Because they have so much character and individuality now.
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Whenever I flew by PBF's cities I could always tell by the decorating. :D
All cities were almost identical, where was the diversity? Also they all had that "metal" look which did not match any RK architecture at all. There was no real "individuality", there was different plot sizes which limited the number of buildings... but the structures themselves were "cookie cutter" regardless of which faction owned it.
By removing the player cities, we get back the pre-AI Rubi-Ka landscape which I feel fits the game better.
Once the RK player cities are gone, there is potential for new things. New locations for dungeons, quests, new areas where froobs can level, etc.
It was mentioned (I believe) that they'd look into an alternative for the convenience that player cities provided with their whompas, so there is a possibility for something new to the added to the game regarding that as well.
also, can I get a cool hat....ya know like an engineers hat?
I want to bump something I said early on in this thread and also provide some additional explanation why I feel the above makes sense.
With a server merge, we will probably see a lot of changes in organizations. I would expect to see quite a few org mergers or at the very least a lot of restructuring (some orgs have multiple off shoots). I think that allowing people to easily make the choice of whether or not to setup a new org city (versus an easy 'cash out' option) would facilitate people doing something new on the new server versus falling into the trap of the same old thing. I really hope Funcom considers something similar to the above.
as the leader of one of the older orgs on RK1, news that the player cities are being removed is a tad disheartening to say the least.
Several years ago, our org bonded together and worked diligently to gather the funds necessary to purchase and build our city. this is something that drove our org together for a purpose and still rings as a fond memory to those of us that were part of it.
anyway, since we have little input on this, I won't waste time in ranting, but I'd like to add a few suggestions though based on the notes shared
1- City issue: simple. give each org an instanced city, rates the same as their current city, will all buildings and benefits
2- Since we're losing a commodity, as in the city wompahs used by many in their travels, why not add strategically placed grid access points for accessing the grid, not exiting, to help compensate for this.
3- loss of the player shop. the 2 week timeout should be nerfed. some players are not daily gamers and this could lead to them losing revenue they expected to earn while out of game.
Disabling cities should be like a major story arc where the aliens break through and blow them up :p
We should settle for nothing short of a medium-sized apocalypse where aliens suddenly invade the entire RK.
ICC and Omni-Tek have to appeal to Unicorns and Vanguards to pacify things with all player toons being collateral victims and instantly sent to reclaim (nothing permanent) whether they're in AI cities or the cities/outposts spread over the map (main cities come to mind - Borealis, Athens, West Athens, the 3 Rome cities, Entertainment and Trade).
This is due to aliens using a moon-sized energy frequency resonator to disrupt AI city electronics. However, this will generate a giant backlash that will spread through all whompahs and travel in Shadowlands as well.
This is most unfortunate since the backlash will be further amplified by the Xan technology creating a huge notum-enhanced shock wave. The wave will spread from Jobe throughout all discovered Shadowlands areas. This temporary disturbance will affect all biological life forms and all players caught in the backlash will be reclaimed.
...In time, this can be further expanding into modifying the mobs to make them meaner or replacing some of them with other kind of creatures as well...
While all outdoor cities are completely wiped, the aliens manage to get a hold of some former city plots and create outposts. These are pocket zones where they being to reverse or alter the previous terraforming work.
Unicorn starts investigating these areas and discovers a variation of the aliens found in the Neretva canyons or Arid rift. Alien scout waves are regularly sent towards the terraformed areas in an attempt to reverse the process and prepare it for alien colonization. Unicorns are somewhat overwhelmed and ask all factions for help thus collaborating with Omni-Tek, Vanguards and ICC.
These sites are quarantined and players could go there and stop the waves from reversing the terraforming efforts. Limited playfields with escalation spread across various TLs - example:
- TL2 players could go together and enter such pockets where they'll fight mobs starting from level 20 up to level 80 - the alien level will gradually increase as you progress through waves and advance towards the objective.
The main objective would be to either kill some specific mobs (Engineers that operate the distorter) or the field distorter itself.
Also, all AI cities are relocated in Serenity Island.
Yep - that need a story. I agree.
What bugs me with cities at first: what will be with city adventages? Most twinks are based around them, especially low/mid lvl ones. Those need to stay or there must be somekind of reinburse for that (like Alien Device for Abilities, CL, Nano Costs for Utils/HUDS/Wrist option)
Besides I LOVE that cities are gone - Rubi-Ka lost so much of it feel when player cities were poping on landscape. To bad that some orgs WASTED so much money to pay upkeep (some orgs lost over 3 bils, which aint that low...)
Re player cities. I'm surprised that nobody has mentioned that the rents on a great many cities will be over DOUBLED when forced to go instanced. Some of use chose our cities wisely, for those kind of reasons. Any word on THAT little gem FC?
I see it now on the last pages. Still a valid concern over rents tho.