Thuban wrote:
Some factors to consider regarding sweeping changes such as prohibiting magical transportation and recall in non-wilderness zones:
- Dark auras are affected more than light auras because dark auras would lose the ability to set up rift networks in cities;
- Dark auras are also affected more because one of the major benefits of the curse spell becomes devalued;
- Classes capable of etherealform become more powerful, since that can still be used as a means of escape in a lot of situations where word of recall is currently used;
- All room-affecting cabal abilities go way up in value, some to the point of being entirely OP, both for stealth and for trapping people;
- A certain cabal ability that allows for disguise also goes way up in relative value if gate shortcuts aren't possible;
- Spending time in the wilderness as opposed to gathering in cities would be further incentivized;
- PvP confrontations ultimately become less frequent because they are harder and more dangerous to initiate.
If you do away with the no-recall component, some of that gets solved. If you just make it so that you cannot open gates and rifts to targets in non-wilderness rooms but can still make gates and rifts out, some of the dark vs. light imbalance in the proposal is rectified, but then that just starts to make the magical laws that govern gating/rifting too complicated.
Here's some addendums to the short version I referenced before.
Regarding gates/rifts: I don't think it's necessary to remove gates/rifts from cities altogether, but to -definitely- make it impossible to gate to any location where you can walk to the inn without running through a set of yelling guard NPCs. If you're an outlaw or in a warring tribunal, it should not be possible to get to the inn of your enemy without some form of advance notification. I'm also a fan of removing all NPC gate targets from cities in addition. That way, you could still create gates and rifts into or out of a city, but you'd first have to gain access to the city itself and/or have a willing gate target. This preserves the ability to set up rift networks and maintains the convenience of gating out with only a minor inconvenience of gating in. The last time I floated this idea, other power players suggested that it also would be reasonable to have cities be made no-gate/no-rift except for one designated "portal" room that would be heavily guarded, perhaps even more guarded than the city gates. That was also a neat sounding alternative.
Regarding preventing recall: I think it would be an awful idea to make cities no-recall. Removing recall works against the defenders and the attackers, though it does so in a heavily skewed favor benefitting the defenders and only continues to discourage attacking without having an overwhelming advantage. Also, as you pointed out, it would greatly overpower cabal room affecting spells and classes that can go ethereal.
Regarding bounty NPCs: It's very important to point out that my suggested change doesn't help the state of tribunal PK -at all- unless bounty NPCs are removed as one of the fundamental pieces of it. Bounty NPCs are a scaling system that spawns more NPCs based on your outlaw list, and killing the bounty NPCs increases your outlaw list. This is overly aggressive in its punishing of attackers, making it so that getting outlawed and/or banished all but completely removes your ability to mount a meaningful attack into a city without using overwhelming numbers. Bounty NPCs are also the primary reason why your aforementioned disguise cabal ability already -is- OP concerning tribunal warfare: The ability to hunt and kill your enemies while avoiding the penalty of bounty NPCs is extremely powerful, as Trag's necro that has free reign in Exile with a hoard of undead can tell you.
In tandem, these three changes would completely reshape the look and feel of attacking and defending a city, which is currently configured all wrong. Right now, the place everyone is supposed to congregate, the inn, is the least secure place in a city, to the point where even an outlawed or banished member can often reach the inn without any forewarning to tribunal members, let alone citizens. Instead, the benefits of city defense for a defending tribunal member lies almost wholeheartedly in bounty NPCs, which is a scaling system that spawns useless NPCs endlessly, making it impossible to lock down a kill once you get outlawed which only gets worse over time, yet also providing absolutely no real benefit to someone who is truly outnumbered unless they're focused in ranged combat. The current system punishes attackers who get outlawed too aggressively, requiring them to farm bounty NPCs to have any chance of fighting on even ground, requires bounty NPC farming and coin farming on either side of a conflict which is ultimately boring, which ultimately encourages scanning for cheap kills with large groups because an even fight in tribunal ground is virtually impossible once you get outlawed.
If you put in the three changes of removing free gates to inns, standardizing and strengthening gate guards, and removing bounty NPCs, then inns would actually feel safe when outlaws were about, making your enemies recall would mean something to a defending tribunal member, and attacking invaders would actually be rewarded for breaking the perimeter of a city instead of just racking up endless bounty NPCs kills that ultimately result in running the risk of IRL month-long jail sentences. I personally think that would -encourage- people to stay in cities, not discourage it, because right now the inn is literally the easiest and first place anyone checks for cheap kills, and it can often be checked undetected.
The game was better when players actually possessed the ability to "take over" a city by killing all the guard NPCs until the next repop. Now the only way to "take over" a city is to drain the bounty NPC coffers, which is mind-numbing on both sides of the equation. Simpler is better. The answer isn't to add more complicated systems that auto-spawn NPCs or encourage offline farming, whether it be farming coin for coffers, farming bounty NPCs to deplete coffers, or farming territories or cabal guardians while players are offline. The best approach is to simplify the system so that you're not punished in a scaling way for attacking a city's guards and you're not able to scan for cheap kills by gating 2 rooms from the inn. Both of these are currently true and it's one of the primary reasons that tribunal PK has grown so stale and why cities are still fundamentally flawed in their defense.