Cities And Housing Archive

Thread: Structures now block key in-game content area's

eminemrapman303
Mon Mar 14, 2005 6:59 am
#1

100's of houses now line the Krayt Graveyard where krayts spawn around a 3000m radius on bria. So many houses its impossible to find animals, yet alone krayts to hunt. I submitted a ticket to CSR stating the following:


All of the activities are area disruption.

Area Disruption is defined as any activity, intentional or unintentional, which harms or inconveniences a larger number of players. Causing a disruption may result in disciplinary action being taken against the account that may include official warnings, account suspensions, or account terminations depending on the severity of the incident which will be determined by a CSR and a CSR Supervisor. Multiple suspensions or account termination will result in the termination of all SOE game accounts.


Placing any object (such as pets, droids, structures, city facilities) which prevent access to game content (anything in the game, including city structures, houses, caves, mission terminals, etc.) or trap other customers.


Guess what? Response: Nothing can be done.

Kinshi
Mon Mar 14, 2005 7:19 am
#2

Not as bad here but people have been putting up bases and turrets to assist with the krayt slaying. I think its pretty cheesy myself.

I cans ee why they (the CSRs wont do anything). A house can be beilt anywhere that is buildable, and anywhere that is buildable can potentially have somnething spawn there, and by that token, the placement of a house makes one less spawn location for a nest or a creature.

Put a bunch together and you have the same effect as a city.

They cant go around and make even more no build zones.

My solution would be to have those damnable Krayts spawn in other parts of the planet too or randomize their spawn location (like a resource shift) and mnake it so there is no benefit to lingering around an area like that.
eminemrapman303
Mon Mar 14, 2005 7:27 am
#3

actually they can do something about it clearly stated

Causing a disruption may result in disciplinary action being taken against the account that may include official warnings, account suspensions, or account terminations depending on the severity of the incident which will be determined by a CSR and a CSR Supervisor
eminemrapman303
Mon Mar 14, 2005 7:48 am
#4

oh how about this one. Merchants spamming ads constantly even though droids exist that do it for them:


Making excessive and inappropriate use of spatial communications, i.e. spamming.
Almagill
Mon Mar 14, 2005 7:55 am
#5



eminemrapman303 wrote:
actually they can do something about it clearly stated
Causing a disruption may result in disciplinary action being taken against the account that may include official warnings, account suspensions, or account terminations depending on the severity of the incident which will be determined by a CSR and a CSR Supervisor





If the houses were placed, legitimately, in areas that were available for building there's very little that can be done.

What would you suggest? Banning the player? House will stay there for as long as there's money in their bank

Deleting the house? I think we can both see the potential flaw in that one.

As a Ranger I get well and trully hacked off when I find patches of harvesters covering the good spawn areas, but short of making more No Build zones and preventing people ADDING houses to the existing problem, I reckon CS are stuck.



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Almagill
Mon Mar 14, 2005 7:58 am
#6



eminemrapman303 wrote:
oh how about this one. Merchants spamming ads constantly even though droids exist that do it for them:
Making excessive and inappropriate use of spatial communications, i.e. spamming.





You cannot use the barker droids till (iirc) Advertising III or IV. As most merchants go for additional vendors and merchant efficiency (cheap rent) first, Advertising is one of the last lines to be filled.

/addignore works great.



New HOWTO: Gather Milk, Fish, Mollusk, etc.
Remember Rangers. Broke camp and took the Long Walk 15/11/05
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aZTeK
Mon Mar 14, 2005 10:15 am
#7

All of this emboldens my opinion that the static cities, like Mos Eisley and Theed, should be build areas. Right now the build anywhere system is creating a mess of the landscape and it should be reeled in. Adding onto the "NPC cities" would flesh them out too and make them feel less like ghost towns.

Factional bases would still be placed anywhere and instead of them being just one dink lookin' building they should be made of several component buildings to make them more like large installation.

Redo the town government system to work w/ the static cities. In a war the combatants are usually battling for the larger more important areas. Let the bigger cities (Theed, Mos Espa, etc.) be controlled by whoever is winning the planet. Let the smaller ones (Mos Eisley, Moenia) be governed by the non-faction players.

This would help to make these cities that are part of the actual Star Wars universe feel more useful rather than just being Starports. It would keep the current situation of "Let's make a player city then abandon it after a few weeks" from becoming a large(r) problem. It would help promote competition amongst vendors by putting them in proximity to each other. If you two guys are right next to each other selling the same weapons, you're gonna go for the better deal. As it is having everyone be scattered about encourages high prices because it's hard to comparison shop.

My 2 cents.



Flame on!

I support the smiting of ones enemies. You can too.
Tumbler2002
Mon Mar 14, 2005 10:51 am
#8

I think it's wrong that anyone can drop a house near spawns and there be no danger of having it destroyed. It really hurts the game imo. Looks ridiculous, and just destroys the mood. One of the most dangerous predators in the game but everyone has a summer home right next to them... Mabye if they upped the maintanence to keep them there A LOT or made is so the Krayt's would go around destroying homes, wouldn't that be fun!

Honestly I never liked that people could drop structures anywhere they choose with no penalty and they are immune to damage. I don't want to see my houses destroyed but there should be a way to destroy homes if they are outside of player cities. (And probably establish some limbo zone where all the contents go so players don't lose everythign if some krayt dragon stomps through their home.)
aZTeK
Mon Mar 14, 2005 11:45 am
#9

A solution to this is gonna require some key changes, possibly fairly large ones. Not surprising given the track record of this games development. You can't suddenly allow creatures to attack structures near them because it would hurt the ability to get a high quality/high demand resource if a krayt is destroying your harvesters. I suppose you could make them exempt since a resource shift would require moving them eventually.

I'm starting to see the real lack of cohesion in this game (possibly coming from the experience I'm gaining in designing my own game that I didn't have when I played before). Players are basically plopped in a SW backdrop with lip service being paid to how we interact with it and it interacts with us.



Flame on!

I support the smiting of ones enemies. You can too.
Tumbler2002
Mon Mar 14, 2005 12:23 pm
#10


aZTeK wrote:
A solution to this is gonna require some key changes, possibly fairly large ones. Not surprising given the track record of this games development. You can't suddenly allow creatures to attack structures near them because it would hurt the ability to get a high quality/high demand resource if a krayt is destroying your harvesters. I suppose you could make them exempt since a resource shift would require moving them eventually.

I'm starting to see the real lack of cohesion in this game (possibly coming from the experience I'm gaining in designing my own game that I didn't have when I played before). Players are basically plopped in a SW backdrop with lip service being paid to how we interact with it and it interacts with us.



Not harvesters, They are only valuable on a location for a limited time, then need to be moved and there are costs associated with that process. Certain spawns don't move much so placing a house there means you have a permanent safe zone that is invulnerable to damage. Houses should take damage in these areas.
aries_liak
Mon Mar 14, 2005 2:08 pm
#11

Solution.


Player City Content.


War!


Your city must declare a side. You are in a city with a house a cities housing is fair game for destruction. Neutral cities NPC's will attack housing like drawing a ancient krayt to a nuetral city. Structures stay as long as there is maintenance. Ample oppurtunity exists to move out of a player city and if you want to actually feel like a war is taking place you can. Imperials dont burn down houses in this game? Why not they cooked aunt beru and uncle ben, destroyed the farm.


Good drain on the rich who want that prime location. Fun for anyone to bash someones house and bank balance to the ground till other spec. forces show up. Oh did I mention only overts please.





There are those with loaded guns and those who dig. You, my friend dig.
Deadtech
Mon Mar 14, 2005 3:23 pm
#12

Kinshi wrote:


My solution would be to have those damnable Krayts spawn in other parts of the planet too or randomize their spawn location (like a resource shift) and mnake it so there is no benefit to lingering around an area like that.

___________________________________________________________________________________________


Actually they spawn quite frequently right about inbetween espa and kenobi's house. I didn't realise this until i had 5 of them after me try to catch a snack.



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--Qilue-UCW--
Mon Mar 14, 2005 9:25 pm
#13

Can't they just make no build zones out X meters from a poi?



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aeor Quartermaster

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