Aislin 4354 Share Posted November 9, 2013 No vassals for Dwarves. It worked for the Holy Oren Empire because they had like 300 people in total, but even then it equated to a lot of ghost towns and way too many nobles. 3 Link to post Share on other sites More sharing options...
xSPULLERx 240 Author Share Posted November 12, 2013 Are we going to have a deep roads/cavern area in which we can have events and shtuff? 1 Link to post Share on other sites More sharing options...
Krehy Stormhammer 1 Share Posted November 12, 2013 The cool thing about markarth is that it had that really awesome part where the jarl sat and it let up those massive tunnels to the observatory, I agree that we need something compact but spacious to our liking. I also think that a change from ungerground cavern cities is needed, I love being a dwarf but one thing I miss is sitting in my city and not being able to imagine my character taking a big breath of cool mountain air and having the snow flurries be caught in his beard. With a deign along the basis of markarth we can have a great mix of open dwarf like RP along with RP in the mountain parts as well. Link to post Share on other sites More sharing options...
Roguealicious 34 Share Posted November 12, 2013 I dont play a dwarf, but a layered city spanning across the sides of a few mountains would look incredible if done well. Retaining walls holding up streets and buildings that hang precariously over the edge! Just my two cents :) Link to post Share on other sites More sharing options...
TEEbrown 348 Share Posted November 12, 2013 I dont play a dwarf, but a layered city spanning across the sides of a few mountains would look incredible if done well. Retaining walls holding up streets and buildings that hang precariously over the edge! Just my two cents :) This would be a nice project if our populations could feasibly fit in the city and keep RP flowing. Sadly it is not, so we must keep to a small, compact city design in my opinion. Although... it would be nice to have another "deeproads" design like we had in Kal'Azgoth. Something for the dwarves to explore and possibly, keep our mines? Link to post Share on other sites More sharing options...
Fimlin 1997 Share Posted November 12, 2013 City Type: Cavernish but built into da mountain like azgoth but the city itself be smaller Entrance: GRAND City Concept: a city into da mountain Other Suggestions: Link to post Share on other sites More sharing options...
Tethras 278 Share Posted November 12, 2013 This would be a nice project if our populations could feasibly fit in the city and keep RP flowing. Sadly it is not, so we must keep to a small, compact city design in my opinion. Although... it would be nice to have another "deeproads" design like we had in Kal'Azgoth. Something for the dwarves to explore and possibly, keep our mines? I would say if so do it more Dragon Age style. With more actual collapsed tunnels carved out, with caverns intertwining with them. So the tunnels look like they were built by someone. Although this time we would have to finish the lore for it before hand to create some storyline for the city. The only issue is that it could be Deep Roads 2.0, which were never actually put into use. And it could potentially halt the expansion of our city. So we do some small deep roads that could be potentially expanded depending on how we develop. Or not at all. We have to take into consideration that they'll either be used or not used. And if not used how to we deal with it. Link to post Share on other sites More sharing options...
Vekrus 396 Share Posted November 12, 2013 For future Dwarven cities, please try not to use so much lava, because it slows down fps drastically for some reason. 1 Link to post Share on other sites More sharing options...
Zezimus 1523 Share Posted November 12, 2013 For future Dwarven cities, please try not to use so much lava, because it slows down fps drastically for some reason. That's another reason why I don't really think it should be underground. Lava's a nice way to stop the cave from looking bland but it's also extremely laggy for those with slower computers. Link to post Share on other sites More sharing options...
Tethras 278 Share Posted November 12, 2013 That's why the Markarth Idea offers the best of both worlds. An indoor and outer section, both able to be expanded by new players as the Dwarves continue to develop. Link to post Share on other sites More sharing options...
xSPULLERx 240 Author Share Posted November 12, 2013 Hey shift, is there going to be any player build team members? Or strictly staff? Link to post Share on other sites More sharing options...
Vekrus 396 Share Posted November 12, 2013 That's why the Markarth Idea offers the best of both worlds. An indoor and outer section, both able to be expanded by new players as the Dwarves continue to develop. I like. Link to post Share on other sites More sharing options...
Tethras 278 Share Posted November 14, 2013 Hey shift, is there going to be any player build team members? Or strictly staff? Bumping this question because it's quite important. Moving away from our city slightly. What do we want our environment to look like this time? Natural minecraft generated with trees? Or custom build trees with some nifty looking areas for players to explore? Such are Bear Caves and some Dungeons we can do future events with. Also snow? Covering our entire area like in Anthos or only certain parts? I think we can have some fun with the Biomes, setting one so they spawn Ocelots. Meaning we legitimately have "Tunnel Mews" in 4.0 . Just some small things, but I think we've come to realise it's that small things that normally come together to make something big. Link to post Share on other sites More sharing options...
Dun_Irongut 104 Share Posted November 15, 2013 Bumping this question because it's quite important. Moving away from our city slightly. What do we want our environment to look like this time? Natural minecraft generated with trees? Or custom build trees with some nifty looking areas for players to explore? Such are Bear Caves and some Dungeons we can do future events with. Also snow? Covering our entire area like in Anthos or only certain parts? I think we can have some fun with the Biomes, setting one so they spawn Ocelots. Meaning we legitimately have "Tunnel Mews" in 4.0 . Just some small things, but I think we've come to realise it's that small things that normally come together to make something big. Completely agree. We've definitely had small things here and there, but definitely not enough for later player expansion. Caves that might be inhabited by bears, cultists, bandits, etc. With snow, maybe have it only on the high peaks of our mountains? Custom trees seem like a nice fit for Dwarves. They help shroud the area in "mystery." Link to post Share on other sites More sharing options...
xSPULLERx 240 Author Share Posted November 15, 2013 The land shouldnt be a big forest, one or two trees here and there will be plenty. Trees just hide the beauty of out lands. Link to post Share on other sites More sharing options...
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