New Territory Management Changes ARE HORRIBLE, here is why:

You just said you are making 125k weekly -Profit- after all expenses, which is about 75k less than your were making before. I think you’re going to survive.

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I’m losing braincells reading this.

100k - 200k = 125k. I forgot, you’re right

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Edit, nevermind. I see that second block is a -125k.

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Lets just assume the profit is 125k though.

Could you divide 125k by 50 people for me, let me know if thats worth 4+ hours of your time every week. You probably spend more on your pots and gemstone dust for the wars.

We are LOSING 125,5k!!

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I edited when i looked again,

What is the time to factor for max income through upgrades?

You are definitely burning money elsewhere, but i don’t think they set it up to lose 100+k on purpose. That has to be an oversight, i was wrong in my initial analysis not realising the - in your original post.

I can see them planning on low tier profits for a low upgrade town, IE 100k profits, to an eventual 1 mil or more depending on traffic and taxes at max upgrades. But losing money on a medium built town cannot possibly be the expected or desired outcome. That would just make people not want to own towns in the first place.

I totally expect profit from smallest to largest, just the amount of profit to amount to the effort put in.

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most towns sit around 15-20 upgrades. You need 39 for max income. Assuming 20 upgrades at 2 for the first 5 days (town/fort) and another 15 days where you only upgrade fort because the town is most likely max, upgrades will take minimum 20 days to achieve in a decently upgraded zone and you’d have to win 5 invasions.

However, town boards are taking around 3 days for Reekwater on my server for instance, so it could be up to 60 days and 20 invasion victories. Every invasion loss would add 5-15 days.

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Then maybe you should stop before the last ones are gone.

I love forum entertainment.

:popcorn:

Nothing to do with an update and new content at all. Nope. Wars are gonna slow down till people finish the new content.

Yea, in theory.
As @TARTY stated in another post, tho I’m not fully convinced he had the right approach; smaller towns are going to die, and I’ve noticed that even WW and EF are having issues with the upkeep and maintenance.

Needless to say, FL, CK, RS an MB have a lot of issues. Specially when the game was designed for a constant influx of new players doing board quests all the time, everywhere, and we know this is not happening and it’s been like this for a while.

It’s not up to the PvE audience to do the upkeep, but the board quests add little progression as the game was planned for a constant movement around the map, but we are on a great divide here, people powerlvling and going to BS/Dungeons wiithout even visiting a city, so what’s lost on an invasion, it takes a lot to recover.

My server is a mid pop, around 1.5k on a good day, and companies are grinding hardcore for the upkeep of the towns, but I don’t know for how long they can do that. Even in high pop servers, still everyone is settled on WW/EF.

Nobody ever says “imma go to cutlass keys for those sweet sweet town board quests”. They get old fast, and you have plenty of better stuff to do.

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Wonder if they are going to beef up those townboard quests then. I hate townboards x_X

Maybe add a materia contribution, so people can still do their thing and contribute greatly to the towns upkeep.

I mean, a coordinated guild should pull let’s say, a bunch of runs, get materia, use it for town upkeep, same as some board quests, and I think everybody wins.

Right,

I think the original idea was people would kind of live in towns, and that the influx would keep people doing the boards. I could definitely see them maybe altering how we do upgrades to not be so reliant on having that many bodies interacting with them too.

Either make it reasonable for the guild to do with some help from townies, make them reasonable rewards so you can get enough bodies to do them. OR change the requirement for upgrades all together into something else.

Just some shower thoughts.

I’ve been saying all of this since the minute they released the Dev Blog.

Please read it fully and do the math yourself before commenting.

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This is a level 4 city.
The -125k includes 100k in consumables.

I’m curious what the numbers look like once the town is ranked significantly higher.

A few thoughts/questions just to make sure I understand this correctly:

  • Someone mentioned the 100k purchase fee for the new town. That’s a 1 time thing when there’s no owner. After that, it’s a 10k fee to challenge, right?

  • When a city changes hands, they aren’t going back to zero with craft stations & town buffs, right?

A unique, rare situation (that only happens when there’s a new map introduced or new server) is what’s being used as the example of town earnings - not what things look like once the town has matured and normal changes of ownership happen, correct?

That is bugged. Mourningdale at 28 upgrades should have an upkeep cost of only 68,875.

I think you’re right, PVE players don’t have anything to do with cities, if they want to get a city, they also have to learn pvp just like PVP players and then get the associated benefits, but doing a debuff to the city’s earnings is nonsense, because then there’s no point in maintaining those cities , for example, if someone occupies a city with lvl 1 buildings and until he has at least level 5 buildings, he will not earn anything, which is nonsense, every owner pays taxes for the city and still has to pay for city upgrades, which is irreparable in the current state, in the end this may result to the complete destruction of PVP, since the content for pvp players is almost zero, and crying that PVP players have more than PVE players is stupid, everyone who knows how to properly play PVE is able to earn many times more than a PVP player before this update, so if you want another drain of people and community from this game keep coming up with nonsensical ideas to ruin this game even more.

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