I urge the developers to consider an equitable solution while setting up the additional continents. There are several ways to achieve this, and doing so will negate the demand for a particular continent and help resolve queue issues across the board.
Creating undifferentiated copies of the continent will ensure even distribution of players.
One issue with not having buildings will be it's affect on the player economy. Buildings appear to be a primary gold sink, destroying gold somewhat on par with how quickly it is generated among the player base. I really hope you guys hire a competent economist to help provide some ideas on the impacts that these changes (and other changes) will have on the player economy, and perhaps they can come up with alternative solutions. If you do not have a gold sink, inflation will occur and you will lock out newer players (and smaller guilds) from being able to purchase their needs due to rising prices in the player economy.
One additional suggestion I would make, is to treat the Myrland copies as true additional continents: only place connectors to them in the port cities or something similar. This would buffer the markets so that markets remain isolated and natural trade between cities can still occur. One-for-one connections in every city would enable gaming the market and easy profit without travel across servers. Perhaps the best solution would be to add specific runegates/moonportals/etc. in the wilderness that connect the continents.
- Scenario 1: Close down Myrland Prime completely (preserving buildings).
- Scenario 2: Keep Myrland Prime open, prevent building on Myrland Prime.
- Scenario 3: Keep Myrland Prime open, remove and refund all buildings, prevent building on Myrland Prime.
Creating undifferentiated copies of the continent will ensure even distribution of players.
One issue with not having buildings will be it's affect on the player economy. Buildings appear to be a primary gold sink, destroying gold somewhat on par with how quickly it is generated among the player base. I really hope you guys hire a competent economist to help provide some ideas on the impacts that these changes (and other changes) will have on the player economy, and perhaps they can come up with alternative solutions. If you do not have a gold sink, inflation will occur and you will lock out newer players (and smaller guilds) from being able to purchase their needs due to rising prices in the player economy.
One additional suggestion I would make, is to treat the Myrland copies as true additional continents: only place connectors to them in the port cities or something similar. This would buffer the markets so that markets remain isolated and natural trade between cities can still occur. One-for-one connections in every city would enable gaming the market and easy profit without travel across servers. Perhaps the best solution would be to add specific runegates/moonportals/etc. in the wilderness that connect the continents.