@OlivePit said in Citizens, Farming, and trust.:
Thoughts?
Acceptable band-aid solution at this stage of development. That being said, we can't lose sight of the real changes though and need to push for them to become real sooner rather than later.
Citizen and prestige requirements put the newer towns at a pretty big security disadvantage. Even today, some of the more established towns are still suffering from greifers stealing crops and sabotaging their stability. At Braavos we never suffered from these issues, we started strong with a solid core and never needed to take in any unknown player citizens. We always try to develop our town with security and preparation for the worst in mind. IMO, newer towns are sort of sitting ducks with things the way they are..
As others have mentioned.. We need logs, we need custom user groups(guild roles/ranks), we need clipboard utilization for easy copy & pasting of groups from container to container etc. None of this appeared on the roadmap, so I doubt anyone can say when to expect this sort of stuff but these things are crucial. These features go a long way in taking care of the people who look after and provide content for the community while the game is being developed.
Fun fact, Albion officially launched like mid July 2017.. Now at that point the community had already been asking for similar features for two years already during alpha and beta stages. Asking for guild QoL improvements and other basic functionality just like this stuff mentioned in this thread. It wasn't until mid March 2018 roughly 3+ years before Sandbox interactive finally delivered their first QoL update for guilds and their management in the Lancelot update.
I hope we see some attention regarding these concerns by the team at Dynamight.. Sixteen months post-launch for SBI to take their first pass.. Over three years.
https://albiononline.com/en/news/devtalk-guild-ui-improvements