I like the map but in retrospect I think we made some mistakes.
1. Castles are too far away from the center.
- It is actually a pain to get to the castles and we didn't use well the reason why they were supposed to be far, which is to create a "maze" of roads so that bandits can hide in them, ambush, etc.
- When I played this version, castles where mostly abandoned and everyone was in the abbey. Which leads to my next point.
2. The abbey sucks up a lot of the serfing and gives excessive protection.
- It is like the militarized glunmar; the abbey is excessively popular, making it hard for bandits to approach it, sucking up lots of players from the factions, etc.
3. The city is mostly empty.
- The problem with cities is that they need a purpose, but its hard to give them one.
I think that there is room for a map "Borderlands style" but highly reworked.
Something like:
*
Only two castles:
- Each with a small town in front of them. The town should have shops, bank, tavern and other interesting places spread all through it so that people actually have a reason to go to different places. In addition, this provides ground for RP while actually having a reason to exist.
- The towns could have a non capturable TW-like fortified house with a chest where the taxes from all the items from the town go. This gives a reason to the owners of the castle to keep an eye on the town.
- The usual trick with exports linked to castle chests. However, if crafting is to be enabled, then resources stockpiles in castles need to be limited to 100 (Borderlands v1 style).
- Castles should be a lot smaller and more functional. Right now castles seem to appeal more to the looks and are mostly not disegned with military strategy in mind.
* Resources still located in the center, but no independent commoner towns nor middle peaceful faction.
- Otherwise, those factions suck up all the life of the map.
- The middle should be more partitioned, maybe according to the type of resource. Otherwise its too easy to protect them. Something like a forest area for wood, a mountain side for iron, etc. Those being separated not so much by distance but by mountains, etc..
* Maze of roads:
- I couldn't stress this enough. The problem with robbing and bandits in general is that when the factions come, it is pretty simple to find the bandits. Truth is that bandits would hide in forests, take different roads, have secret hiding spots, etc. This is lacking in all maps.
- Hence, I suggest that there should be several roads to get from one place to another. Along the roads, caves, ambush spots (but functional ones!), secret ways up the mountain, etc.
* Elliminate the rivers dividing territories:
- However, keep some banners at the multiple entrances to faction territories.
*
Outlaws land:
- I suggest giving the outlaws a faction land of a size comparable to the territories of the other factions.
- Again, multiple entrances to this land should be marked. Since outlaws don't have banners, skulls and stuff like that.
- Outlaws land should be KoS for anyone who is not an outlaw! This way, factions going there to recuperate stolen goods, etc. good have a really hard time. I think it can be very nice and keep under control the dangers of KoS.
* Teleporting spots:
- I have this idea of creating props simulating caravans or river boats or ships. Those are teleports. People can hop on them to simulate some form of organized travelling across the map. Of course, one has to be careful with making them too central, but I think that there is room for balance. And to be honest, I am quite excited about it.
- I want to talk with S0mebody and Mark about it, it would be really sweet if those spots could charge a fee (potentially going to factions).
As you can see, I have been thinking quite a lot. But with the "mapping team" disbanded (Guard, Salva, Blucher, myself) I am having a hard time finding mappers to discuss those ideas