Player Nations need to not be nerfed, changed, weakened or removed. They, no matter what people think paid for the luxury of having a cross faction guild with no penalties that can rent time on either faction. They worked to secure and build castles, previous versions of the game excluded from the conversation.
What people do not realize, possibly including the Admins is there is a systemic failure in the ability for new players within a reasonable time frame (4-5 months) to legitimately gear up to compete. People forget up until one magical day that 90% of the gold earned on this server was duped or botted. Including the lucky sunpoint rewards exploit at one time, where they changed the calendar. In that time our server generated a strong and stable economy, backed by mostly illegitimate means. Since that day the server itself regressed to a series of calculated linear paths (the way the game was supposed to progress, based upon professions) that are nowhere near capable of supporting a healthy GROWING server with the gearing we mostly all have. Crafting is dead, beyond small items like ship components or poor folks obsidian gear shots in the dark for a mythic. To compete you need at least a divine buff ayanad level gear and epic ayanad weapons. Add just that up fully gemmed. That is just to compete, not even a hard mode challenge to win, its a nightmare for most. Crafting, gemming and lastly costs for regrades need a substantial balance on the bottom end to work with the actual gold earned through professions, including larceny.
Now let us get to another area involving a nearly impossible to reach section of the games upper economy, Lord's Coins/Castles. LCs themselves and the way castle peace funds function is why in this game the strong stay stronger and the weak will not even bother. You can take an hour or two of your day and create maximum amounts of alts to do castle worker quests with timers that are still too high to generate one half to one LC. Theoretical maximum of 9 LCs a day, with juggling and luck that where you work does not have times on farms for the quests you like. Real world average 3-5 maximum based upon quest juggling. Castle owners, generally the most powerful players in the game simply get 180 of them for free each cycle, as well as the marketplace system for an example additional 30/60/90 every couple days. That does not count filled silos between two castles of the same nations and robbing ones own silos for 10 per every day and a half. Percentages mailed from farms FOR FREE as well mailed directly to the Castle Lord.
180 + 60 avg + % 10-20 + 50 avg silo ='s 290-310 avg lords coins per cycle which is a extremely low ball on the amount, then you times that by two for the fact that both nations own two castles and you get 620. 80600g on a weekly cycle at the current 130g per price tag per coin in cruise control mode. Castles generate much more than this with a lot of work by a small amount of people, upwards of that amount of higher on super good WEEKS. So in a month you are looking at a bare minimum of 104k slow to no effort to a high end of 350-400k gold based upon workers and proper setup with transportation for each of those two sets of castles. That is simply ridiculous that it is in the game, no new players can ever come close to generating that heavy of an amount of currency to keep up even with heavy donations at around 33-35k per hundred dollars spent on P2W mode and maybe 30k a month playing slow without donating.
That is not counting percentages on being the sovereign with the tax rates, free gold mailed weekly, also siege yourself to bust peace funds... more gold.
That is not saying that all of this is sold for all gold, it IS however generated.
People cannot create a functional economy without a boost to trade, overseas trade, crafting, larceny and possibly even boosting daily quest rewards to match at least the bare minimum level in which said owners of castles rake in without touching much of the game, averaged out on idle to 55-56 players per castle. Regrades need to be improved up to legendary, with the costs drastically lowered as well per attempt based upon materials required.
We are not even adding in that top tier content which while not 50k an item anymore is still in fact worth gold in the game. They get that for free for two reasons.
1. A lot of people don't play the game to PvP to begin with. Hate to break it to you, some hate PvP altogether, some just do it for an hour or so now and then.
2. A lot of people cannot breach the mentioned barriers enough to effectively compete in a large scale battle, which not only requires custom classes, but the gear to go with it, months of effort compared to existing players months of RMT for an easier ride to the top.
The toxicity is irrelevant, the glitches like the mount macros to fly on boats... not just on, but on the top of sails, questionable ways around other game mechanics, such as timers and macros as well that is not addressed at all and that is why a lot of people do not care to come out to play for or against either side on the upper tiers.
Make the game relevant for people that want to play by the rules and you will have a healthy population, keep it as is and it will wind down to no one playing PvP or PvE. The server will be a ghost town.
~DH