DANGER ZONE ! ( PK er friendly) -> Entire Wilderness.
No Pk er and Revenant guard except players teaming up by new wilderness system.There can be caravans and routes,again,which should not be safe.
There can be short-cuts which may let Pk ers raid players easier;but the distance can be shorter to let travelling parties reach villages;Black Markets;Caravansarays faster(if not dead)
SAFE ZONE / (Small Skiller,adventurer friendly area that includes the resource area,rest area to cook and heal and to pray and to hire more bodyguards********; Fishing,mining and any other skillng spots;surrounded by Pk er and Revenant proof walls.
Requires a sum of payment to enter in to the resource site and native's living area( a symbolic settlement with an altar to pray,kitchen to cook.Bedrooms to rest(symbolic)
Natives will not guard the skiller/adventurer or his/her party out the walls.
There can be noting but no banking !Player have to take their resources from one safe spot(Resource area) to the other safe spot.
SAFE ZONE (2) (Other Safe Spot) -> (Skiller-Adventurer friendly) Stocking/Banking spots;surrounded by Pk er and Revenant proof walls.
THE DISTANCE BETWEEN TWO SAFE ZONES should be far enough to let PK ers have a chance to raid travelling parties.
CHANCE OF SURVIVAL :
PK : PK ers can attack PK ers and Skillers and Merchants who head to Black Markets.
GATHERERS AND MERCHANTS : Non Pk ers should travel as caravans and gather as much protection as they can;from other skillers and their hired Bodyguards.
HIRED BODY GUARDS: Will have a very importan role to guard travelling skillers and Merchants that head to Safe areas.
BLACK MARKET /FREE TRADE ZONE : Centered as Bandit camp,these market places will be sorrunded by Revenant and PK er proof walls.Prices will be cheap to buy.Here Merchants can sell any item for any price they wish.(Free Trade)
16-Jan-2011 15:42:56
- Last edited on
16-Jan-2011 15:59:36
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[#6FZ119S31]