This is a very interesting topic which I feel needs to be considered in great detail. There are people out there for whom the system is great, it is a form of income generation, and there are others who feel that the system is broken because it allows those people to generate income. So there are two clear camps in this discussion, but changes which dramatically tip the scale in one way is bad for business. It would be the same as saying "Let's make everything PVP" just to please the few who want more PVP.
Let's start with what seems to be the big issue on everyone's mind: Income.
Eliminating income from houses takes a problem, the issue of too much income, and tips the scales in the exact opposite direction. As it stands right now most of a town's income comes from soul shard production and the housing essentially neutralizes the taxes (with a few hundred soul overage for max housing. Eliminating income from housing does 2 things:
* Forces towns to maximize soul good production/fight for those goods which is bad for small towns who don't have the flexibility that larger towns have. This means if you cant find a trading partner for a few days, a town owner would be in a bind. Also, since the soul goods at that point would be out there to cover the taxes, the town taxes would have to be equal to half the cost of maximum sale per day since to buy goods it costs half the profit. Example: If a T1 town has a limit of 1 shop and has to buy their good which they sell at 500s, the T1 town tax would have to be 250 to allow that owner to buy the good for 250 and sell it to the server for 500 breaking even.
* Gives little incentive for town owners to pay for protective structures. Yes, you're doing it so people have protected regions. But it's hard to justify shelling out a few hundred of your own income so another player, who is likely not going to stick around, can have a protected region.
Addressing the income issue, I feel Trapzor's recommendation was brilliant. Since town owners essentially view housing as a way to eliminate taxes, lets make housing a way to eliminate taxes and the soul shard production and sale a way to generate income to expand the town and its structures.
I don't recall who mentioned no limit on shacks - I think that is brilliant as well. Shacks are a perfect way for new people to have a region which doesn't cost much to the town. Make them dirt cheap, 25 or 50 souls, and have no impact on the town taxes. That addresses the welcome stranger issue.
Whatever happened to the original intent of the income from housing going into the structure owner's pocket? You could let towns manage the taxes that way, individual town members own their own house, income from that house goes into their personal bank and a town can tax its residents whatever it needs to cover the town taxes. I can see this as a self correcting method as if there are greedy town owners who decide to over-tax, those town members would just leave the town removing their house in the process.
So, that said, consider this: Shacks are cheap for a town owner to build but generate no income. Houses are cheapish to build but are limit one per person and the income goes into the owners treasury.
Pros and Cons to consider about this method:
Pro - It would motivate town owners to recruit members and be active to keep those members. Realistically right now if I wanted to create a town just to make money, I'd want to recruit newbs who logged in once, joined the town, and never logged in again. If the house is owned by the town member, and it is their responsibility to feed it, then you want that person to log in at least a few times a week.
Con - players who log in once and never log in again, or play for a week and quit. They have a house that never gets fed, and now a town owner is stuck with a dead income generating structure.
I am 100 percent on-board with the elimination of biome restrictions or the severe reduction of those restrictions. Towns have to be planned thoroughly to grow past T3, as it is, where if you did not build your town hall at a point where three biomes intersect you won't be able to cover the taxes for the larger townships.
Either eliminate the biome restrictions or dramatically reduce them which would do the same if you straddled 2 biomes.
I love the fact that your town can build these cool buildings. I want to see more buildings which work and do stuff. That would also help balance the economy if you had something to actually spend money on.
@Nukadokuu You forgot one thing in your income statistics. A T3 town with 4 gold mines and a very active member filling those mines every 4 hours or so will generate a stack of gold blocks a day. That's over 500s a day or so.
Let's start with what seems to be the big issue on everyone's mind: Income.
Eliminating income from houses takes a problem, the issue of too much income, and tips the scales in the exact opposite direction. As it stands right now most of a town's income comes from soul shard production and the housing essentially neutralizes the taxes (with a few hundred soul overage for max housing. Eliminating income from housing does 2 things:
* Forces towns to maximize soul good production/fight for those goods which is bad for small towns who don't have the flexibility that larger towns have. This means if you cant find a trading partner for a few days, a town owner would be in a bind. Also, since the soul goods at that point would be out there to cover the taxes, the town taxes would have to be equal to half the cost of maximum sale per day since to buy goods it costs half the profit. Example: If a T1 town has a limit of 1 shop and has to buy their good which they sell at 500s, the T1 town tax would have to be 250 to allow that owner to buy the good for 250 and sell it to the server for 500 breaking even.
* Gives little incentive for town owners to pay for protective structures. Yes, you're doing it so people have protected regions. But it's hard to justify shelling out a few hundred of your own income so another player, who is likely not going to stick around, can have a protected region.
Addressing the income issue, I feel Trapzor's recommendation was brilliant. Since town owners essentially view housing as a way to eliminate taxes, lets make housing a way to eliminate taxes and the soul shard production and sale a way to generate income to expand the town and its structures.
I don't recall who mentioned no limit on shacks - I think that is brilliant as well. Shacks are a perfect way for new people to have a region which doesn't cost much to the town. Make them dirt cheap, 25 or 50 souls, and have no impact on the town taxes. That addresses the welcome stranger issue.
Whatever happened to the original intent of the income from housing going into the structure owner's pocket? You could let towns manage the taxes that way, individual town members own their own house, income from that house goes into their personal bank and a town can tax its residents whatever it needs to cover the town taxes. I can see this as a self correcting method as if there are greedy town owners who decide to over-tax, those town members would just leave the town removing their house in the process.
So, that said, consider this: Shacks are cheap for a town owner to build but generate no income. Houses are cheapish to build but are limit one per person and the income goes into the owners treasury.
Pros and Cons to consider about this method:
Pro - It would motivate town owners to recruit members and be active to keep those members. Realistically right now if I wanted to create a town just to make money, I'd want to recruit newbs who logged in once, joined the town, and never logged in again. If the house is owned by the town member, and it is their responsibility to feed it, then you want that person to log in at least a few times a week.
Con - players who log in once and never log in again, or play for a week and quit. They have a house that never gets fed, and now a town owner is stuck with a dead income generating structure.
I am 100 percent on-board with the elimination of biome restrictions or the severe reduction of those restrictions. Towns have to be planned thoroughly to grow past T3, as it is, where if you did not build your town hall at a point where three biomes intersect you won't be able to cover the taxes for the larger townships.
Either eliminate the biome restrictions or dramatically reduce them which would do the same if you straddled 2 biomes.
I love the fact that your town can build these cool buildings. I want to see more buildings which work and do stuff. That would also help balance the economy if you had something to actually spend money on.
@Nukadokuu You forgot one thing in your income statistics. A T3 town with 4 gold mines and a very active member filling those mines every 4 hours or so will generate a stack of gold blocks a day. That's over 500s a day or so.