So whats stopping me from taking the 3 biggest cities and just 25% taxing them all? there is no reason for me to keep WW/EF on low taxes anymore since the money i get is based off how much every city makes collectively. If every person on the server starts trading elsewhere it wont matter since if I own these 2 cities I by default just get 25% of the servers money.
Well keep complaining then maybe one day there won’t be PvP attatched to holding territories.
Most ppl would rather spend that energy to contest territories but hey you do you.
We also need consumables to be free inside of war (like in 3v3 arena).
Doesn’t make sense that I have to spend 7K gold each war just to play it optimally. ![]()
I don’t think people who complains about this issue in the first place understands how much money players who does war regularly spend on consumables. With a war every day it’s 49k weekly x50 for the whole company making it 2.45m gold. And sometimes there’s even more then 1 war a day.
Which brings me to the other point which is time. We don’t just do the war which takes 30min + 15min of waiting, we also spend about 1 hour reviewing our own VOD. Some even do more reviews outside of that. Like reviewing the other 4 players in your group. Also at least my company does around 1 hour Pre war meeting + warm ups. So in total we spend about 3 hours for each war (sometimes way more).
And that’s not including all the time that goes into theory crafting and strategy planning.
Sure we all enjoy doing all of this, or it simply wouldn’t make any sense. But for real I could just cut down trees and make more money in the same amount of time. Which is totally brain dead + can be easily botted.
Yeah and actually if every town has max taxes then that means that every company that owns a territory gets more money collectively. Making it an even worse gaming experience for every player who aren’t in one of those companies.
Needing 35 players of the attacking/defending company to defend/attack said city. So basically, you wont be able to hold more than 2 territories. You would be able to hold 2 if your company has 70 active players, wich i doubt. Currently companies are splitting into 3 or 4 to be able to change siege times. This companies have 10-25 members, meaning they are only 1 big company of probably 50-55 in BEST scenario. Since also most of the time theres no company that plays war with 50 own members, theres always 1 or 2 squads from other companies
I like the idea of splitting territory gold. Just pool everyone’s money that’s in a company and divide it equally among all the players on the server.
Awesome idea all! Suli Approved!
Think the 35 player limit is only for defending and the cooldown is only for attacking.
Also if you stagger invasion in lets say EF to happen on the same day theres war in WW (and so on) you could make it into 2 territories for each company.
If you dont defend an invasion, the outcome will be much worse than losing a war. A lot of stuff downgraded. If you expect randoms to defend an invasion for your company considering this changes, and that they would defend it “so you are able to defend a war and hold 2 territories” trust me, no one will defend that invasion. And you are also risking losing said war, meaning you will lose 1 territory and get another one fully downgraded. I dont see it worth it, more considering this tax reduction. This changes are good
A bit unrelated: Isn’t Queensport different from Ebonscale? I thought it was meant to be the territory above Edengrove.
Doesn’t matter if the town gets downgraded if you loose it anyways.
But you do have a point about towns getting downgraded. Which will happen whenever one of the side towns gets taken over and then abandoned whenever a TOP company decides to attack it for either war practice or some more gold income for a day or 2.
Also lets say if a top company decides to troll the entire server and declare war on the whole map every other day until they all are fully downgraded and 88% of the gold on the server gets deleted.
no, this game does not need a system that gives huge passive income to the selected few. I get enough inequality to deal with in real life. Thanks
I am all for you folks doing your thing, but i dont think esports should be tied to the economy. Whole system is a giant turd.
That is a valid point and I wish esports was a thing in this game that Amazon cared about to push, but sadly it’s not ![]()
It’s a start, but hopefully it’s just going to be scrapped entirely one day.
I won’t get into the whole PvP player haters that apparently have no idea how to make coin on the TP without owning a town.
These changes only provide incentive to repeatedly attack weaker companies and troll invasions.
I also want to add that current system makes pve’rs irrelevant. Towns make so much money off the PVE people while not being incentivized to incorporate them.
It divides the community so harshly.
Eve online is one of the most ruthless PvP games by design. Yet, pve’rs are loved as much as the ones constantly sparring. The game is designed to promote diversity and appreciate the different game preferences.
AGS needs to figure out how to bring that collaborative atmosphere to this game, else it will continue to struggle. You can build a beautiful game but if the design divides the community, it will shrink fast.
Trade tax is at 2.5% on basically every territory on my server. A 300k item is 7500 in taxes. And that’ll be on both sides of the item if buy and sell happens in the same place. So that’d be 15k in taxes for that item. Trading taxes are the majority of income for every territory every time I have looked at. They’re not game breaking, but they’re not negligible.
You are absolutely correct, and I should have worded that better. My point being is even with trade tax set to whatever the company wants, you are hard-pressed to find someone posting items that will cost thousands to list. I see gear being sold every day that tops the gold cap, and the territories don’t see that profit since it’s a p2p trade anyway. At peak times sure there are a lot of transactions being made, and it adds up to large amounts but there is no rule stating that it has to be listed on the Trade post. Also, you don’t have to list everything at 14 days which saves money in the long run. The only reason central territories are so popular was that during the first few months of play, most people bought houses there since it was the most populated area. They had more standing in those territories which meant standing buffs made transactions and farming faster and cheaper. People build habits and that’s what drives the market, which means the only reason WW makes 5mil on popular servers is because you all let it. There is nothing stopping anyone from dropping that territory to the same status as Restless Shore, besides your habits in spending and crafting. That is why I don’t like the idea of making any territory lose money. On top of these changes, fort upgrades still count towards the tax cap, which is unfair since there is no benefit to any player besides the company that owns the territory, Upgraded gates don’t let you craft T5 items, and Warhorns don’t raise your Peacocking scores to your houses. If they drop all tax revenue to make towns even, then the forts shouldn’t weigh on the upkeep since there is no benefit to non-company members.
Not always the case, We had a 50-man in-house roster the other day for a defense, which dropped to 49 and 1 autofill because of a disconnect. Won the war. We were slotting people for practice and trying out some newcomers, the attacking roster was an unknown company and we weren’t worried. The attacking roster pulled some slick moves and kicked 3 full squads and filled them with strong merk’s from other factions while in the 15min prewar. Was actually pretty fun, but I do agree that it is a rare case where you have a 50man in-house roster.
