There are some things that really sucked about 3.0. If there could be some adjustments by the team I could see the update being a positive addition to this server. Without them I really don't know if it wouldn't be better to stay on 2.9 and maybe only implement skill rebalances from 3.0... because let's face it... 2.9 balance is horrendous.
Some points I'd like to see adjusted for 3.0:
- Taxes can be increased BUT please not as drastic as on the retail server. Most of us are used to extreme multi accounting and to be honest I'm already feeling like 'I got no land'. I realize some people are struggling to get land and it might need an adjustment. Just don't overdo it. I think it should be possible to hold a treehouse, some 16s, 1 or 2 24s, stellar, aquafarm, tradehouse or similar.
Now you say that's a lot but you want to have a pack storage 16 here, some farms for braziers/trees, want to have a decent house with decoration, need a tradehouse for goldmaking...
- Keep the seed, sapling & livestock vendors as they are. This was my biggest problem with 3.0. It's ridiculous to be gated from crafting by grinding extremely boring daily quests which don't even give you close to the amount of mats you'd need. Ironically the only way to get around this limitation was extreme multiaccounting with a family full of alts. It would be even worse here with the amount of labor we regen. Keep the prices the same, don't touch it.
- Adjust the family quests to give less vocation badges. Maybe just 1/2 of the amount you could get on retail. Adjust the vocation shop accordingly. Remove the tuna bucket and stuff that isn't needed from vocation anymore and keep the Daru bundles in it. Probably raise the price of them a little, probably also need to increase the cost or remove the majestic & mining drill so their cash shop isn't obsolete. We don't want to fuck them over on this. The cash shop prices are very fair.
- As for larders, keep the royal seed requirement for larders BUT either buff the droprate a lot, including dropping from bundles. Personally I'd also add it to the vocation shop right away because that would be further incentive to still do the family quests. We will probably need more royal seeds than the retail servers did with the reduced 'grow time' of larders.
- Adjust the crafting houses (armorer and alchemy house). With the addition of high proficiency for crafts of certain items the houses aren't really worth what they used to be. I think some proficiency requirement should be there but especially Ayanad was stupid. Some classes had immense problems to reach the 130k proficiency in weaponcrafting while 130k carpentry was a cakewalk. It also isn't like it would really allow a 'crafting service' to those who have it. With the always present threat of being scammed and losing an Ayanad upgradeable & mats any sane player would only trust longtime mates with it.. and even then there have been posts about scams on reddit.
- Look into the professions and their skill requirements overall. I think we all can agree that the requirements for husbandry were ridiculous and only blocked eco friendly fuel. It wouldn't be as bad because we would be prepared but it just doesn't make much sense to me to have it 180k. I recall logging was really high skill req too. There might have been others that got overtuned, not sure.
- Probably have to look into the community centers, especially the vehicle community centers. While I think it was ok to introduce the cars to the majority of players it was just lame that you could rent siege weapons. Imo the members should be required to build siege equipment themselves if they want to siege. Or drastically increase the rental cost, so that it's atleast 1/2 of the building costs.
If anyone has additions or comments I'd appreciate it.
Squid
to address some of these
"Taxes can be increased BUT please not as drastic as on the retail server. Most of us are used to extreme multi accounting and to be honest I'm already feeling like 'I got no land'. [...] I think it should be possible to hold a treehouse, some 16s, 1 or 2 24s, stellar, aquafarm, tradehouse or similar. "
I completely disagree. Tax rates are already pretty low, and you've gotta be bonkers to think somebody should be able to safely hold onto THAT much land without paying a crazy amount in taxes.
"Adjust the crafting houses (armorer and alchemy house) [...] I think some proficiency requirement should be there but especially Ayanad was stupid. Some classes had immense problems to reach the 130k proficiency in weaponcrafting while 130k carpentry was a cakewalk. [...] I think we all can agree that the requirements for husbandry were ridiculous."
Ridiculously high proficiency requirements and major difficulty reaching that point is a big part of the gameplay cycle. Small changes might be helpful, but things like Ayanad tier crafting recipes SHOULD require a proficiency level that is difficult, time consuming, and expensive to attain. The cost of an item is not just the raw materials, but also all of the work required to develop the skill to craft it. Which should be ridiculously high, especially for some of the best items in the game.
"While I think it was ok to introduce the cars to the majority of players it was just lame that you could rent siege weapons."
I agree with you on this one, though personally I think ALL the rentals should be a bit more limited to encourage people to actually work towards crafting the cars and siege vehicles.
I really just want 3.0+ because of the new races and zones, but also a lot of small tweaks, like how I hate blue salt gloves and hammers and wedges and how I like the market tracker for the AH.