The current state of Wharftown
The current state of Wharftown
putting this up for anything related to the post-war wharftown
Specifically for me, can we do something about the WTB spawning on or near the boat? Either move the spawns away or have lauric bypass WT alltogether, because why in the world would a boat captain make landing right in front of a big group of bloodthirsty bandits itching to jump on board?
Makes no sense, and its horrible for people just trying to get from brog to cordor or vice versa
Specifically for me, can we do something about the WTB spawning on or near the boat? Either move the spawns away or have lauric bypass WT alltogether, because why in the world would a boat captain make landing right in front of a big group of bloodthirsty bandits itching to jump on board?
Makes no sense, and its horrible for people just trying to get from brog to cordor or vice versa
Celestia Silverarms
Karynn Eldafire
Re: The current state of Wharftown
Yeah I agree. I like the fact that the WT boys are the last to remain in the area (sweet irony in a way) but they should be.. like... barricading between the ruins of the buildings or something, right? There should be a boss who claims to be the sole leader of the Wharftown Refugees. Oh yeah and maybe their name should be changed to Wharftown Refugees and they will rob passengers and what not. Maybe they will make an underground movement to revenge Cordor.
Currently playing: Seth Xylo
Re: The current state of Wharftown
+10CragOrion wrote:putting this up for anything related to the post-war wharftown
Specifically for me, can we do something about the WTB spawning on or near the boat? Either move the spawns away or have lauric bypass WT alltogether, because why in the world would a boat captain make landing right in front of a big group of bloodthirsty bandits itching to jump on board?
Makes no sense, and its horrible for people just trying to get from brog to cordor or vice versa
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Re: The current state of Wharftown
Laurick needs to be taken to prison. He is obviously colluding with these bandits. Look at how he just lets them board his ship! He docks there for no reason, other than to let them board his ship! ... And how CONVENIENT that they do not attack or rob him. MHM. Okay Laurick. I'm onto you.
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Re: The current state of Wharftown
Why hasn't Laurick just packed up and left Wharftown yet?
Re: The current state of Wharftown
why does laurick so openly cooperate with these brigands, yet still won't let outcasts aboard?
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Re: The current state of Wharftown
Blood on my Lips wrote:Why hasn't Laurick just packed up and left Wharftown yet?
Them Boyz payin' me nicely. Nearly doubled my assets already..
Re: The current state of Wharftown
Well played.Captain Laurick wrote:Blood on my Lips wrote:Why hasn't Laurick just packed up and left Wharftown yet?
Them Boyz payin' me nicely. Nearly doubled my assets already..
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Re: The current state of Wharftown
Maybe have him charge double fare for travel to/from Wharftown, but give him a guard on the boat?
Re: The current state of Wharftown
There's no reason what so ever that a casual sailor Laurick that delivers supplies from one settlement to another would dock the boat next to a group of armed bandits.
Currently playing: Seth Xylo
Re: The current state of Wharftown
We've been over this.Astral wrote:There's no reason what so ever that a casual sailor Laurick that delivers supplies from one settlement to another would dock the boat next to a group of armed bandits.
Captain Laurick wrote:Blood on my Lips wrote:Why hasn't Laurick just packed up and left Wharftown yet?
Them Boyz payin' me nicely. Nearly doubled my assets already..
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Re: The current state of Wharftown
By his dialogue, Laurick is an ex-slaver. Having turned over a new leaf, he doesn't want to be caught associating with Outcasts. Not sure where his working with the Wharftown Boys fits into this, unless he's planning on going back to his old ways.
Re: The current state of Wharftown
Add an option to bypass Wharftown for 150gp. Characters then can avoid the dangers of the bandits at added cost or risk being ganked to save a few coin.
Re: The current state of Wharftown
Please please please. As a new player to the server, this oversight has made me consider leaving more than once. You're punishing players new to the server by leaving it like this.
Re: The current state of Wharftown
Teshil wrote:Please please please. As a new player to the server, this oversight has made me consider leaving more than once. You're punishing players new to the server by leaving it like this.
Ask someone for escort
Ask someone for an invisibility spell / potion
Head to the Arcane Tower and port to Brog (and use the Captains from there)
Buy/craft a lens
I mean.. yeah. That's some options. But leaving is one, too.
Mithreas wrote:PC deaths give my life meaning, people.
Re: The current state of Wharftown
You're right. It's just frustrating.
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Re: The current state of Wharftown
I believe the spawns have been left to stress the danger of entering Wharftown and the criminal presence of the Wharftown Boys.
Wharftown is not a place for casual travel. It is not safe.
And I think that is stressed by the Wharftown boys literally "boarding" the ship.
RP wise I think you could look at it like this: Wharftown boys may have some lingering threat over the ship captain. They don't want to kill him because the boats are important, and it's a constant delivery of adventurers into their clutches! Like wise, if you're going to pay the captain to go to a dangerous place, who is he to say no? "Okay, i'll take your 50 gold if you /really/ want to go to Bandit town."
The captain doesn't fight. So they don't fight him. The Thugs are only after the adventurers.
On an OOC note of spawns:
Another thing is that it might not be the location of the spawns at all. When speedy mcspeedy monk goes zooming through Wharftown the NPCs will try to follow him. The NPCS will then be dragged to the boat and sit there until the next passer by arrives.
Think of when Wharftown was a town, how many people would just plow through the town with a horde of Wharftown boys tailing them? It's the same thing just now, there's no Waymen NPCs to kill the bandit NPCs
Wharftown is not a place for casual travel. It is not safe.
And I think that is stressed by the Wharftown boys literally "boarding" the ship.
RP wise I think you could look at it like this: Wharftown boys may have some lingering threat over the ship captain. They don't want to kill him because the boats are important, and it's a constant delivery of adventurers into their clutches! Like wise, if you're going to pay the captain to go to a dangerous place, who is he to say no? "Okay, i'll take your 50 gold if you /really/ want to go to Bandit town."
The captain doesn't fight. So they don't fight him. The Thugs are only after the adventurers.
On an OOC note of spawns:
Another thing is that it might not be the location of the spawns at all. When speedy mcspeedy monk goes zooming through Wharftown the NPCs will try to follow him. The NPCS will then be dragged to the boat and sit there until the next passer by arrives.
Think of when Wharftown was a town, how many people would just plow through the town with a horde of Wharftown boys tailing them? It's the same thing just now, there's no Waymen NPCs to kill the bandit NPCs
I loved and I loved and I lost you... And it hurt like hell.
Re: The current state of Wharftown
DM Always This Late wrote:I believe the spawns have been left to stress the danger of entering Wharftown and the criminal presence of the Wharftown Boys.
Wharftown is not a place for casual travel. It is not safe.
And I think that is stressed by the Wharftown boys literally "boarding" the ship.
RP wise I think you could look at it like this: Wharftown boys may have some lingering threat over the ship captain. They don't want to kill him because the boats are important, and it's a constant delivery of adventurers into their clutches! Like wise, if you're going to pay the captain to go to a dangerous place, who is he to say no? "Okay, i'll take your 50 gold if you /really/ want to go to Bandit town."
The captain doesn't fight. So they don't fight him. The Thugs are only after the adventurers.
On an OOC note of spawns:
Another thing is that it might not be the location of the spawns at all. When speedy mcspeedy monk goes zooming through Wharftown the NPCs will try to follow him. The NPCS will then be dragged to the boat and sit there until the next passer by arrives.
Think of when Wharftown was a town, how many people would just plow through the town with a horde of Wharftown boys tailing them? It's the same thing just now, there's no Waymen NPCs to kill the bandit NPCs
Apologies Always This Late, but I'm going to have to take issue with this.
Firstly, there's no in game warning at all that Wharftown is dangerous, anywhere. So any new or particularly casual players are going to be oblivious. It's not like the good Captain goes, 'Wharftown aye? You sure you want to go there, place is over-run with bandits!'
Secondly, and most importantly, people arn't upset that they're going to Wharftown and being attacked. They're upset they're going to _Brog_ and being attacked. Specifically they can't understand the In Character rational for the good Captain to go, 'Brog ye say? Right ho. Let me just dock with at this burning ruin with no port facilities filled with murderers for a few moments on the way, alright?'
As for the Wharftown boys... Wanting fresh adventurers, I'm a little dubious on that. They're so low level well over half the Island could solo them and their entire hideout. I imagine the vast majority of the Captain's passengers murder them on every ambush. It's only the unfortunate and unexpecting that get hit. There can't be very much profit in it at all. Indeed, with all his fares, the Captain himself is the person I'd want to hold to ransom...
What I'm really saying, is please, please can we have an option to sail straight to, or from Brog for 100-150 coins? There's no credible way to resupply or whatever at Wharftown. There can't be any reason the Captain wouldn't take extra coin not to risk certain death.
And if he is _Wilfully_ delivering his passengers to their deaths, it feels a bit cheap that we're not allowed to execute him for trying to get us murdered.
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Re: The current state of Wharftown
I actually have to agree with Rwby, it does seem more OOC then IC that Laurick will suddenly decide his future passengers lives are no longer worth his investment in a boat and takes lesser bribes to the side, yet he won't up his rate for a direct course to the Crows Nest or Brog? Sorry but it does feel a bit like if you don't know the server well enough, well too bad for you, you can just sit here and die so you learn NEVER to explore. Though I always thought exploring was supposed to be encouraged?
Re: The current state of Wharftown
Yeah, I actually agree with the last two posters as well. Regardless of how IC you think it is, it is just OOC when you're half dead after transition as the area loads and you can't react. I'm not sure what spawn system that you use here, but a return home tag if x distance away from the waypoint can get around this (depending on the system).
Nobody enjoys the feeling of helplessness in this case.
Nobody enjoys the feeling of helplessness in this case.
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Re: The current state of Wharftown
New and old players alike stumble onto high level mobs. We may die, but we quickly learn not to do that again. Don't really need the dev team to babysit players. Sometimes bad stuff just happens.
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Re: The current state of Wharftown
Tried addressing things IG. FYI I just don't feel like i'm doing anything.
I've tried setting up signs and whatnot to warn travelers and keep spawns from rushing the ship. Everything gets smashed or stolen within 10-12 rl hours. Patrolling and taking down spawns only does so much, and its rare to run into people while doing this. Short of having a near 24/7 pc presence, I don't see it getting fixed IG.
I've tried setting up signs and whatnot to warn travelers and keep spawns from rushing the ship. Everything gets smashed or stolen within 10-12 rl hours. Patrolling and taking down spawns only does so much, and its rare to run into people while doing this. Short of having a near 24/7 pc presence, I don't see it getting fixed IG.
Re: The current state of Wharftown
Well, with WT there is a whole lot of hate underneath the surface for the DMs and the Cordor side of things for how the whole event went. (For reference, see to the fact that WTers and people who did things for WT were excluded from doing counter activities during the event. With such honors going to people who had no stake in the actual town, nor were they given a win condition and as such had no reason to actually log on for it other than to just die for no reason, see to the reason Khabul was the only one in WT defending). So I would recommend just not expecting anything to be done in the long or short of it for the situation being a bit too.. Toxic to touch right now.
Last edited by Ramza on Fri Jul 28, 2017 3:19 pm, edited 2 times in total.
Re: The current state of Wharftown
what, you wanted people to show up to get bashed as the actually good settlement on arelith was removed?
memes aside, the wharftown boys are rather silly, and it's hard to "justify" things form an ic perspective when you're getting shot by arrows as you come into the loading screen
memes aside, the wharftown boys are rather silly, and it's hard to "justify" things form an ic perspective when you're getting shot by arrows as you come into the loading screen
Last edited by susitsu on Fri Jul 28, 2017 3:12 pm, edited 1 time in total.
Re: The current state of Wharftown
Thats kind of my point, and is part of why this situation is likely to not get diffused in any reasonable frame of time.