2 ns4 servers

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MLoki
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Post by MLoki »

What about adding any new Guild houses to both servers to support any new guilds but only allowing keys to the new guild halls on the new server ect.. so each faction would have up to 4 guild houses but only 2 active guild houses per server... Thus keeping the active guild houses where they are and allowing new guild houses to spring up on the new server as well. They would still have a guild hall put in on the old server but would not be given keys to it. This would keep the DB happy and allow the guilds to continue on unaffected by the multiple servers. Perhaps this way if any guilds wanted to move to the new server they could start over there. Likewise if new guilds wanted to be in a faction that already has two guilds in it, they could start a new guild on the new server and have thier own key generator on the new server. Even though the guild houses would be on both servers they would only have access to one of them.

MLoki
Last edited by MLoki on Mon Sep 25, 2006 10:55 pm, edited 2 times in total.

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Poet
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Post by Poet »

Flailer wrote:Quite honestly, I didn't even think about guild houses when talking about splitting the server - all we were interested in was getting more people more of an opportunity to play NS4 that wanted to.

Adding guild houses in the single NS4 server as it is is enough of a chore (there's a good bit of conversion that takes place on those maps that you don't see) and the thought of doing all that again for another server makes it a non-starter unfortunately. And, I will refuse supporting a separate built module for another server - we just have too much already going on to be able to handle that.

So, we're left with some odd options - the second server doesn't get guild halls (well, they'll be there, but they just won't have keys and no one can get in).

Or, they choose to form guilds with the same names.

Or the same guilds from one server can have their guild be on the other server; but then, what's the point of having two servers? If we're doing a new server, the second server should have different guilds (because of mostly different people) in my opinion.

So, the last option would be that the guilds on the second server would just use the guild houses from the 1st server (along with their names, keys, etc). Perhaps also by 'genericizing' the names of the guild houses a bit more.

-----------------

Some of this is also going to be up to DM Fire and how he want's to run the server he's hosting. Short of mod changes, there's sure to be some house rules differences in DMing, etc. They may not take as much crap there was we do on the current NS4. :wink:



Well, The problem with Duping the guild halls and letting other players use them with the same names is that you have some guilds that have very strickt rules for recruitment and they put alot of pride into their hall build and their guild. This would possibly allow players to ruin the name of a good guild that they weren't even allowed to join. Even though it is on the other server it is still NS4. Not to mention the confusing of the guilds on the forums..thus flooding a forum with posts from both servers.
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kingfatzo
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Post by kingfatzo »

well as loki said ( he beat me to it ) :

situation :

server #2 will be identical to the current ns4 (Server #1) ....identical as in how flailer said, that all of the guildhouses that we all have currently will be there physically on server #2 ....the simple solution would be to have guilds decide publically if they are going to stay on NS4-1 , move to NS4-2 ...OR....for some odd reason ...play both servers.....(i agree with flailer --it should be one or the other....)

AND , for example, if a new LA guild comes along, since LA has 2 guilds already on ns4-1 ....this hypothetical third guild can play on NS4-2, and their house can be scripted into the mod and added to both servers --- the physical 3rd guildhall in LA will still be physically present on both servers, but the guild itself will only have keygens on ns4-2 to keep in line with the 2-guild-per-faction rule....

and overall will avoid scripting problems so both mods can be identical :wink:

wow that was a nice ramble i made there !
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MasterYoda
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Post by MasterYoda »

y not make it simple....

allow 3 guilds per city....

even 4.

this way when the split happens there are 4 guilds ( max ) on each faction.

granted all 4 guilds won't be on at the same time as the others and most of the time prob not even on the same servers.

lets make this as easy for the dms as possible :)
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kingfatzo
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Post by kingfatzo »

MasterYoda wrote:y not make it simple....

allow 3 guilds per city....

even 4.

this way when the split happens there are 4 guilds ( max ) on each faction.

granted all 4 guilds won't be on at the same time as the others and most of the time prob not even on the same servers.

lets make this as easy for the dms as possible :)
i must say, i like that idea too :wink: ...
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Flailer
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Post by Flailer »

Well, ideally we could have 4 guilds for each faction, but only 2 'live' ones per faction per server.

Problem is, I don't think we're going to have the time to add 14 more guild halls for the new server (plus whatever is remaining on the original server). Well, maybe we will have the time, but any work on those things takes away from core functionalty advancement of the mod - new areas, items, etc.

We've only got so many minutes of our free time to spend on things - where do you want them alotted? (and, that's sort of a rhethorical question... :wink: )
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MLoki
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Post by MLoki »

Since the Guilds design their own halls the only time consumption is getting those halls approved and implemented. If you set up specific times for halls to get added then the guilds leaders can get those halls ready and submitted even if they only go into the mod every couple of months or so. This shouldn't cause too many problems with the Devs since only so many more guilds can be added to the mod anyways...

MLoki

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Post by MasterYoda »

feel free to put the kst hall in ns :)
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