In mortal online 1 tindrem became the de facto capital of myrland and with good reason, it was the largest town with everything you could want in it. The problem is that this includes resources. Something I had always loved about the design of mortal online is that each region has certain resources in varying amounts leading to profitable trade and localized markets. This led to the jungle being a significant source of calx and scales, the existence of tephra crater etc. the problem is that though they werent bountiful, almost every resource save tephra was available everywhere on the map. Sure you couldnt get calx without leaving tindrem but it was less than 10 minutes away. Inside of tindrem you could mine gabore saburra and granum, you could farm the bandits in the slums or you could run the sewers which, if run quickly and in a small group, was one of the more profitable activities in the game. You could even fish for scales and silk if you felt like it. The problem is that the gathering of these materials was incredibly safe and could be done afk without any real risk thus greatly devaluing anything available in town, which was quite a lot in fact. I hope that safe and easy materials are less prevalent in MO2 to maintain an element of trade and scarcity. Tindrem often felt like its own complete game in MO1 and did a disservice to the rest of the vast world that was made. While I admit that the slum bandits and the sewers weren't exactly safe I do feel that they are disproportionately safe compared to their rewards and other dungeons.