We're all aware of how strong Pay to Win is with the constant stream of coin being purchased, but I did not expect the addition of markets in neutral camps to have a pay to win aspect until I saw it first hand recently during a siege we conducted.
Recently, we sieged an enemy base and blew up their market and staging station before they could use it at the start of our siege. However, this was not enough to stop them as they teleported to the neutral camps, bought thousands of Metal Pillars, a couple hundred Metal Barbed Fort Walls, and a ton of Glazed Towers before teleporting back to base, building a Staging Station, and then pulling it out as we were rekitting to finish off their base and remaining towers.
I would have shrugged it off as a failed siege on our part except we found out what they were doing as our Guild member had spawned in at the Neutral Camp, saw them at the market, killed them, and looted 200 Metal Pillars, 37 Metal Barbed Fort Walls, and 3 Glazed Towers as they began to spam pillars everywhere around the base, pop up Glazed Towers with reckless abandon, and seal off vulnerable points. We later found out from our Chinese friends that they spent ~3,000,000 coin to defend by buying items from the neutral camp.
Due to this, I am requesting that the Developers look into altering how the market functions at neutral camps or remove them. Pay to win is difficult to beat but it should not be this imbalanced.
If possible, I would prefer to keep the markets at neutral camps but perhaps alter it in a way that is fair. My suggestion is to make it so that items purchased at a market cannot be taken out or be placed into the Cart or Staging Station for 15-30 minutes, either or, so as to avoid these issues during a siege to create an importance on protecting Guild assets. The image attached is an example of the coin spent and extends out of sight and behind my character. This was not here prior to our attack.