I play on Lake Austin, and before everyone jumps on the bash Lake Austin bandwagon. yes i know, a shard whose active player list mostly hovers in the single digits. And yes, I won my election by 1 vote. no i don't mean it was a close race. I won with 100% of the vote. I'll let all the mathematicians out there in the aether calculate how many votes my opponent garnered. Sufficed to say that i certainly don't put myself on the same tier of stature as the governors of the larger shards.
So now that that is all out in the open. The problem arises from failing to take into account the drastic population differences between shards and making no provision for it in this new system. Please don't get me wrong, I think that the intent and spirit of this system is brilliant. Unlike other games they can't just keep adding levels and harder creatures to fight, and I'm glad for that. I tried games like that, and i think they're grind-tastic.
So back to the issue at hand, we've got the makings of a great system that has a tremendous amount of potential but suffers from one huge flaw. It fails to recognize that what several dozen players can fund on 1 shard, is left to quite literally a single player to fund on another shard. This will leave the system unusable by most of even the well established veterans thus negating it as a gold sink as partially (or largely) intended. Also without veterans to fund deals, it leaves it completely inaccessible for new players on my shard. For all the complex math that goes on every time a Mage casts a spell or a Warrior swings a sword, i have trouble believing that developing a mathematical formula for appropriate Trade Deals pricing would be so difficult.
For example things that i think should be considered in such a formula:
Number of Votes cast for the current election
Number of Candidates
Number of Characters that are citizens of a City
Appropriate minimum cost assuming 1 vote is cast for 1 candidate and 1 character is a citizen.
Appropriate maximum cost so that high population cities that are full of new players aren't hit with outrageously high costs.
Heck if you wanted to get really involved, wouldn't the Guild or Arcane Arts give a better rate to Moonglow the city of Mages rather than the mining town of Minoc? This would also make certain cities far more lucrative. But I'm getting slightly off topic again.
To respond to Dot Warners comments: I think the vast majority or your post is extremely valid. I think the only point you and i differ to any large degree would be:
>>> "I would change the system so that the citizen choses the buff THEY want and then pays a fee. Make little quests for citizens to gain the favor of the trade guilds, thus unlocking the buffs they can choose from".
While yes i agree it would be nice, i think the spirit of this system is that it is intended to be a social function of the game. In my opinion there aren't enough components in game that require a legitimate group efforts anymore. Of course i am aware that me making a statement like that, from a certain point of view; appears to contradict everything else i've written. I would assert that a system could and should be deemed broken if it that can be funded by 2% of shard 'A's population without issue and shard 'B' cannot fund it with 80% of their population. You've essentially told the population of shard 'B' to vacate their home and move to shard 'A' if they wish to experience everything this game has to offer.
Before this system slips away into the vacuum of ultima lore along side such features as Order vs Chaos (yes i've been around that long) I wanted to lend my unsolicited two cents. If anyone is getting the idea that i'm complaining, please understand that's not my intent here. I want to be a voice for positive and constructive change towards amending a system that i believe has only just missed the mark on opening an intriguing new facet of game play.
And for those few of you that remember back as far as i do: relax, patch 16 is not going to ruin the game
Thanks for reading my rant.