Architect Archive

Thread: Limits on number of cities

Dayln
Tue Nov 11, 2003 10:06 am
#1

This is not a direct quote, but a report on what is being said on the Politician fourm.


City Caps


Tatooine: 10
Naboo: 10
Corellia: 10
Rori: 25
Talus: 25
Lok: 25
Dantooine: 25


Personally I am glad they are limiting the number of cities, and these limits look pretty liberal to me.


10 more cities on Naboo than already exist still seems like a lot.

PosiTec
Tue Nov 11, 2003 11:33 am
#2

Dayln,


I respectfully disagree.


The cap is being blamed on "Database" issues, which as a DBA myself I find completely unbelievable.


There is absolutely no point in most of the system that they have designed for cities if they enforce this limit.


How will you have an "Outpost" is there are only 10 cities to an entire planet?


Thiese caps will cause 2 things.... people like me who have a lifeand can't get on the server all day becasue of work will have zero chance of setting up our city (sorry guildmates who already set up all your houses).


And ther will now be forced ganking of cities by all major guilds, as most wont be able to form their own, and will have to settle for taking over someone elses.


When cities start because "Player X is on-line 24x7', and when cities are guaranteed to be a total mess because people will have to cram around the current radius in order to do a take-over, you are going to have alot of VERY unhappy customers (myself included), and a lot of realy crap cities.


I, and my guild mates, and alot of friends, have set up a very tidy, well organized city on Naboo. We set it up waaaay away from any NPC City. We have laboured hard to make it the best we can. People have spent coutless hours getting thins ready. Now... only hours befor they launch this, they suddenly discover that their "Database" can't handle more than this? Bull.


Given the choice that was posted..... limited numbers now or higher caps later (maybe)... i say wait to deploy. The last thing this gameneeds is a land rush where only the power gamers and people with no life get to participate. Much better to let anyone that wants to start a town, and let them die a natural death over the next few weeks until a stable number is reached.


This is NOT a database issue... this is a design issue which they dont want to admit to. Probably realising just how many people want to make towns, and that the spawns will be massivly thinned out.


A sad sad joke played on the player base. I have kept quiet on all the other bugs, mistakes and bad moves they have made... but this one may actualy kill the game for me. I have never been so disgusted.

Neologist
Tue Nov 11, 2003 11:40 am
#3

I agree completely, it's patently ridiculous to blame it on database issues. There just isn't going to be THAT much additional strain over EXISTING cities. Players have already built up multiple locations of massive sprawl. The cities are already here essentially, they're just limiting who gets the benefits.


I think it's a terrible decision. If they want to limit how many BIG cities there are then there should be city number restrictions based on city size. Like unlimited outposts, x number of villages, x number of metropolis etc. Anything other than this. Just like holocrons, they've turned something that could be cool into a nightmarish race that will be over within a few hours. The launch of player cities has become a contest to see who can log in first, and which architect can craft a city hall the fastest.


Dayln
Tue Nov 11, 2003 11:45 am
#4

Blame? Where is that comming from? Id like the kiss the database limitation in this respect.


I would have limted them at least this much if there was no database issue at all.


I think it should have been no more than 6 on the three starting planets.

Neologist
Tue Nov 11, 2003 11:51 am
#5

You addressed none of the objections made by posi. If you can't debate the merits, then what is your point in posting this thread?


Mkappus
Tue Nov 11, 2003 12:04 pm
#6

The Devs are between a rock and hard place on this one. I do see the need to limit cities, but to post this limit, that most of us expected, 1-2 days before patch is ridiculous. They should have come up with some geography limit like 2km or 3km from other city. It would still be a race, but we would have been more prepared for it, and been more accepting of it, probably.


You need to limit cities so there is still area for people to harvest without taxes, spawn areas for wildlife etc. But to make it that the first people to log in post patch are the lucky ones seems wrong. Imagine people that have 100 structures already and they are SOL since they are number 11.


I don't know what the solution is, but so many people have spent a lot of time planing. Do you move to Dantoine now or keep your fingers crossed that your first choice is available. Then Dantooine fills up and you have a choice, Rori or nothing.




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Nohau
Tue Nov 11, 2003 12:14 pm
#7

It Looks more of a Population control actually if you think about it giving the more populated areas less amount of cities and giving the cities that people are not really on these planets more.
Meplorium
Tue Nov 11, 2003 12:38 pm
#8

I think they said server load, not database. On starsider achorhead is so busy that server lags big time and you rubber band like crazy. It has even crashed from time to time during the big battles. This is a real problem and a hardware issue that can be solved by adding in better and more servers. That isn't being done any time soon.


The issue I see is you have X number of people per server that will have x number of items. This will not change if you only have 10 cities or 50 cities. What does happen is you force a lot of people into a small area that will bring the servers down. Seems self defeating to me.


Also, don't plan on selling any city structures. Sorry but player cities did nothing for our profession economic wise. If anything more people will be discourage to even bother with sturctures or this game now.




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Aeiya
Tue Nov 11, 2003 12:57 pm
#9






Meplorium wrote:

Also, don't plan on selling any city structures. Sorry but player cities did nothing for our profession economic wise. If anything more people will be discourage to even bother with sturctures or this game now.






I have to agree with this. #1 I'm going to guess that most of the cities that will suceed in going up, are going to be guild based. Most guilds (larger ones) already have one, if not more, Architects.


I have been saving resources, walls, power core units, ect. for the player city patch, in hopes that I might have some kind of new market, but after reading this, I am not going to bother saving stuff now.


I agree, there is some need for control, but only 10 cities is going to raise quiet a bit of havoc.


Aeiya -Wanderhome -Master Architect

Neologist
Tue Nov 11, 2003 2:47 pm
#10

Dalyn, your roleplayers vision of city is all well and good, but it's not why players want cities. We want cities because the existing maps are vast and vacant, making everything inconvenient. People want player cities for shuttleport access and other amenities, and that's it. The types of things that lots of people think should have been granted to PA settlements in the first place. It's not like there are any OTHER benefits to a PA. Now that this one is gone too, wait and see how many PAs disband.

Tigra
Tue Nov 11, 2003 2:51 pm
#11

I too disagree... however, if there was a limit say, on the number of metropolis that could be created at any given time, this would make more sense. Meaning, a city would only be able to advance to metropolis level if another city loses residents and falls below the minimum req's for that type of city. I can see something as this being at the very least more feasible. Essentially, however unlikely, there could be 10 outposts and that's it for any given planet... this brings up all kinds of new issues, like should a city that only wants to be an outpost even get to be a city while there's another that is looking to eventually become a metropolis? There are tons of scenarios like this that will only cause problems, and in effect get the players who have been waiting and planning for these cities pretty pissed off... I know I would/will be...
Dayln
Tue Nov 11, 2003 3:29 pm
#12

Role-players... what are you talking about?


Competinting factions trying to vie for control of the city has nothing to do with role-playing. I dont care if you role-play or not, you are still going to have to struggle to maintain control, and that is a good thing.


The problem is still people that want thier own private cities, the answer is no. You can have your own private PA, but cities are a totally different thing.

Sunakk
Tue Nov 11, 2003 4:07 pm
#13

I agree with your post, Dayln. Way too many people want their private cities, but they won't get it. This would be totally against the grain of the game.


However, I do think that the limit of 10 on starting planets is way too small just because of all the preparation that has been done to get ready for player cities. That's a lot of wasted work and time...




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