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fiberwire
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Buildings. Empty
PostSubject: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:13 am

The new GMAP has been on main for a while now and buildings still haven't been fixed.

Buildings that haven't been fixed:

The casino is still inaccessible. There goes a whole method of earning money down the drain.

The library (building to the right of Era Cafe) still isn't fixed. (not a big deal, since it was pretty much useless anyway.)

The boardwalk hat shop still isn't fixed.

The furniture shop was never opened.

The drill shop was never opened (can be attributed to a new mining system never being made).

The elevator next to the new weapon shop (with the sable in it) doesn't work.

The building above the hospital doesn't work.

The east skateshop doesn't work.

The healing hut to the right of the zoo has tile errors out the ass.

The gang base next to the spar complex doesn't work.

The door to the top floor of the spar complex doesn't work.

The fishing huts on the very right side of the boardwalk, at the end of the bridge, and on the right island don't work.

None of the houses on the right island work.

The left island is completely inaccessible, though I doubt any of the buildings there work anyway.



Obsolete/Useless Buildings:

The bank doesn't serve a purpose anymore, since people no longer need ATM cards.

Car missions are gone, because, I'm assuming, no one wanted to take the time to redo it for the new GMAP.

The building next to the Melee Shop doesn't work, and I don't think it ever did.

Era retirement village (building next to gun supply store) still isn't fixed, though it never really served a purpose to begin with.

Gas station buildings in general are useless.

Post offices are pretty useless in general, since you can't even make $200 per hour delivering letters, and I'm also going to assume the letter delivery system suffers from the same incompleteness that the car mission system did, because of the new GMAP. It's actually irresponsible to have it sitting there for noobs to discover and think they can actually make any real money from it. It just leads to wasted time, when it could be spent digging, mining, flower picking, etc.

Skyld's house is useless.

The purpose of the gang info house would probably be better served by a GUI. Oh wait, there already is one. (=)




Looks like staff has some work to do.
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Rogue
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:30 am

All of this is fits into 3 categories:

A. Finished on Dev and never got transferred (I said elsewhere, they never transferred the inside levels, only the outside, god knows why).
B. Useless, half of what you said is useless, so whats the problem.
C. The two islands were never completed because, well Mesh didn't accomplish ass shit after I quit and he took 100% credit for the Gmap and got Dev Admin. That's neither here nor there, but I think Rachel was tasked with finishing them. Yet she's been useless for the past 4 years of Era Staff, why should anything be done now?

It was technically supposed to be 3 islands, and me and Zeus were gonna make them, but he quit too and the idea never got past on. I presume that without the other things being added (the ferry, island individuality/purposes, boat & fishing system, etc.) then it would be pointless to even finish them in the current state, so I suggest either deleting them as a whole or just ignoring their existence, as the Gmap is already underused and mostly useless/errored as you stated in the OP.


Last edited by SpongeBob RoundPants on Wed Apr 18, 2012 11:32 am; edited 2 times in total
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Tim_Rocks
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PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:30 am

Good, thanks for the heads up. I'll work on fixing this stuff up, or I'll assign it to another staff member. One thing I did notice was that you mentioned the bank, it's purpose now is just for looks, and there's a few lockers inside, but I don't think it will ever be more than that.
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Koho Soul
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:35 am

Tim_Rocks wrote:
Good, thanks for the heads up. I'll work on fixing this stuff up, or I'll assign it to another staff member. One thing I did notice was that you mentioned the bank, it's purpose now is just for looks, and there's a few lockers inside, but I don't think it will ever be more than that.

Completely of-topic but what about adding a system to the bank where you could rob it for little amounts of cash. It wont be like a proper bank robbery where you are going to bust out with millions. Just a little amount, mostly for fun purposes. Give it more of a purpose.
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fiberwire
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:37 am

Kohola_KinG wrote:
Tim_Rocks wrote:
Good, thanks for the heads up. I'll work on fixing this stuff up, or I'll assign it to another staff member. One thing I did notice was that you mentioned the bank, it's purpose now is just for looks, and there's a few lockers inside, but I don't think it will ever be more than that.

Completely of-topic but what about adding a system to the bank where you could rob it for little amounts of cash. It wont be like a proper bank robbery where you are going to bust out with millions. Just a little amount, mostly for fun purposes. Give it more of a purpose.

I suggested that as a group quest when Tre was talking about that on the official forums XD
obviously quests aren't coming back, but bank robbery would be a pretty fun way to make a little extra cash, and could make use of Blonkt's new NPCs.
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BlueMelon
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PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:39 am

I like how you think every building on era needs to have a purpose. Can't we have anything for the looks? The era retirement is a fun little building that's always been there, also for the other buildings you have mentioned, believe it or not, but era is better off having those "useless" (so you say) buildings for a general "feel" to new players and even present players. Lets say we removed the gas stations, it would look odd and out of place to see random gas station ladies serving up some gas wouldn't it?

But thanks for the list, we will work on fixing what needs fixing
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Tim_Rocks
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PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:41 am

Kohola_KinG wrote:
Tim_Rocks wrote:
Good, thanks for the heads up. I'll work on fixing this stuff up, or I'll assign it to another staff member. One thing I did notice was that you mentioned the bank, it's purpose now is just for looks, and there's a few lockers inside, but I don't think it will ever be more than that.

Completely of-topic but what about adding a system to the bank where you could rob it for little amounts of cash. It wont be like a proper bank robbery where you are going to bust out with millions. Just a little amount, mostly for fun purposes. Give it more of a purpose.

I like that idea, could use Bl0nkts PK bots as bank security.
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Rogue
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyWed Apr 18, 2012 11:48 am

Tim_Rocks wrote:
Kohola_KinG wrote:
Tim_Rocks wrote:
Good, thanks for the heads up. I'll work on fixing this stuff up, or I'll assign it to another staff member. One thing I did notice was that you mentioned the bank, it's purpose now is just for looks, and there's a few lockers inside, but I don't think it will ever be more than that.

Completely of-topic but what about adding a system to the bank where you could rob it for little amounts of cash. It wont be like a proper bank robbery where you are going to bust out with millions. Just a little amount, mostly for fun purposes. Give it more of a purpose.

I like that idea, could use Bl0nkts PK bots as bank security.

Need a party of at-least 3 people to pull a bank heist. (Makes the party system useful)
Requires some powerful explosives to break into the bank vault. (Put 2 P4s on it, gives P4s some bit of use, and PT some bit of business since it's dying)
Once you break the vault, the alarms go off and Cops start spawning inside the bank with a 10 minute timer in the corner. (Using the NPC's, and the bank could be enlarged to fit it's outside dimensions and have some fighting areas)
Your team has to clear out all the rooms of cops and get back to the entrance before the timer runs out to complete the heist and then you all get rewarded some random cash prize. If you don't make it out safely before the timer ends, you get caught and are 'stuck in jail' for like 5 minutes.

Killing mad birds with one stone here.

Or Blonkt could just straight use the bank as a platform for one of his gang-team assault things like the Warehouse. Would probably be easier lol.
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Zeross
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyThu Apr 19, 2012 6:27 am

BlueMelon wrote:
I like how you think every building on era needs to have a purpose. Can't we have anything for the looks? The era retirement is a fun little building that's always been there, also for the other buildings you have mentioned, believe it or not, but era is better off having those "useless" (so you say) buildings for a general "feel" to new players and even present players. Lets say we removed the gas stations, it would look odd and out of place to see random gas station ladies serving up some gas wouldn't it?

But thanks for the list, we will work on fixing what needs fixing

I agree, there were always useless buildings and there should be just for the "feel" of the place. Every game has one, and to break it down (excuse the realism), real cities have A LOT of useless of buildings. So take that the bank wit ya.
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fiberwire
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyThu Apr 19, 2012 12:20 pm

Zeross wrote:
BlueMelon wrote:
I like how you think every building on era needs to have a purpose. Can't we have anything for the looks? The era retirement is a fun little building that's always been there, also for the other buildings you have mentioned, believe it or not, but era is better off having those "useless" (so you say) buildings for a general "feel" to new players and even present players. Lets say we removed the gas stations, it would look odd and out of place to see random gas station ladies serving up some gas wouldn't it?

But thanks for the list, we will work on fixing what needs fixing

I agree, there were always useless buildings and there should be just for the "feel" of the place. Every game has one, and to break it down (excuse the realism), real cities have A LOT of useless of buildings. So take that the bank wit ya.

What cities are you talking about? If by useless buildings, you mean residential buildings, then I'm willing to bet there some people that would disagree that their place of residence is useless.
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Zeross
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyThu Apr 19, 2012 1:55 pm

fiberwire wrote:
Zeross wrote:
BlueMelon wrote:
I like how you think every building on era needs to have a purpose. Can't we have anything for the looks? The era retirement is a fun little building that's always been there, also for the other buildings you have mentioned, believe it or not, but era is better off having those "useless" (so you say) buildings for a general "feel" to new players and even present players. Lets say we removed the gas stations, it would look odd and out of place to see random gas station ladies serving up some gas wouldn't it?

But thanks for the list, we will work on fixing what needs fixing

I agree, there were always useless buildings and there should be just for the "feel" of the place. Every game has one, and to break it down (excuse the realism), real cities have A LOT of useless of buildings. So take that the bank wit ya.

What cities are you talking about? If by useless buildings, you mean residential buildings, then I'm willing to bet there some people that would disagree that their place of residence is useless.
City of Philadelphia for one has a bunch of useless buildings that range from closed business to abandoned businesses and etc. Not EVERY building is in use.

Note: I'm NOT speaking of Center City, but the City spans out further than that.

We can call unstick me "Center City", and the further you span out, the more abandoned and "useless" buildings you run into.
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fiberwire
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Buildings. Empty
PostSubject: Re: Buildings.   Buildings. EmptyFri Apr 20, 2012 5:29 am

Zeross wrote:
City of Philadelphia for one has a bunch of useless buildings that range from closed business to abandoned businesses and etc. Not EVERY building is in use.

Note: I'm NOT speaking of Center City, but the City spans out further than that.

We can call unstick me "Center City", and the further you span out, the more abandoned and "useless" buildings you run into.

I see your point, but could the same argue that those buildings could be better utilized not be made for those cities as well?
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Zeross
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PostSubject: Re: Buildings.   Buildings. EmptyFri Apr 20, 2012 10:24 am

fiberwire wrote:
Zeross wrote:
City of Philadelphia for one has a bunch of useless buildings that range from closed business to abandoned businesses and etc. Not EVERY building is in use.

Note: I'm NOT speaking of Center City, but the City spans out further than that.

We can call unstick me "Center City", and the further you span out, the more abandoned and "useless" buildings you run into.

I see your point, but could the same argue that those buildings could be better utilized not be made for those cities as well?

Yeah, but then you'd be bringing in other realistic factors such as, time, money and effort... which, no matter the arena, is not limitless.

In short, the staff team isn't paid, don't have an unlimited supply of time, and their efforts could be better placed.

So basically, as-is in real life, so it shall be on Era (for this circumstance due to their closely related factors).
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