Architect Archive

Thread: Limits on number of cities

Neologist
Tue Nov 11, 2003 4:15 pm
#14

You still fail to address the issues that are brought up by people who don't happen to think your little idea of fighting over cities for the rest of our lives is "fun".


This implementation, rather than ensuring only a few quality cities, turns what was going to be a cool feature into another race to the finish.


And your diatribes about private cities are merely an opinion, and not a widely shared one i might add. Sounds like you are just salivating over the opportunity to grief other players to me.


Aynianu
Tue Nov 11, 2003 5:52 pm
#15

One reason i beleive to limit player cities is also due to the restrictions they have to keep the planets close to how the 'really are' in the star wars fictional universe, with no limit on player cities, you may aswell rename corellia to coruscant, yet corellia (was this one the home of the mon cal's? i forget) was supposed to be a beautifull world not covered with cities.


Another reason is due to the spread of population and lag issues many have brought up with too many people in one place. To spread out the population further to the less populated planets, they are allowing more cities on those planets. It makes perfect sense to me, and one of the many reasons i moved to dantooine even before this announcement.


My personal standpoint, would be to raise the 3 main planets limit to 25 at a later date, and raise others to 30 at the same time, it may not solve the imediate problem, but it would spread people out, those who want cities 'now' may be forced to move to other worlds, while those who will not me move get another chance at a city at a later date with a little more patience. I beleive they are doing something along these lines.


Also I do feel for large PA's who want to create a city for themselves, yet they need to look at the larger picture, Cities are simply not meant to be 'one family' Cities.


Naufragus
Tue Nov 11, 2003 7:04 pm
#16

i suggested on an another forum that the devs take a laissez faire attitude...


economics and time will cull the cities...


there will be many at first but then people will see what a haslle it is to maitain....people will tire of wasting skill points on politician, its going to be about as fun as maintaing harvestors....and tehy are going to freak on the taxes...


just the maintence alone is goingto keep most places with about 10 residents...


the other thing is, to get the good stuctures cities have to have 20-50 people....i dont think the current game population will even support that....


ZenDragonMLS
Wed Nov 12, 2003 1:30 am
#17

Thought: rather than exporting the angst and arguments over every forum here, maybe we should participate in the discussion on the Politician forum?

http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=2797



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Dayln
Wed Nov 12, 2003 1:59 am
#18

Posi,


The problem once again is that players "want" a particular kind of city. You want an outpost, but you don’t get to decide that a city is an outpost anymore than I can control the size of the city where I live in the real world, The sucker grew despite my own plans. That is because I don’t own my city.


Once you back away form the idea that anyone owns a city it comes better into focus.


You can place a town hall, but the second you place it, the ownership of it is now a question for the people that join the city, not the person that places it.


No one should own a city, no PA should have total control of a city. Just because someone founds a city does not give them any right to its future. Its future is its own controlled by the population that decides to live there.


The really funny posts on the politician boards are from people that wanted to set themselves as kings, they acted like they could and should control what happens in a city.


The ganking you refer too is lessened by this announcement not increased. More players will be living in fewer cities, it is going to be more difficult for a PA to maintain control of a city when the population swells. The ganking would have been a lot easier with small outposts as you mentioned.


Your guild that you mentioned is part of the problem. You want to found and own a city, but cities are not like that. You never were supposed to maintain control of your own private PA city. That is not what was ever promised. Private cities are what I am totally against. We don’t need cities that are nothing but extensions of a PA, we need cities that have differing factions within them, cities where power shifts, and shifts back.


Privately owned player cities like you mentioned would be terribly boring, I think this will be much more exciting.

Dayln
Wed Nov 12, 2003 8:01 am
#19

I was shocked too, I expected the limit to be 6, I think 10 is too many.
_-ArchAngel-_
Wed Nov 12, 2003 8:52 am
#20

That limit is actually going to be temporary, and will probably be increased eventually, though personallyI think 10 is a good number, I was told that planets can support much more than that, and probably will be allotted more cities.



Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Dayln
Wed Nov 12, 2003 9:08 am
#21

Well 10 is a lot, when you look at the cities on Naboo imagine 10 more out there....


I hope they never raise it, but we will see.

Count_fragula
Wed Nov 12, 2003 11:59 am
#22

So bascially the only reason I had an architect is now worthless... everyone will have their own archs make them and anyone who would have gotten one off me isnt a 24/7 player and wpnt be able to place one anyway!!! SPLENDID.. thank you sony you just made my job easier! soon as i have my 4 holos my arch will grind all he has into houses for the guild toss em in the bank and quit to go do the other professions you want me to.



as of now ill never play this broke class again.

Gnomepunter
Wed Nov 12, 2003 12:43 pm
#23

I totally agree. Actually I think 10 on the starting planets is too many and 25 on the others are too many. I personally would like to see NO additional towns on the other planets.


Looks like SWG is going to turn into the Urban Blight we had in UO Sucks

Gnomepunter
Wed Nov 12, 2003 12:50 pm
#24

As far as the database issues. It's well known they did a major hatchet job and bad design when it came to the database. bad coding and bad design decisions and bad choices all around.


It's the reason for SCS (single character per server)


It's the reason they nerfed the bank storage limits in beta


It's the reason they nerfed the housing storage limits.


All these bad design decisions and database decisions they made is really hurting us now.


Yet, they won't get rid of the 20,000different resources needed and hundreds of different ones people hang onto and the TONS of stuff crafters need to do their tradeand so on.


All it's done is cause MORE houses to go up. I have 3 smalls now to hold the stuff I need and my Bio friend has 3 smallhouses to hold her stuff and I see more and more crafters putting up more houses for storage.


Whoever decided on that database system and built the front end to it needs to not only be fired but SHOT. It's crap.


Gnomepunter
Wed Nov 12, 2003 2:01 pm
#25

SCS is BS too. Is why I have 2 accounts. I like crafting and I like hunting so.


Their lame arse database programming messed things up for a LOT of people.

Dayln
Wed Nov 12, 2003 3:18 pm
#26

Well by not promoting the lamers that require mules it has cut down on them by over 90%. SCS is a marvelous sucuess. Promoting the lamers by having MCS would have compounded the problem to the point of not having a player economy at all.
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