@GamerSeuss I totally agree with your points and suggestions. I think The more freedom in a sandbox mmo we can get the better so that means you should be free to be a solo player. However, I agree that it should be more difficult to be a solo player and incentivize people to joining groups/guilds/cities. There should be a small tax on any financial/crafting transaction that occurs within a city which goes to the upkeep/coffers. The tax should be higher for non citizens to not only promote them to joining the city, but to also deter hostile factions from exploiting the hard work of the current citizens. Also, the Governor should be able to "pardon" specific non citizens from these higher taxed transactions, if they are deemed to be providing the city with some benefit that the city needs or just have been having good relations with the city. This would be for solo merchants/traders who may or may not travel from city to city to bring exotic goods to your city. Or perhaps for mercenaries who have served the city well in their time of need.
Best posts made by Gropes
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
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Lazy Peon Made Me do it
Just watched Lazy Peon's video and am officially hyped for this game!
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RE: End game?
I don't think we will know how much vertical progression is in the game until we have the new round of alpha testing in February. This game is changing a lot through the development process so what was true in the past might not be true going forward.
Latest posts made by Gropes
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RE: Geopolitical Survey :P
so much is gonna change before release I'm gonna be trying all 3 up until launch
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RE: First Impressions on the new City System
i still think we need to test the current system in alpha and see how it goes.
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RE: First Impressions on the new City System
@Kazzier I thoought all these changes were pretty good what is OP suggesting exactly?
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RE: First Impressions on the new City System
can anyone give me a tldr of this essay?