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Reconstructing Kal'agnar

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Fimlin

Remaking Kal'Agnar  

39 members have voted

  1. 1. Architecture

    • Re-structure the current capital, with new architecture.
    • Keeping it the way it is.
  2. 2. Layout

    • Destroy the inner city and make it a palace instead.
    • Keep it the way it is.
  3. 3. New City

    • Build a new city opposite to the old one.
    • Keep the city where it is.
  4. 4. Holds

    • Have individual Holds that make up the Grand Kingdom?
    • Keep it more centralized.


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Poll for reconstruction of Kal'Agnar

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Very little information on what these options entail is provided.

 

We need to adjust the city's layout to be much more condensed a la Senda's plans with Petrus: we don't want players spread out throughout the city. What needs to be done is for someone with a good grasp of that philosophy to sit down and work out how to adapt Agnar and provide a solid plan. It's possible: look what chumpchump managed to do with Abresi. Personally I predict a lot of demolition no matter what, although the cogs are turning in my head now as to how to actually do this.

 

Starting over is dangerous: we could easily end up like we did in Asulon. As for holds, we don't have the numbers: holds are bad for the kingdom and are pretty much just clan chiefs wanting to run their own cities.

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We need tu keep da citeh w'ere it is. We just need tu 'ave et rebuilt tu look noicer 'n more Dwarven!

 

((The city is also vereh laggy))

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The best thing to do is not to use brand new architecture, but to simply centralize the city. The main square is in the most inconvenient place. I get how its supposed to be the first thing you see when you enter the city, but when it comes to terms of convenience for the citizens they have to walk to it from their dispersed homes. The city needs to be centered around a certain point. All the buildings should be facing this point, so players are FORCED to be in the center of the city all the time.

 

In my opinion, the best layout for a city is a mass of buildings centered around a square, with all the stores and stuff around it (including houses). In the middle of the square there should be a statue or fountain. Facing the fountain a palace/small inner city. Minimal alleyways and extra passages.  This is sure to keep RP centralized.

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X7Oohfj.jpg

 

WoW Wildhammer Town in Twilight Highlands, for Reference

 

 

The city feels akin the wildhammer clan's town from Twilight Highlands but that's the issue - it's a town instead of a city. The layout is the primary confusing factor when it comes to the city-scape, it's 100% confusing and jumbled. Make the center square around the fountain more prominent. Work into the mountainsides to create stone-crafted homes, both above the city and under it (underneath the bridge could be a great place for a slums)

 

Inner city as a palace makes the most sense, It's really odd that it's the majority of the political places of importance at the moment but still has homes. Give it a long walk to a grand throne, a better private meeting hall, and a real feast hall.

 

Also do consider adding nuances to the city - Sewers, Catacombs, etc. It's the little things that count! Density also does assist with making a town feel like a city.

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I'd transform the current Remembrancer library into a new front square and push the walls back to it, structure the housing and businesses around that square with the palace, new Remembrancer Library and Legion quarters inside the indoor part.

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I actually quite like the architecture in the outer district, though clearly others seem to disagree. Maybe you could instead go for Hobo's design that he used in Kal'Arkon, and perhaps then you'll find better results. Even the layout doesn't seem like a particular problem to me, I just think RP is spread out too much by the inner sections of the city. The huge hall should be removed and the throne room brought closer to the front gate. As suggested, keep it as a palace rather than a city district. Also, relocating is utterly pointless as the surrounding area is very nice already. As for the final question, I don't believe the dwarves have the population to actively sustain multiple holds as we did in Asulon. If any clans want to live apart from the city, they should do so knowing that their actions will likely come at the cost of dwarven RP in the capital.

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I don't know if there's anyway to drop the lag a bit but that's annoying. Inb4 ppl lik burk u run toaster , no I have an ok PC but still drops my 150 fps to 40

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People are going to do their own thing either way. Youll have to have holds in some way to house other races, collect resources, ECT. Making clans run them just gives them more pride and a sense of honor protecting the kingdoms interests. 

 

The city was a epic fail of a design, when you think of a dwarven city you think of a hall or somehting underground. This whole surface thing isnt work (I sometimes hate how Hiebenhall is above ground as well). 

 

Idea:

 

Destroy the surface area, and flatten it. Turn it into farms, turn the unner area into a door and a stair way down to the city that will become in the crystal caverns, 

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"how about we ******* industrialize instead of rebuilding an already beautiful city," says lathros, sent in bird form to master genius fimlin

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The city is a step down from the previous Kal'Azgoth and lacks many details. The layout of the city is terrible especially for businesses, and companies. The inner city is pointless and spreads out rp. It should of just been kept a throne room. Honestly I do not get a dwarven vibe from the city itself, and I do not agree with the nordic/cartoony architecture I am getting from it. I do agree that we need to keep the city were it is now, but utilize the land better than we are using it now.

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I know people are asking for an underground city, but tose have never worked out too well. I mean, Kal'Azgoth was beautiful, probably the best city this server has ever seen. Heck, it was the best looking dwarven city in MINECRAFT as a whole, I'm pretty sure, but there is something about underground things that makes it hard to make their design efficient. Kal'Azgoth was as efficient as it gets. It was a long hallways, with the trade centered around it in the form of tunnels branching off into the main guilds' districts. Issue was that it was built too big. Same thing with all of Anthos. If we are going to rebuild an underground city, make it like kal'azgoth, but smaller.

 

And for God's sake. . .make one of them Moria pits in the city like in LotR. Now, THAT is dwarven. Also, big columns. . .really big columns.

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@Hiebe

I like where hes going with this, just not the holds part. We can do separate holds till after we get more players, but right now we're not big enough for a bunch of holds. It'd kill rp.

My idea is perhaps having neighborhoods or districts underground much like how Hiebe described. But have them layed out so that rp will be drawn to a square or center. This rp hub would have our tavern.

Also, make sure the area message says something like "The sounds of hammers striking metal and pickaxes breaking stone is heard" for the dwarven feel.

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My concern about holds is that we do not have enough players as we did back in Asulon. We will have abandoned holds of clans that are no longer active, or clans complaining because a few of them are active but can't claim land due to the new nexus plot region and how you have to be on 4+ hours a week. Eventually all I can see from a hold system is clans forming together into 2 holds and that is it.

 

As far as having an underground city, I do not believe there is even enough space for such a thing. The mountains that make up our valley are paper thin, and I myself has had troubles building stuff in the mushroom caves due to the paper thin mountains. We would have to layer the city with 3 or so different layers going down and really all that will do is spread out roleplay even more.

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I would support holds within the center dwarven region, all the same size or even areas of interests, mines farms and such. Have a surface hold for farms and farmer clan, mining hold, center hold for market place, etc

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