- Joined
- Sep 17, 2011
I'd like to start out by apologizing for trashing townships 3.0. I'm gonna be honest, I've been pretty upset ever since I started reading about it. I'd like to point out what I believe are some of the most glaring issues with the system, and then I'd like to generate some dialogue on possible changes/reworks that would improve the system.
Main Issues
Tagging @mung3r | @Alator | @cindy_k
Main Issues
- Required materials and sizes for buildings limit player creativity. Towns will start to look a bit similar imo.
- Costs, building, and building size requirements for town upgrades are a bit ridiculous as you upgrade in size. ( Two buildings I need for upgrading from t3->t4 are both 23x23x23, and neither building will EVER get used/inhabited, too much wasted space)
- Multiple glow rings in the sky. Small gripe I know, but my sky looks so messy now XD
- Lack of support information for the currently used system. It's a nightmare figuring everything out, and even harder to explain to newer players.
- Inability to rework/rebuild buildings that are placed. Essentially I have to place a block to remove a block or destroy the whole building. I'm having an ocd freakout XD
- Citizen limitations. I've got a waiting list for the foreseeable future for my citizens. I see COUNTLESS newer players begging for town invites, but nobody has the space, especially for noobs/newer players. We need to keep these newer players around, and they are basically ignored atm. I am a big noob helper, and it really pains me to see so many newer players getting the cold shoulder, only because the new system basically shuns them. In the past, I've invited players to my towns, got them involved early, and now some of them are long time veterans and HC contributors.
- Too much complexity for the townships system. Don't get me wrong I liked the idea/direction of added depth to the township system, but in practice it's a convoluted mess. A LOT of experienced players are struggling, the system is the opposite of intuitive.
- to be continued after more coffee....
- Remove the required buildings and the required building materials. Forcing players to build mundane and useless buildings that don't fit into their theme/building style makes me feel like I'm dealing with RL building codes and politics that don't truly benefit anyone. Instead, give players the OPTION to build those buildings based on the benefits that they grant. Not to mention making me build from a list of pre-determined materials in a pre-determined size makes me want to freak the fuck out XD. Might as well just pre-make the buildings for us and let us world-edit them in with the current system.
- Remove prior rings once you upgrade, again small problem, but would clean up the skies of towns.
- I'd love to be able to help create a town creation guide, but tbh I'm still struggling to understand a lot of the current system. It's just really convoluted and non-intuitive. We could probably do without half the options within the system and still be okay. I understand the goal was to create a more complex and enriched township system, but it feels too complex and messy. I like the in-game shop system, but with so many options and buildings it's a bit overwhelming trying to figure out what your town should build and focus on.
- With the current system, rebuilding/reworking buildings is a complete pain. Another option would be creating a building nearby that you can transfer the region to, or remove the minimum req'd materials for buildings that inhibit you from rebuilding the building.
- For the sake of the server and the newcomers we need to increase the citizen caps on towns. I cant tell you how many tells and messages a day I get BEGGING for invites. I've explained countless times that I cannot invite anymore people due to township housing limitations. I'm a t3 town, but I only have 12 citizen slots, and I'm trying to build more housing asap, but its not fast enough for the amount of citizens in waiting I have. Increasing the amount of citizens the housing options give would help, removing that aspect and basing it off size would be better imo.
- Dumb down the system. All the options and required buildings create a large complex system that isn't very user friendly. We're a bunch of min/max munchkins, and we're all going to go for the best possible options, so having options that aren't as beneficial just creates a lot of unused buildings and ideas.
- To be continued!
Tagging @mung3r | @Alator | @cindy_k
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