MM Embassy Roanoke's Beacon of Justice

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Re: MM Embassy Roanoke's Beacon of Justice

Postby CharlesM » Wed Feb 20, 2013 5:20 pm

clouddog wrote:i do not see any reson whatsoever to "pay" for this service,if u are a few raiders, or even solo
one bell is 2.5k and if u cannot get 10 x that in a few raids u are doing something wrong.
hell u can even kill crickets in boston and get that in no time at all.
This isn't really any news, when they first announced that patch this is exactly what my respond was.



They'll pay for it so they are protected and safe, just like in Plymouth.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Tylan » Wed Feb 20, 2013 6:06 pm

clouddog wrote:i do not see any reson whatsoever to "pay" for this service,if u are a few raiders, or even solo
one bell is 2.5k and if u cannot get 10 x that in a few raids u are doing something wrong.
hell u can even kill crickets in boston and get that in no time at all.
This isn't really any news, when they first announced that patch this is exactly what my respond was.

clouddog wrote:Me myself, i don't care i use a stick fence+ a bell for 2.5k and run around raiding untill a waste claim is made,then i just move my leanto to a new fence made out of sticks that my alt constructed in 20 minutes and buy a new bell because 2.5k u get by raiding 1,2 claims


Because paying for the treaty will, for most players, be cheaper than buying and paying the upkeep for a town bell. This of course isn't to mention the inherent insurance in property recovery and/or swift justice provided with the service. In this specific example, players would not have to be responsible for defending a base and would instead only have to rely on the Tribe to do it for them. I can't see how anyone but the Russians could not benefit from this.

So, to summarize, rather than have all these people build their own town bells and waste enormous sums of silver only to have the potential that each individually could be waste claimed in time, not to mention upkeep costs in the interim, it seems like this gives people a cost effective alternative while at the same time spitting in the eye of the Motherland. Not to mention that efforts like this reinforce a valuable sense of unity otherwise lacking until server travel becomes available. The reminder that the Tribe is on-hand to protect the oppressed on every server is comforting.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Yes » Wed Feb 20, 2013 7:01 pm

Doesn't this mean these embassies are only for nomads?
1. Each day russian faction will put a waste claim over the current embassy.
2. Each lean-to owner treaty payer will need to log in, move to another embassy for an hour or two. (will it be their new way of playing the game?)
3. ??
4. Profit? for who?
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Tylan » Wed Feb 20, 2013 7:42 pm

Yes wrote:Doesn't this mean these embassies are only for nomads?
1. Each day russian faction will put a waste claim over the current embassy.
2. Each lean-to owner treaty payer will need to log in, move to another embassy for an hour or two. (will it be their new way of playing the game?)
3. ??
4. Profit? for who?



It's not a question of profit. From the OP, it would seem this is to ensure the characters survive. The Russians won't be able to keep it up and will eventually get bored. Maybe boredom is the profit? Or not having your character murdered?
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Re: MM Embassy Roanoke's Beacon of Justice

Postby clouddog » Wed Feb 20, 2013 7:49 pm

Tylan wrote:Because paying for the treaty will, for most players, be cheaper than buying and paying the upkeep for a town bell. , players would not have to be responsible for defending a base and would instead only have to rely on the Tribe to do it for them.


MM don't give 2 cents about anyone but themselves, they just want ur money and materials to be able to advance faster,become stronger.
Remember the only thing u get is a leanto behind a stick fence,nothing more.
They are not "defending" anything, its up to urself to login and move as soon as a waste claim comes up, tribe only gives u a location/leanto.
They scare u into thinking u need some madeup protection u do not really need, to pay for their own claims etc.
They scare u into thinking they can find anyone,and in theory they can but its a big ass waste of alot of time for a small reward as its a huge ass map and it involves alot of scouts and pure luck to find a specific target.

After alot of players started paying a treaty/giving MM stuff cause they were scared to get killed.
you would have thought that Cheif and his little midgets would have boosted their chars to become very strong by now but you see ppl, they need ur treaty payments to be able to keep up with normal players.
Before the treaty etc they were decent, they noticed it wasn't really good enough as players could still resist/defend aginst them fairly easy and established a treaty to gain money and materials to boost their chars/bases, defences etc but even with that advantage they could not figure out how to keep up with the evolution and are still stuck at being mediocre.
We never left, We just lay low and the lower we lay we stay connected and make dough.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Usernm » Wed Feb 20, 2013 8:27 pm

We not interesting to catch Chief slaves on his claim, because slaves haven't any interesting things. Maybe when Embassy become something more than public toilet for criminal rats we can think about fair siege.

For now any active player can defend yourself without becoming Chief's slave.
Sorry for my english, I am from Russia and use soviet one. :)
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Tylan » Wed Feb 20, 2013 8:52 pm

Usernm wrote:We not interesting to catch Chief slaves on his claim, because slaves haven't any interesting things. Maybe when Embassy become something more than public toilet for criminal rats we can think about fair siege.

For now any active player can defend yourself without becoming Chief's slave.


Says the spider to the flies. English translation: "No, no, we probably won't kill you until it benefits us. Please, don't seek out voluntary protection from a source we are obligated to discredit as it stands in the way of us killing you."

You're welcome ;)
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Yes » Wed Feb 20, 2013 9:06 pm

Tylan wrote:It's not a question of profit. From the OP, it would seem this is to ensure the characters survive. The Russians won't be able to keep it up and will eventually get bored. Maybe boredom is the profit? Or not having your character murdered?

For MM Tribe it's not profit? Obviously, because this idea is very uncomfortable (as i wrote in that post). You say "ensure the characters survive". But tribe says - a little less than 100 humour character is worth nothing. I'd not get bored getting 10 or more people move for hours in Salem just to place their homestead (every day).
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Tylan » Wed Feb 20, 2013 9:40 pm

Yes wrote:For MM Tribe it's not profit? Obviously, because this idea is very uncomfortable (as i wrote in that post). You say "ensure the characters survive". But tribe says - a little less than 100 humour character is worth nothing. I'd not get bored getting 10 or more people move for hours in Salem just to place their homestead (every day).


How the Tribe feels about 100 humour characters was in reference to their own character - not the characters of others. There's a big difference there that shouldn't be overlooked, imo.

Also, your feelings regarding the worth of other peoples' characters is good to know. In the future, I will be sure not to turn to you for protection should I be in a position to seek sanctuary. Thank goodness there are more altruistic forces in Salem.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Ass_Kraken » Wed Feb 20, 2013 10:12 pm

What's stopping someone from paying for the embassy and killing everyone in it? Is there going to be like 100 of these things scattered eveywhere just for each person assuming this is successful?
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