The cost associated, as I have seen it, is that your house/castle is yours when it is in a village or wilderness. In the city, you run the risk of losing it should you swap factions, or at least losing access to it. When you create a house in a city you do not ultimately control access to it, the city does. This is why I see it as cheaper since there is an inherent risk in the loss of access to the building.
Villages/Wilderness carry no such risk. Once it is down it is yours forever and ever no matter if you're enemied to every single city-state in the game. You control access and you decide who can come and go based entirely upon your whim. I thought this was an understood thing as to the capitalizing cost of housing from city to village to wilderness? Or is it that the risks that were once inherent in being part of a city state and possibly leaving said city-state for the opposite faction (Spirit to Shadow or vice-versa) is no longer any risk at all and the understanding of risk that went with it has vanished from the game?
Just so folk don't ask where I went or worry or anything. Recent behavior from a small selection of players has made logging in an absolutely miserable prospect. Most of you are great. Hope to see you in a few months.
In talking with people, I think the issue is less the automation, and more the creep on entry level for PvP. What was once the entrance barrier for skills, artifacts, and coding knowledge is now MUCH AND FAR BEYOND what it was "back in the day". No longer do we look in awe at someone who has a con artifact or a sip artifact or even artifact pipes. Instead, we ask, "Why DON'T you already have artie pipes, con, sip, enhance if you plan to PvP?"
I think that goes back to @Teani's point in people being given systems and that. The coding-knowledge creep has gone up in terms of requirements for entry level that sometimes it is just easier to give someone something rather than take the time to teach them what is felt is needed to just START to PvP.
Unpopular opinion: I miss random curing orders from Achaea. I felt like you had to code actual curing to handle it, and were able to situationally adjust based on what was happening.
I also miss trample/vivisect and bard class but thats another story. Also tracking monk macros on limbs based on the amount of times you hit, instead of a fancy percentage readout. In retrospect, I know if we changed this stuff it would end up a reee celerity discussion, but maybe Keroc was onto something with the changes, since I know many people like the hiding changes now....save for syssin...but maybe some syssin.
Tbqh I don't see how the Praenomen class which is built upon being a vampire could be separated from the state of vampirism.
I've thought about this in the past and I could see it being done the exact same way that lycan is done through a transformation rather than a class switch and I doubt this would be a time intensive change to implement.
Even though I've gone through the whole thing of accepting lycanthropy, it's not my identity while I'm in other classes unless I RP it as such. There isn't any reason why this can't also be true for vampirism especially with the precedent of a skill like masquerade.
This may be a bad faith reading of the arguments, but from where I'm sitting, it seems like the people who play Spirit Tether who are arguing against splitting the class from the subrace are only doing so because it'll mean more Praenomen in group fights. Like, I don't really wanna read it that way, but I can't really wrap my head around any other reason why a person who currently doesn't play Shadow would be digging their heels in on it so hard.
When Mirror Classes come in the next 500 years, it'll be nice for everybody for class access to not be unnecessarily clumsy. And if Spirit has Easy Access to Mirror Praenomen without similar baggage, I imagine the salt mines will be working overtime.