Indeed, I think we're too worried about balancing a broken system, instead of making the system better/more enjoyable for the playerbase. Making the city more accessible, allowing players to gear up without doing the city, etc... w/e the devs want to do.nuadarstark wrote: ↑Thu Jul 23, 2020 3:04 pmThis again is very much the case. That's why we're weeving to bit of a pointless discussion here at this point - the reasonable, measured people who want to stay objective will see the issues, as do the devs from what we saw in the discussion here. The rest here is just flinging mud on the other side, which is not exactly productive.Foofmonger wrote: ↑Thu Jul 23, 2020 2:58 pmOne thing I think it's important for everyone to note is: The city design was never supposed to be like it is intentionally.
Initially, Mythic's vision for Warhammer Online was "massive city sieges" a la Forts. However, due to the technology of the time, they just couldn't get it to work. Remember, cities weren't even in the game at launch in 2008.
So, when Mythic finally released the city content, the community back then was very annoyed at the "bait and switch". This content was never supposed to be 24v24 instances, it was supposed to be a "grand epic battle" but Mythic couldn't get their architecture to support this and the 24v24 instances were effectively the best band-aid they could slap onto their City System.
So the city system in this game has never been good. It started out poor and remained poor throughout the lifecycle of the game, and now that the content is re-introduced to this private server, we see the issues with Mythic's original design. As I mentioned above, the devs are trying to think of ways to help alleviate some of Mythic's original design issues (as they have stated), but we should all have a firm understanding of what the city was, what it is, and what it should have been. This city system was never ideal.
It's also an issue with "end game content" in and of itself in the MMO genre. Whatever is the "end game" becomes the "most important" generally speaking. Prior to city, Forts were the most important, so strategies that involved winning forts (of which Order is good at), were dominant. Now, forts are no longer end game and nobody cares about Fort strategies except "how do they lead to the city", i.e. the "real end game". Whenever you place a new "end game" in an MMO, that will become the most important content in the minds of the playerbase, because that's how they can achieve their power fantasies.