buy 10 apples for example, how do I know what to pay? 10 gold? 5 gold? 1 gold? Obviously I could make a reasonable guess, haggle the price, etc, and I would, but that kind of system could result in a very large price range. If one person guess that a helmet is worth 30gold, while the other guesses 15gold, who is right? I think we should all establish some basic price ranges for common items, so people have a gauge of how much they should be spending on things. The intent is to create consistent trade, eliminate unnecessary guesswork and errors, etc..
This should take into account the value of raw resources, tools, and finished products, etc.. Considering as well the price of these items before the zombies showed up, and after the event. Taking scarcity and level of difficulty to obtain is important to make things reasonable. With all those variables in place I think it is best to have something established, instead of guessing. It will also help us to understand when someone is roleplaying cheap, or if they're overly generous, etc.
Onto prices themselves, I started with roughly 460 gold. The max I believe is 500, and the minimum is 5. To price things reasonably, I think we have to know how much wealth 500 gold should represent, and how much 5 should represent as this is the range most people have to work within. I would like to be able to answer that, but I can't so I will probably leave that question to Keres or Hoagie, who have a good idea how they want this world to work. The only reason I don't offer my own estimates right here is because I have no clue how much 500 or 5 gold should be worth. But I know that it must be established.
With that clarified by the creators, we as a community can probably decide ourselves how much each board and ingot should cost, and how much a finished piece of armor or furniture should be. Any parameters from Keres or Hoagie would work as well. Of course we could just decide ourselves in game, but I feel like the results would be mixed and wouldn't feel as right. In real life, you'd have a sense of what thing's are worth from experience. On this shard however, we have nothing to simulate that experience. Obviously normal UO has no bearing here, and the economy in BoC was nonexistant. An out of character understanding of our own created economy will add another layer to the RP here.
Getting rich, ripping people off, begging to survive, organized crime, banking with interest, debts, etc were never quite possible(or never lived up to their full potential) in BoC because none of us really needed money. We all had alts to get gold so we could buy our houses and bandies and such. We were payed at the end of hunts but it didn't matter much. Fortunately here, it might just be possible to ruin someone with debt, or to influence "good" characters to be corrupt by tempting them with gold. However, if we don't know how much gold it should take to buy a hammer or a suit of armor to avoid dying, we'll miss out on that other dimension.
tl;dr
-> Establish realistic prices for raw materials
-> Establish realistic prices for finished products(Raw materials + work)
-> We have a working economy
-> Better RP for everyone
EDIT: I think it will also be important to know how many coins one gold ingot is worth. Nothing says money more than a brick of gold.