Activity/Member count is what I see being the main focus. There aren't many towns that have the active player count required for their town.The admins should go trough every town and look for creativity, activity and structure. That's what I think is most fair, but there may be better solutions.
The alliance for progress is not what we need we need a real controlled system not player controlled
The alliance for progress is not what we need we need a real controlled system not player controlled
This is discussion for real rules not players harassing new towns
please re-frame from linking your thread anymore on my thread
The admins should go trough every town and look for creativity, activity and structure. That's what I think is most fair, but there may be better solutions.
Pay your taxes, keep your region. It should be up to the players to stop a town from doing just that. You can't just vote everyday to pay taxes, unless you stay a hamlet forever of course. People have to trade and mine gold, and it's not like you can't [TRACK] people. People just need to be more creative!
Many towns currently still have their region despite having very few citizens and hardly anything done. Many players have alternate accounts that they use to cover up inactivity.
The admins should go trough every town and look for creativity, activity and structure. That's what I think is most fair, but there may be better solutions.
I know that Zeal hamlets were the same as Dragongarde towns - in fact, they were cheaper - but the economy in Dragongarde seems to be rocketing so high that 10k isn't much at all, whereas it took a hell of a lot of work to get that money in Zeal. But in the end, my township experiences were always in the start of maps, so I can't talk for how easy it was to make a town at the end of Zeal, where there were quite a few popping up. Just to make one difference clear, Zeal towns required 10 signatures, whereas Dragongarde hamlets require 5 - which makes quite a bit of a difference because it allows smaller microcommunities to form townships.
You make a valid point, and in the end, that just leads one to think that town taxes and citizens just need to be moderated strictly, even if it is a tedious job.
By the way, suggestion =/= complaint - All of us are just suggesting things here to act as a model to fix the problem which is the abundancy of townships, not 'complaining' about the current system. Please don't turn my words against me. Thanks.
TC, Bloodline, Never stop towns from becoming towns, just delayed the process by a week or made them unite and just grow faster.The Alliance for Progress Impediment*
And maybe we do need a player controlled system. Back on Zeal it was made clear to any of the REAL TC that any new towns were to be attacked and raided to ensure less town growth. I'm sure others did the same, and it seems there were less towns and more larger groups on Zeal.
TC, Bloodline, Never stop towns from becoming towns, just delayed the process by a week or made them unite and just grow faster.
These towns knew they couldn't do it alone, they grouped up. United with others, forged alliances, etc. etc. etc.. THIS is what Herocraft is missing now. Now towns can take their time, sit at hamlet for months and never progress. because no one is raiding them so they hold onto their gold stock forever.
I don't expect them to allow you to be raided, I expect people to attempt to raid. People don't raid tho, so no gold is ever taken, therefore its feasable to stay hamlet
I actually like this idea a little, just make it alot less extreme.Cap it at 20-30 townships, have a PVP event. Top 20-30 townships survive. The rest have a week until their regions are removed.