Cities And Housing Archive
Thread: For the love of god, doesn't anyone realize that Player Cities have almost ruined this game?
Message Edited by Shadow-Walker on 01-20-2005 11:34 AM
Fidgiter wrote:
Once upon a time in a galaxy far far away there was a crafter who had grown beyond the Bazaar and needed a vendor. He set off to a settlement of houses outside of Mos Eisley which the locals called Mos Tatoo. It was an almost random jumble of houses, factories and harvesters but it hosted some of the earliest masters and was the place to shop.
One day he was setting a factory down but some Mountain Squill had built a nest near by. He tried to dislodge them but failed. He saw his neighbor who had been hunting the area and they teamed up and both failed in removing the nest. They called another and finally the beasts were defeated and they all stood around laughing about what fun the whole thing had been.
A Dancers Guild formed in town and they setup an improvised Cantina and a crafter set a registered vendor so it could appear on the map in some form. It wasn't as obvious as the Cantina in the city since there was no official structure or waypoint to enable people to find it but people made due. While the Cantina in Mos Eisley grew silent this new site came to life and this contributed to the growing community.
People would hunt the wilderness near to the town or jog over to Anchorhead or Bestine for some factional action. There were so many places which were too dangerous to solo so people made small groups for local hunting and big hunts for the deadly wilds of Lok, Dathomir and Endor. The local crafters needed the hides, the local hunters needed the money and fun was had by all.
Then things started to change. Buffs became the rage, armor became effective, superior weapons were crafted. Hunting the area around the town became too easy solo let alone in a group. The hunting grounds that used to require groups were now best conquered solo. The hunters spread out as loners.
Player Cities came at this time when the social fabric of the galaxy was already in decay and created order from the chaos of what had been before. In many cases it slowed the decay but it but inevitably people withdrew into their loner worlds grinding professions for Jedi and grinding out combat professions solo. Crafters were active but eventually the a great recession swept the galaxy and many closed shop instead finding the profits of solo groups to be a much greater lure.
The game has been brought to its current state by poor design. The game systems FORCED crafters away from the Major Cities. The game systems created INCENTIVESfor people to be involved in endless grinding. The game combat systems made combat most PRODUCTIVE to be done solo and not in a group.
You say that Player Cities have almost ruined the game but I strongly disagree. Player Cities have been the nesting place of the little that remains of community in the game. Without Player Cities things would be worse and not better.
Exactly
Message Edited by Master_Mavric on 01-20-2005 12:02 PM
One day he was setting a factory down but some Mountain Squill had built a nest near by. He tried to dislodge them but failed. He saw his neighbor who had been hunting the area and they teamed up and both failed in removing the nest. They called another and finally the beasts were defeated and they all stood around laughing about what fun the whole thing had been.
A Dancers Guild formed in town and they setup an improvised Cantina and a crafter set a registered vendor so it could appear on the map in some form. It wasn't as obvious as the Cantina in the city since there was no official structure or waypoint to enable people to find it but people made due. While the Cantina in Mos Eisley grew silent this new site came to life and this contributed to the growing community.
People would hunt the wilderness near to the town or jog over to Anchorhead or Bestine for some factional action. There were so many places which were too dangerous to solo so people made small groups for local hunting and big hunts for the deadly wilds of Lok, Dathomir and Endor. The local crafters needed the hides, the local hunters needed the money and fun was had by all.
Then things started to change. Buffs became the rage, armor became effective, superior weapons were crafted. Hunting the area around the town became too easy solo let alone in a group. The hunting grounds that used to require groups were now best conquered solo. The hunters spread out as loners.
Player Cities came at this time when the social fabric of the galaxy was already in decay and created order from the chaos of what had been before. In many cases it slowed the decay but it but inevitably people withdrew into their loner worlds grinding professions for Jedi and grinding out combat professions solo. Crafters were active but eventually the a great recession swept the galaxy and many closed shop instead finding the profits of solo groups to be a much greater lure.
Kalvin87 wrote:
Honestly, SWG was pretty sweet before player cities.
As of right now, THERE ARE TOO MANY player cities.
The immersion was much greater back then -- back when there were Anchorhead raids, or raids on Bestine, or Theed. Now it's just lame with 70% of the population gone from cities.
*Sigh*
Some people should not have forum posting rights, LOL. Must have some ability to reason.
I have two feet, and there was a fire on my street last night. Therefore feet cause fires. So cut off our feet and no more fires.
Good logic.
People dont tend to hang around in Player Cities. Player Cities are mostly functional for storage, crafting, merchants, healing, etc. I don't know of many people who hang around in Player Cities, or Player Cities who have a lot of activity going on in them. They're stopping places for a function or need. The problem is a lack of population in the game. The game has died off. Focus a little on the real issues to make the game succesful rather than trying to cut off your feet. The game is better for Player Cities. I couldn't imagine playing WoW where you can't own structures... ughhh.
Kalvin87 wrote:
Honestly, SWG was pretty sweet before player cities.
As of right now, THERE ARE TOO MANY player cities.
There are only 4 or 5 cities max, where people hang out.
Coronet, the Mining Outpost, Theed, ...and I dunno where else. :/
It's quite unfortunate, because most players are now spread all over instead of gathering in a place to have a good time. Before player cities (most people don't even know that experience by now) was probably the best time SWG had.
People hung out in all the cities, and they weren't desolate places filled with spammers, and afk dancers.
The immersion was much greater back then -- back when there were Anchorhead raids, or raids on Bestine, or Theed. Now it's just lame with 70% of the population gone from cities.
*Sigh*
Well, it all depends on how you want to look at it.
This is a game, and games meant to be fun. A bunch of friends and I had one of the first cities on Tatooine on our server. We had a lot of fun growing the city to a metropolis. We made a lot more friends doing so, which increased the fun even more.
There are a great deal of advantages that player cities introduced into the game, and I can think of any that make the game less fun.
However, if I may play devil's advocate, I do feel sadness when I go back to the old hangouts before player cities. My character back then was a Rebel, and we all hung out in Anchorhead. When the devs forced new players to start in Mos Eisley awhile back, Mos Eisley was starting to feel like it did when I first started playing the game. The only other downside I can think of regarding player cities comes into play when I'm harvesting resources. How many times have you found that sweet +90% concentration and it is in the bounds of a player city?
Jagged-F3l wrote:
How many times have you found that sweet +90% concentration and it is in the bounds of a player city?