However, I consider this compromise to be unnecessary. Whether or not a community has members who will do so gladly, it appears to me to be a counterintuitive consequence of this design choice.
I find this to be more problematic currently within communities that focus toward recruiting members who are presently engaging in end-game content (and, thus, are often owners of Max capes, Completionist Capes, or Trimmed Completionist Capes); especially communities which have just recently been founded, whose new members have not inherited a t7 Citadel. The prospect of being forced to begin capping with Timber as your only resource is exceptionally discouraging, predominantly as few members within high-level communities require any more Woodcutting experience to reach skill mastery. The same may be said for high-level communities further along in their development; few members require Mining, Firemaking, Woodcutting, or Cooking experience - and thus these plots tend to be the most frequently neglected, and often the hardest from which to acquire resources. Minions help, but they are often insufficient unto themselves in smaller communities with a dwindling base of dedicated "cappers" (as I have never owned a community which has ever required capping, it merely seems to sow discontent and often directly conflicts with players' game-playing preferences).
With that being said, it mostly appears to make the capping process more cumbersome than it needs to be. If minions alone are insufficient to meet build order/upkeep requirements, some members are compelled to sacrifice their skilling opportunities and time within the Citadel to gather these resources. I merely wish to suggest that it need not be this way.
2.
The isolation of capping to the Clan Citadel, while once a unique aspect of resource gathering, often creates challenges which impede the advancement of the Citadel.
With the Utmost Sincerity, Respect, and Integrity,
~Audx
24-Jun-2017 00:20:03
- Last edited on
25-Jun-2017 08:17:34
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Audx