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I had started this a while ago, power surge killed my post, so no i'm taking up the ddos time to make this again. I guess we can agree that many of the village settings and such are kinda broken, or simply dumb (sorry but its true). The idea behind this thread is to make a comprehensive suggestion about changes to the overall village permissions and roles so we can have a bit better control on what happens inside our deeds. I'd like you guys to help out and don't just post -1, if you disagree with a point or all the points, do explain why (and "i want to grief people" isn't a good point). When you post try to be clear, like discuss stuff addressing each point, and separate suggestions and additions to counter arguments for changes already added. Read other people's posts please, i'll try to add suggestions (and if a mod chips in would be great) as soon as at least 3-5 other users agree to them (users with less than 50 posts will be excluded, i mean alt posts aren't welcome). Some of these also come from other player's suggestions, i'll post a link if i can find them: Taming and picking items Problem: So this is probably the dumbest thing someone ever thought up in wurm. I'm sorry devs, but there's really no way to put it. Why in god's green earth would you associate allowing people to tame a animal within our deed with picking stuff from the ground? And why did it have to be made a GLOBAL setting. To allow a ally to tame you have to allow EVERYONE to tame, and at the same time allow EVERYONE to pickup stuff from the ground on your deed. Suggestion: Separate those two settings for starters, then add them as a role permission, instead of a global thing. This will address several problems at once. First you'll fix the nonsense that is that setting. Second you'll allow people to give tame and pickup permissions either globally (by ticking non-citizens), locally or even select which level of citizenship (if they have many) is allowed to do so. Third you add the choice for people to disallow allies to pickup stuff on their deeds. Not the first time i've seen someone complain, or KOS a ally because a new player "stole" stuff from a allied deed. Set Roles by player name Problem: Sometimes you want a guy to do something in your deed (be it hired help, or whatever), but he already has a village. So what can you do? You either allow everyone in that village to do that task, or allow everyone to do that ask. Both potentially allowing people you don't know, or don't want, to do stuff on your deed. Suggestion: Keep the system as is, but change the village field to village or player (if there's a problem with unique entries, maybe add a toggle button between player and village). The pretty much the same, if the game encounters the name, it creates the role for that specific person. Filter Village Roles Problem: When you add a village to your deed's permissions as a role. You essentially add EVERYONE in that village to do those settings. But sometimes villages have new players on probation that they don't know yet which have reduced permissions, and yet those players will have all those permissions in your deed even if they can't do them on theirs. Its complicated, so here's an example: Player1 of DeedA is longtime friends with Player2 and Player3 of DeedB, so he has open permissions for them to cut wood, farm, dig and mine on his deed, because he knows them, and that they respect his things. Now Player2 wants to do a big terraform project, so he recruits Noob1 to his deed so he can help out with that. But since he doesn't know Noob1 and doesn't want Noob1 to ruin his oak grove, or any of the other stuff he only gives Noob1 permission to Dig in his deed, and nothing else. Noob 1 frustrated he can't get wood from DeedB keeps trying till he gets to DeedA, and basically is able to clearcut the place "cause he wantes some skillz". Not a pretty scenario, right? Suggestion: Do a check on player's permissions on their deeds before allowing on other deeds. If DeedA allows DeedB to cut trees, ok, but if Noob1 can't cut trees on DeedB, then he can't cut trees on DeedA either. Gate Management Problem: Since trolls and such were allowed to enter locked gates, the way gate management works has been left kind of obsolete. The way it apparently worked was if you "opened" them 24h on gate permissions, even if you had them locked they would count as unlocked for all intents and purposes. Which sucks. In my case i had a portion of my deed enclosed in tall stone, with gates open 24h so that players passing by would have a safe place to rest. Also, my mailbox, and water source are within those walls. Since the change happened i had to remove the 24 open thing so that i wouldn't get unwanted trolls bashing my priests while he was near the altar. And i'm sure i'm not the only one that changed this. Also there's the overall issue of how gates work. The gate management page basically either opens it for everyone or not, and the pass fences setting that either allows people to pass all your locked gates or not. We should be allowed to have more control over those things without having to resort to roundabout measures like building gatehouses. Solution: Well i can think of a few: - Remove the gate permission page from the writ and have each gate manageable individually (more or less like mine doors) when on deed. But instead of adding names you could have a check box like the house guest list that would show all roles on the deed so you could check which have access. This would be ideal IMO. - Keep the gate permission page, but modify it so that you can have more control. Add a new role option for "access selected gates" and then on the gates management page add a "select gate" check box. -Keep the gate permissions exactly as it is, but if it has a lock, then aggressive creatures will treat it as locked. Less desirable IMO. Add Lock Permission Got this idea from http://forum.wurmonline.com/index.php?/topic/91622-locking-items-restricted-to-writ-guest-only/ Problem: At the moment anyone that can walk into your deed can lock stuff that belongs to you. And on freedom you can't pick them. Solution: Either disallow it entirely on deed, add a role option on deed to allow locking of containers, or only disallow it inside houses, but allow it for guests. Wild Growth Problem: Having a Fo priest that doesn't belong to your deed cast Wild Growth on trees or Hedges within your deed keeps giving a error message, and apparently failing (although i read someone saying it would work after several attempts). Solution: Allow Wild growth in general, or link wild growth to forestry permissions on deed. So if you give permissions to do forestry to someone they can also cast wild growth. Expanded Branding: I've had these ideas throughout a few threads about several distinct issues, but i'll cover them here. So branding was a awesome addition to village settings, but imo it can be taken further on, here's some suggestions: Naming animals: Either add a equipable item (nametag or something) that when reamed and equiped on an animal (head or torso) will add a title to that animal. Title should be visible when examining offspring for breeding purposes (knowing who are the parents of a certain calf for example so you don't cross breed). Or add a option to name un-named animals (not horses) when branding. Pop up window with input box saying "You have branded venerable fat cow to your deed, do you wish to name it?". The name would be added as a title-like thing (So in this case Venerable fat cow [bessie]) and would show on examine of their offspring. Simmilar Suggestion Here. Allow villagers of the brand-deed to equip and unequip animals without having to tame and re-tame. Brand is already a testament of ownership. And taming is possible for non-deed members. Disallow non-brand deeds to equip and unequip animals (or maybe add a role option). Make branded agressive animals neutral to deed owners and allies (in and out of their village), as well as guards (unless at war or kos, or maybe a added checkbox on deed settings for guards not to attack branded animals). This would make templars more useful for breeders (although probably branded offspring would need to be auto-branded) of agressive animals as well as allow better use of hellhorses on PvP (including for hots). That's about it as far as i can remember, please comment and leave more suggestions.
Copied from Wiki Description A settlement, or deed, is an area of land owned by a player or group of players: a mayor and optional citizens Advantages Control of who is allowed which actions within the settlement area Allies Allies can pick up items on the ground, even if they're on deed and your permissions would otherwise not allow people to do so Items and creatures This allows anyone to pick up items and tame animals within the settlement (but not inside buildings). Allies are always able to pick up items, to let them tame animals this permission still needs to be checked. .......................................................................................................................................................................................................................... The advantages isnt true Missunderstand me right Since allies are allways able to pick up items on there allies deeds, the control of who is allowed which actions within the settlement area is gone. Is it very hard to change so allies have same settings as rest of players ? Why not let us that own the deed decide who can pick up items or not . I would love to join a alliance, but this rule set me off Reson to change is that you can join a really nice and good alliance and next day some deed in that alliance let someone new join. It only take one bad apple from one of the new ( or old ones ) to ruin the game, couse we aint able to decide who can pick up items or not . Since you have been able to set it so allies need permission to tame animals, I cant understand why it should be hard to change so allies need permission to pick up items, ofcourse except those items that already belong to them like rest of players. Next the question: Did you miss something here or its working as intended??? Also copied from Wiki: Mine rock and ore Mining. Terraform Dig, pack, pave and flatten Cultivate land.....I cant find anywhere in settings how to alloud it or not alloud it. Shouldnt it belong with Terraform Dig, pack, pave and flatten???