Yes, but with a clause.
Only in the starter towns if you are not a citizien (for the new players).
Only in your city for the citiziens (because we are actually feeding them already!).
Day 7 of the test.
To my knowledge, none of the cities has developed the market place technology.
The economy of this game is based around the concept that no one can be self sufficient because each area has only a specific set of resources and you need resources from far away places to properly prosperate.
Regions in the far north and far south sorely need someone to supply them with iron, while regions in the center have no coal.
Regions from the north provide all the reagents and skins from the trolls, regions from the south most of the dead oak and so on...
Not to mention that a city can't develop all techs, so they are forced to rely on other cities for some of the crafts.
So, why isn't this working? What has gone wrong? Why are all cities trying to be as self sufficient as possible?
I would like everyone (and especially governors) to share their opinions on why things turned out like this and what could be changed to generate more trading between cities.
I will start with my opinions on the matter and possible solutions:
Put all this together, and we have the current situation where we prefer hauling carts over half a continent.
So, what do I think that it should be done to improve the situation?
Personally I would go with the following solution.
I think that we all agree that if it didn't require a tech, we would all build one in our cities. But then you remove options from the tech tree, and having multiple choices is good. So I think that the marketplace tech should remain. It could just be an upgrade though. Something that you do to get a bonus in a city which is focusing its efforts in being a trading hub.
As such, I would make the market place a default building that you don't require any tech to build, but rewards to the city coffers only half of the usual income from the marketplace. The overcost is still payed, but half of it is simply gold sinked. You can then select the market place tech (rename it to trading hub) to gain that other half of the income AND the marketplace starts to generate prestige proportionally to the volume of the trades happening in it.
So, what are your opinions and possible solutions on the matter?
Archers do feel quite powerful at the moment. Probably too much.
They are not even countered by warriors. It's just that in this test warriors were equipped with extremely advanced equipment which stops physical damage almost completely AND archers had their damage halved by wrong collisions AND the archer talent for bypassing armors isn't working AND mark of death isn't working.
I shudder to think what archers could do without all those handicaps.
Acid arrows is surely too good at the moment. It should be more tied to the Int/Dex build. The corrosion effect shouldn't go on every arrow, but should be a probability based on INT. Right now the difference between a DEX build and an INT build using that skill is minimal.
Other concerns I have for PvP:
You literally said:
"if a solo player got to a level he can do a boss then there shouldn't be a game mechanic that prevent that"
A solo player will NOT get to a level where he can do a boss alone, specifically because THERE IS a game mechanic preventing that, called horizontal progession.
Sure, you can grow in options and many fights will become easier, but those are fights that are in a scale supposed to be tackled by a single well prepared player.
"Bosses", whatever we mean for these, are not something that falls into that category.
Mostly agree with what was said.
2k and 24 hours is just too much for simply flagging. The minimum penalty should be much much lower.
I disagree on the concept that big zerg guilds will trivially bail out their members. Remember that every time they bail out someone, they are giving big cash to a bounty hunter. The more profits come from bounty hunting, the more bounty hunters there will be. Also, farming gold is not THAT easy.
A rent system for city facilities would be nice.
The only problem would be where to get the materials from, since clearly you can't access that city storages.
Can you craft from your wagon?
I'll be honest, I don't like it.
Seems like an overly complex solution.
I believe in much simpler solutions to the current issue.
I think that the current situation with single reds assaulting here and there is fine. It is the correct amount of pvp crimes one would expect on Syndesia. Going around alone as a red is a risk and has a reward. Works fine.
Lone reds do not trouble big pve groups. The issue here is caused by big groups of reds camping the pve hotspots. As such, if changes are needed, they are to be aimed against those groups.
For starters, I would try with the red bubble idea from Albion (when reds group up they start being visible on the map). IMO this would already mostly fix the issue.
I still believe that resources should be region locked. Only if you are a resident of that area you should be able to mine.
The more I play, the more I think that this has been already implemented.
There are a lot of items with which you can't interact while fighting. All trees and stones for example, but also some plants.
Real issue left are only dead bodies and some plants.
Flawless gems are a very common drop right now. There are mobs like the lich spider which regularly drp one if not two of them.
I will address a few of these points.
First one, why we need a shrine (or whatever building) to switch alignment before we go out?
The games that don't have this system are asking for it to be implemented. The problem is that when you are out there hunting, and see a player which is clearly preparing to kill you, you can't pre-emptively attack, since that would make YOU the aggressor. It is a situation which puts the victim at a huge disadvantage, he has to wait for the other one to make the first move.
By forcing you to declare your intent (good or evil) before leaving the city, you even the scales. Now if you see a red player when you are hunting, you can strike at him without issue, removing that unfair disadvantage.
Second one, why karma should reset when you go to prison?
This is a more complex one. Mostly it is made to allow a player to stop being red, which otherwise could be so hard to achieve that he could leave the game. It offers a way out of that playstyle.
Now, there are a few issues with that. The biggest one is that the current implementation is extremely easy to exploit. You can clean the karma of anyone at zero cost, so things obviously need to change. What I suggest is that the karma gets reset, but if the player turns again evil at a shrine in the next week, his karma is reset at the previous levels. To clear his tab, he needs to be a good guy for at least a week.
As for the shrine part, I think that all T1 techs being completed should be a requirement to advance to rank 5.
I will roll on Syndesia. The current situation is about what most of us expected from an open world pvp system.
You are safe most of the time, and are in danger only when going into particularly dangerous hotspots.
Creates a lot of interaction between players and makes managing cities and economies much more engaging.
Agree that the punishment for reds should be harsh. Even if some of us would prefer different punishment systems, we all agree that they still need to be... punishing.