@Gropes said in First Impressions on the new City System:
@Kazzier I thoought all these changes were pretty good what is OP suggesting exactly?
Not in relation to OP's post, but a proportion of the playerbase dislike some of the changes.
I don't think people minded the reduction of cites, as that in many respects made a lot of sense. Although it might hurt small guilds / groups who wanted their own small piece of the map to call home.
The main issue people had was cities becoming safezones and how that changes the whole dynamic of the game. Your guild's base can essentially be accessed by your enemies, and then your enemies can take advantage of your cities commodities. They can also stand there taunting you and such and there is nothing you can do about it. That can feel very un-immersive and is a bit of a slap in the face to anyone who wants to take their cities and the game seriously. There also wont be random events happening in cities, such as brawls, duals or robberies, as they are all safezones. There was discussion of having an option to allow players to change the rules of their cities, however even so it still changes a vast fundamental of the game, as undoubtedly the majority of cities will be inclined to be friendly/open cities, aka, safezones.
I'm not exactly opposed to changes such as these, as they have their advantages. It certainly helps casual players and less-knowledgeful players start out (which is a good thing), but it also takes away a lot of what the game was originally envisioned to be (by many players outside of the PvE planet).
I think the problem is several people are concerned that recent changes are altering the games design direction and it feels more....casual centric in recent design than what was originally being developed.
Personally, I think the only safezones should be inside buildings and the starting zones. I think that's a fair compromise. Otherwise I feel it impacts the immersion and identity of the game too heavily. But that's just my personal opinion.