Copy paste from the other (same) topic https://forum.fracturedmmo.com/topic/13248/first-impressions-on-the-new-city-system (im not typing the same stuff again). Sorry if it might sound a bit unrelated to the convos above, but...its about the same topic and problems as here.
Time to do my part here as well and not only discord. Sooooo...
Lets start with the good stuff.
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I like the reduction of number of cities. It is bit drastic going from 120 to 30-something, but atleast the cities are not one-pump-chumps (I assume the territory has more than one resource in its borders now)
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Compression of the wilderness plots into residential areas around the cities. Will make the cities more alive without forcing solos to join guilds.
Now onto the bad stuff.
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Enemies within our territories. Thats just a massive no-no. There has to be a blacklist system on guilds and individuals (accounts) where we can ban specific accounts and guilds from using the processing/crafting stations and living in the territory.
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Everyone being allowed everywhere. Previous system was extremely guild-centric, current one basically takes away any reason to have a city. Why stress yourself (and it is stressful to have a city, be it as a vice/governor or guild leader) when you just ignore all of it and basically function as a leech. Just...why bother So, here I propose a change to it to satisfy the guilds and keep the solos untouched while keeping the "new cities".
Allow us to set how open our territory is. Closed - Selective - Open. Combined with incentive system with bonuses for guilds that go Open such as buff to HP/dmg, significantly lower upkeeps, advantage during defense sieges (e.g less attackers allowed in battles), with such incentives, I belive most guilds would, at the very least, choose not be to closed.
Closed obviously...closed, basically "citizen-only" option. They would end up hurting themselves in the long run, no bonuses + lack of wide industrial/crafter base.
Selective...only some options closed and some open, such as solos allowed in residential area, but not allowed to use crafting stations.
Open obviously...opened. Anyone can settle in residential, anyone can use the stations etc.
I feel like this would work really well, blacklisting for enemies (thus not worrying about them) and incentives to stay as open to solos and randoms as our insecurities allow
I am a person that tries to avoid unneccessary PvP and kill-on-sight as it just creates toxicity everywhere, but jesus, under the new (and IF unchanged) system, theres no way to live peacefully anymore. Kill on sight will be the go-to mindset, resulting in even more pain for the solos/randoms//tiny guilds than before. Pleeeease, consider changing it to accomodate both (maybe as I suggested above ), because right now, it helps noone, but it will hurt everyone
Alternatively, incentive system can be turned on its head, and put debuffs on the Closed. Debuff to HP/dmg, higher upkeeps, disadvantage at defense sieges. Buuuut...I feel like using sugar and not a whip always works better (unless youre into it...kinky)