Caerleon calls for aid!

In your opinion, what changes from the Devs would revitalize Caerleon?

Rules:
It has to be a gameplay mechanic that is self managing and self sufficient, aka no dev time upkeep.

I'll go first:
1)
Remove all mounts from the red zone, make the red zone characters only.

Results:
No Ganker phone scouts, as they can be easily killed if they afk on the gate.
Black Market transporting will take longer and be risky for everyone, not just people without cheating phone scouts.

Edit the baseline refine and crafting bonus %'s
+25% refining of raw materials in Carleon
+8% bonus to crafting of all gear in Carleon

Results: Refining materials and crafting gear in carleon will still cost more than its black market value but not by much, maybe 50% more instead of 300% more. So players living in Carleon don't have to make 3 trip's back and forth to get 1 trip worth of goods in. (2 trips of raw, 1 trip of goods back)

Change Caerleon's FW to have 3 sub factions:
Bandits
Outlaws
Raiders

Which ever one you pick, you are allied to everyone that is also in the same sub faction as you, but enemies with the other 2 sub factions.

This way Caerleon maintains both the ability to fight other Carleon players but also gains a way to play with other random players which helps players find guilds and stuff.

add 3 entrances to the black zone from Caerleon but make it 3 points on the outside(Q1) of the map furthest from the inner circle, 1 entrance per sub faction.
Bandits - Northstrand Dunes Area
Outlaws - Braemore Uplands Area
Raiders - Swiftsands Plane Area
Furthest from the inner circle keeps it more balanced as you would have to travel way further to get to the high quality zones and high quality loot and then bring it all the way back to the black market which should add about the same amount of risk as into the black zone from a portal zone and then through red.

Posted Aug 3, 2026, 10:39 AM UTC

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