Something needs to be done about the horror that is the world Epleland and outposts. They cannot be destroyed and any other outside factor other then if someone that built it wants to destroy it..
1) An outpost cannot be destoryed, unless the guild that built it right clicks to destroy it.
This means even if the guild has stopped playing and their monument has been destroyed, the outpost will still stand, because mechanics.
2) Outposts have littered the map almost to it's entirely. A new guild or group of players cannot even find a spot to start playing because there is a outpost just about every 100-200 tiles in some servers. It's ridiculous. And spots that aren't taken? Outposts will keep slowly taking up all the room and until there is no more spots left. Is this intended for Epleland?
3) No outside war factor can destroy a outpost currently on Epleland. I was a vote on having a no JH rule on Epleland because it's a role play server and not like Avalon or Buyan.. it's why I came here in the first place.
I don't care for terms like carebear, I don't care for the grindy mechanics this game has presented. I have fun playing this game, but outposts have made it ridiculous on Epleland. I would just like the DEVS to reevaluate the system that is in place for Epleland. I propose the following solution to my rant, one that others have presented before.
1) Limit Outposts for guild size:
Tier 1 claim can have 1 outpost.
Tier 2 claim can have 2 outposts.
Etc.
2) Outposts can only be built in the server that your guild exsists in.
This allows more trade, reduces guilds building outposts on the other side of the map.
3) Revamp warfare system, make Epleland it's own entity.
Haven't thought to far about the warfare system, I know it's been brought up before. But I do believe Epleland should just be it's own entity, it is a role play server after all.
That's the end of my rant, not sure what else to tack on, i'm sure others have better ideas but it's something I've wanted to get off my chest.