With some of that, I dont know if it would make a difference. I see maybe 1 person at the Amal'ja and Sylph vendors every now and then when I have to buy rivets or whatnot, 1-2 at the Vath vendor, and more or less none at the rest, though the sylph area will have people doing sylph quests.What I mean is providing services like Beast tribes and the like in wards could or would help depopulate world maps more than they are. Not sure if this would be a good thing. This gets a bit more noticable if you start bringing vendors for Tomestones/relics/etc to a housing ward, thus making older cities and what not moot.
Part of my idea is that the dev team has said they want the wards to feel like player hubs, but the way its set up now, they dont really do that.


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lol). Some gating might not be skip-able, but for example maybe you have to finish ARR before you can get your own small outdoors space, meanwhile if you haven't finished ARR but you bought a ward you'd obviously be ahead of the curve slightly. These differences are not meant to strictly incentivize wards but just to help keep the drain more towards players who'll definitely be sticking around for a while or be coming back on occasion. The differences at the end will just be 'yard vs no yard'. Like when you hit ShB and 'you know where' concepts can filter into the system, greatly expanding the potential (custom sky boxes, custom weather, custom scaling and positions of all objects), but also adding some extra memory strain.



