@vedran625 said in The City Monopoly Meta:
I dont see how the current cities mechanic is any more broken than adding all resources to all cities.
Right. That would be bad too.
Players should have to leave the safety of their cities to obtain resources.
@vedran625 said in The City Monopoly Meta:
The big guilds would still aim to capture as much territory as possible since the resources are tied to the ownership of cities.
Yup. That's why it's a bad idea.
@vedran625 said in The City Monopoly Meta:
I doubt you are going to be holding so many cities so easily on a 100% pvp enabled realm because ppl will just stroll into the city (or if that is safe the mining area) and rick roll you since you cant be everywhere at once.
Sieges are scheduled content. Not "do as you please". This will not be an issue.
I have a feeling my city suggestion may have gone unread. Will repost here.
"My Suggestion: Completely revamp the resource system. Remove the resource allocated to cities design. Have resource hotspots such as quarries that players would fight and compete for. Fertile Grounds could be removed completely and a slight increase to all farming yields could be applied.
The entire city system should be adjusted so players WANT to focus on one city and attempt to level it to the max rank. I believe as the city ranks increase the available land allocated to the city should also increase. This way massive cities begin to form on the continents truly allowing cities to differentiate themselves from other cities. Bonuses could be applied to reduce the amount of resources needed for some crafts rather than increase the amount of resources players obtain."