Architect Archive
Thread: Player Cities are no Griefing tool
I am incredibly excited about player cities. I think they are going to add a new level of intrigue, strategy, and fun to the game. With that said, a lot of things about player cities is not going to make everyone happy. People not being happy is a shame, but a way of life.
Here are the most common complaints I see
1. City's can't be private. I want a city for just me and my friends.
2. We could lose our city. It isn't fair that I save resources for a month and we lose control of our city to a bigger PA.
3. I don't want to join a city, why should I be forced to I was here first.
I don't think the devs should change a thing to address these issues. I think the way they are developing them will lead to the most dynamic gameplay.
No one should be able to control who joins a city and who doesn't. The gamespace is finite, thus the possible number of cities is finite. People come and go from this game all the time. If private cities were allowed, someone joining the game in 6 months could find themselves unable to live in a player city if they so choose. As a mayor you can /ban people who are being a pain. I guess technically you could /ban everyone who is not your friend. They can still line in the city but are open to attack from your militia. You do have some control over the population. However, if you /ban too many people you will be voted out of office.
Unfortunately, yes a bigger PA can come in and vote in their own mayor right after you create the town. I doubt this will happen very often, but it will happen a few times. The only thing I can say about this is don't place your city hall till you can defend it. This is just like dropping a faction base, it can be destroyed or taken over.
Finally, if I don't want to be part of a city why should I have to pay taxes if I was here first. Sorry, but being somewhere first doesn't count for much of anything in this game.
Yes and No
But cities CAN be private if the PA is alert enough, banned people cannot vote, this is the most common form of griefing that will be tired, It will most likely fail at some point but a PA banning people as fast as they move in will probably be a common practice at first
Loosing cities will happen, and happen often. The problem is perception, people will think that it is their city, it never will be anyone’s city, unless the PA is alert enough as I stated first.
I was here first is the funniest argument people will use I agree. The Indians where here first and how are thy doing? In California the Indians were replaced by Mexican and Hispanic populations and then replaced again by other Europeans. I was here first is a political zero and means nothing.
To own a city all you have to do is be so good at the job that people vote for you, or ( as seen in California ) be so popular for totally unrelated things that people vote for you anyway.
The first rule of MMRPG's is that if there is a way to grief play, people will use it.
The real question is... is this a bad thing as far as player cities go?
Will people be forced to move? Yes
Will there be people that are upset with hostile takeovers? Yes
Will some PA's dominate cities? Yes
Will many people be unhappy with how cities are being controlled? Yes
Take all those thing together, and it sounds like Star Wars to me. The trade federation ( PA's ) controlling things. People living in slavery to a city politician class as part of a large PA or as outcasts.
I think it will be great and exactly what the game need, we need all the intrigue and excitement we can get! ![]()
We only believe that because the developers told us you can vote out a mayor and then ban him from the city and kill him if you want. I assume to be a mayor you have to be a resident of the city. It follows nicely that anyone can be banned by the mayor.
The banned people not belie able to vote is an assumption, and perhaps not true.
In fact I kind of hope I am wrong about that. Can you imagine the Militia guarding the ballot box and killing any banned member of a city who is trying to vote. Just think if the intrigue!
I love it!!!
They have never made any indication that an area would have to be clear before you could set up a city. People would scream bloody murder if that was the case.A lot of group already have cities laid out, and are just waiting to plop down a city hall.
Since cities can't be private, we can't say who we want in or out, you can't make it a requirement for people to allow a city to be built. That would be a huge problem. People could extort huge sums of money to allow a city hall to be dropped, not gonna happen.
The universe is suddenly going to get a lot smaller for those of us that don't have any interest in PvP.
I'm not overly concerned about the whole 'taxing' thing. If you are just using a house for storage, move it. Easy enough. There are plenty of places without enough build space for a city where you could drop the house.
Its the merchants out there that are going to get screwed yet again. Drop a city hall near some of the rich merchants houses and charge an absurd tax rate. See if ya can bleed em dry.
Mkappus...
yes, they can force non-PvPers to move that way.......
Dont get me wrong, I am all for player cities becasue of that kind of intrigue, but it will cause a lot of upset.And mostlywith people that start a city and believe it is thiers, in moves a PA and poof, it is the PA's city.
There has been no mention of a hard cap of cities per planet. However, there is definitely a finite number of possible city locations. They have said a city can only be placed such that its maximum radius does not overlap with a NPC city, or any other player city.
Draw a big circle around each NPC city. Any land not within those circlesis the buildable space, minus battlefields, static dungeons.... Drop a few player city circles such that none overlap with any other circles and you will find you can't fit that many new circles. The big question right now is what is the maximum possible radius for a player city?
DayIn,
Where did you get that information? I have never seen it.