The Guild Hall
A multi-purpose building, the Guild Hall serves many
purposes. Currently, in the Guild Hall, you will find a tavern and private rooms for rent.
The Inn Rooms for Rent
Rooms can be rented to accommodate up to 15 people and can be
rented for up to 7 days at a time. Rooms are rented by a single player, who may then allow
other people to enter the rented room. Rooms are numbered from 100 to 100000000. Room
numbers can be requested only if they are not currently rented to another player,
otherwise, room numbers will be randomly assigned.
The room environment is similar to that of a tavern with some
differences. First, there is no specified seating arrangement. Players may sit wherever
they click (aside from the door which indicates exit if clicked, or the message window),
be it a chair, on the floor, on the bed, on the wall, on another player's lap, etc. Also,
there is a small picture of the player next to their name on the player's name plaque.
The basic procedure for renting a room...
A room must be rented by clicking on the registration desk in the Guild Hall building.
Users will be presented with a popup box where they can specify a preferred room number,
the capacity of the room, and the length of time in days for which they would like to rent
the room. Users can also opt for a private or semi-private room. The only difference
between the two types is that players in a private room are not listed by name in whoson
and whereas commands (they are listed as *unknown*), and they are not able to be sent
private messages or contacted by any other means by players outside the private room.
Players in a private room can not send messages to those outside the room, nor can they
join or listen to message channels. Players entering a private room are automatically
removed from all channels to which they are listening, just as if the player logged off.
Private rooms also cost more. Semi-Private rooms are similar to any other area in the
game. Players will be listed in the whoson and whereis command and can communicate via
message channels with players in other areas of the game. Players are still able to
control which players are allowed to enter their room, regardless of whether the room is
private or semi-private.
Room costs depend on the privacy option selected. Semi-Private rooms cost 200 gold pieces
per day, per person. Private rooms cost 2,500 gold per day, per person. The per person
cost is calculated based on the capacity specified when renting the room. Capacities can
not be expanded after a room is rented. The cost per person is charged to the renter at
the time the room is rented. At present there is no way to have other players reimburse
the renter if the players would like to share the cost of the room. The prices are trivial
to most experienced players and should not present a significant problem.
Players may also request a room number when renting a room. Players can request a room
number between 100 and 100000000. If the room number is left blank or contains only the
number zero, the server will assign a randomly generated room number. While players can
request large room numbers, up to 100 million, the server will only assign a random room
number up to about 20,000. This is for the sake of simplicity so that users will not have
to enter huge awkward room numbers, yet it will allow players who would like such a huge
number to request it.
Once a room has been rented, the room is accessed by clicking on the stairway in the Guild
Hall building. Upon clicking, the user will be prompted for the room number to which they
would like to go. If the user enters a room number for which they have a key, they will be
taken directly to the room. If a user enters a room number for which they do not have a
key, they are prompted to wait while knocking on the door. If there is no one in the room,
the knocking attempt will time out in about 30 seconds and the user will be notified that
there was no answer from the door. If there are people in the room where the player is
knocking, the person in charge of that room is notified of the player knocking on the
door, and is given the opportunity to let them into the room, or to ignore them. If the
person in charge of the room chooses to let the knocking player in, they are allowed into
the room. If they choose to ignore them, the person knocking on the door is given no
indication that they have been ignored, and the knocking attempt will time out in the same
manner as if there was no one in the room. If a player tries to enter a room, and the
person in charge of the room has them muted, the person in charge of the room is given no
notification and the player knocking on the room's door is treated as if they were
knocking on the door to an empty room.
Only one player can be waiting for confirmation from the person
in charge of a room at a time. If a player knocks on the door to a room when there is
already another player knocking, and the person in charge of the room has not yet selected
to ignore them or let them in, they are notified that someone else is already knocking and
to try again in a moment. If a player knocks on a door to a room which is full to
capacity, they are notified that the room is full, unless they are the key holder for that
room. In which case, the most recent person to enter the room will be ejected from the
room to make room for the key holder.
The key holder to a room, when present in the room, is always the one in control of the
room. A key holder to a room may leave a room while others are still in the room. When the
key holder leaves, the person who has been in the room the longest becomes the controller
of the room until the key holder returns. The new controller of the room is able to
perform all of the tasks that the key holder is able to do.
Commands available to the player in charge of the
Toggles the Do Not Disturb sign for the room. When a Do
Not Disturb sign is in place, players who knock on the door are told that there is a do
not disturb sign and to try again later.
Ejects the specified player from the room.
This command will list information about the room the player is currently in. This
command is not valid from outside of an Inn Room and can not be used to query information
for rooms other than the one the player is in. This command will list the person currently
in charge of the room, the capacity of the room and the status of the Do Not Disturb sign.
This command will list the valid keys currently in your possession, listing the room
number, remaining duration, and will also indicate if a key is for a Private room.
It should be noted that the term key used here does not refer
to a physical object that is carried in your inventory. Keys are stored on the server in
the players name and do not take any inventory space. Use the >LISTMYROOMS command to
see the keys you possess.
Keys reside on the server and are also stored in a database server. Keys are therefor
maintained on the server and available to future Empiriana sessions within the duration of
the key. Keys are based on an account, not on a character. Thus, keys purchased by one
character can be used by other characters on the same account.