Cities And Housing Archive
Thread: City griefing?
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elevenbravo11b2
Thu Mar 17, 2005 7:48 am
#1
Hi,
My guild has a player city currently at rank 2.We are imperial. A rival rebal pa placed a pa hall right outside our city so when next time we level they will be in the third radius. To keep them from being apart of our city we have had to choose not to level the city to rank 3. Obviously we dont want them in our city but we want to rank up. My question is is this considered griefing or does it warrent a true CSR compaint? Or are we just stuck to live at rank 2 forever?
thanks.
My guild has a player city currently at rank 2.We are imperial. A rival rebal pa placed a pa hall right outside our city so when next time we level they will be in the third radius. To keep them from being apart of our city we have had to choose not to level the city to rank 3. Obviously we dont want them in our city but we want to rank up. My question is is this considered griefing or does it warrent a true CSR compaint? Or are we just stuck to live at rank 2 forever?
thanks.
Unforgiven526
Thu Mar 17, 2005 8:53 am
#2
Hmmmm, I'm not 100% sure but I thought then when a city starts at lvl one the zoning radius was set at maxium to prevent something like two cities merging together. If not you're out of luck. If SOE gives someone the right to drop a structure in a free zone, there is nothing they can do.
Chameleon257
Thu Mar 17, 2005 9:41 am
#3
Also correct me if I'm wrong
but couldn't you just apply a very high tax and reimburse all your Imperial members? It might make them move the PA.
Maisland
Thu Mar 17, 2005 10:23 am
#4
The zoning radius that you refer to only prevents one Town Hall from being closer than 1000 m away from the closest other Town Hall. PAs, mines and houses can be placed where they will be within the city limits when a town expands.
Unforgiven526 wrote:
Hmmmm, I'm not 100% sure but I thought then when a city starts at lvl one the zoning radius was set at maxium to prevent something like two cities merging together. If not you're out of luck. If SOE gives someone the right to drop a structure in a free zone, there is nothing they can do.
Message Edited by Maisland on 03-17-2005 08:24 AM
wcmi92
Thu Mar 17, 2005 10:33 am
#5
It sucks what the rival guild is trying to do to you, but there isn't a whole lot of harm that can come of it.
As long as you are VERY careful with your militia, only the PA hall owner can declare residence, and can't place any other structures in your city, affect your election or anything else.
Indeed, you should get rank 3 as fast as you can to expand your radius so that they CANT add more stuff there first...
Then I'd max out property taxes and refund it to your guild members. The tax rates on a PA hall are pretty high. If they want an outpost in your city, make em help fund it
Sooner or later they will get tired of wasting 5 lots on a useless building and move it.
As long as you are VERY careful with your militia, only the PA hall owner can declare residence, and can't place any other structures in your city, affect your election or anything else.
Indeed, you should get rank 3 as fast as you can to expand your radius so that they CANT add more stuff there first...
Then I'd max out property taxes and refund it to your guild members. The tax rates on a PA hall are pretty high. If they want an outpost in your city, make em help fund it
Message Edited by wcmi92 on 03-17-2005 09:34 AM
DarkDemonKnight
Thu Mar 17, 2005 11:19 am
#6
Best thing to do is ask them to move their pa hall. Tell them their guild will not disband and they can replace it and everything will be left as it was before besides the houses items those have to be placed again...only takes like 1 hour max to do that or maybe 3hours depending on the design. Anyways if that doesnt work out try increasing the cost to stay in the city, even if they didnt declare residents it will still take money out of their pa hall and place it towards your city, once they move you can then replay your people in your city and there you go. But before you do that best to send that guild a email telling them to move.
Kinshi
Thu Mar 17, 2005 3:37 pm
#7
I like the 'tax them into the ground' idea if they wont bugger off. Take care with the militia, only allow members of your faction zoning rights and have your militia do the initial house drop and /transfer to the new citizen.
and if they still wont go, put the property tax to 99% and the income tax to max, and give the money back to your guild members. Force that guild hall into 'Condemed' status so they cant even enter it, they either have to move it or abandon it and lose a crapload of credits. (99% property tax will vacuum out the maintenace pool of the PA hall and the owners bank account in no time at all)
and if they still wont go, put the property tax to 99% and the income tax to max, and give the money back to your guild members. Force that guild hall into 'Condemed' status so they cant even enter it, they either have to move it or abandon it and lose a crapload of credits. (99% property tax will vacuum out the maintenace pool of the PA hall and the owners bank account in no time at all)
Mosati
Fri Mar 18, 2005 5:23 am
#9
One option I haven't seen mentioned is that while you can't /cityban a declared resident such as the PA Hall owner you can get you Militia to ban all their members on site. It won't do much overall but it'll block them from using any of the city structures such as the Garage, Bank, Cloner ect.
Warkk
Fri Mar 18, 2005 5:34 am
#10
Theres one problem though, all the money that comes from the tax goes to the city treasury. And you can only take out 50k at a time, i might make paying back guildies harder and more complicated
LexxYovel
Sat Mar 19, 2005 7:16 am
#11
Pretty much all taxes are bugged except income tax. Raise every single tax when the guild hall enters the city and it may give the illusion of oppressive taxes. Their guild hall will read a 50% property tax, but in reality it doesn't do anything at all. If you let your guild members know this, they wont care what setting taxes are. But just to be safe, get rid of milita members so that you are the only one who can grant things. Better yet, if you can get the owner of the guild hall to enter your city before the city absorbs the hall, city ban him so he can never declare residence.
Zhentarim
Sun Mar 20, 2005 8:53 am
#12
I'd probably hang around or get my trusted militia members to keep an eye out for members of the guild you feel is griefing you - and just ban every single one of them from your city limits. If you expand and their guildhall (which probably houses some nice items) will be unavailable to them. Then just send a mail to their leader that you want them to move their PA hall asap or they will continously face severe penalties in form of taxes and cityban. 
God knows we've thought of doing that to alot of the Jedi that setup houses on our town border..
God knows we've thought of doing that to alot of the Jedi that setup houses on our town border..
LexxYovel
Sun Mar 20, 2005 7:42 pm
#13
Zhentarim wrote:
If you expand and their guildhall (which probably houses some nice items) will be unavailable to them.
Actually they will still be able to enter their guild haal even if city banned.
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