It looks like you're new here. If you want to get involved, click one of these buttons!
I replied to that thread on the official forums about making clan holdings more valuable with:
Holdings were valuable in DF1. In DFUW they aren't. What changed? Food for thought.
And I was permabanned for 'Poisonous Comments', whatever the fuck that means.
AV its probably best you just close up shop now to avoid any further embarassment to yourselves.
Comments
This made me laugh!
They're not the least bit worried about embarrasing themselves as long as it makes them money. Closing shop will only happen when they're losing more staying open than they're making.
AV is doomed and their censorship is even bleeding over to these forums. My poll on AjentOranj was locked due to being "trolling" when it was no such thing. You just know that Bior39 ---> AjentOranj's new mmorpg account was behind the whole thing and will continue to whine to the mods over here.
Apologies for going off-topic (this is obviously the OP's opportunity to vent (which is healthy)) but I'd like to discuss the actual topic as I've been wondering that also.
What makes DF1 holdings more valuable than DF2 ones?
Playing: Darkfall New Dawn (and planning to play Fallout 76)
Favourite games have included: UO, Lineage2, Darkfall, Lotro, Baldur's Gate, SSX, FF7 and yes the original Wizardry on an Apple IIe
There are several other factors that also need to be addressed. The top three of these are:
Literally 5x or more chaos banks and especially chaos banks with bindstones (why invest in a holding when you can bank and bind for free?) huge issue
Safe zone size and availiblity of easy safe afk resources (even without rare essences the ability to literally afk around the safe zone and harvest is kind of ridiculous) issue
Removal of clan holding portal chambers (like them or not having access to various easy ports around the world was an incentive) issue
There are other issues but these would be the biggest differences in holding value.
Probably the 2nd biggest difference is the presence of safe zones in DF2. The fact that you can literally max out your character and craft everything within a safezone makes going out of them pointless. Even if you put limits on the amount of PP you could earn in a SZ, wouldn't stop a lot of clans from using the SZ's to their advantages in seiges.
This is probably one of the best things about UW. Newbs in DF1 were completely destroyed. Now at least people can get acclimated and those that have "bad darkfall days" can retreat to a safe haven. The negative impact you speak of is little and the positives are so much greater.
Agent orange i take it?
Also, they were more valuable, but they weren't like that because of lack of safe zones like the OP of that thread stated.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
Makes me wonder what other comments you made on other posts. Guess we'll never know.
The mass deletions weren't isolated to one person.
They lock discussion over here too. Your being watched
This company is filled with fools and its aroma of incompetence is spreading like a plague.
Shameful. Really.
C:\Users\FF\Desktop\spin move.gif