Cities And Housing Archive

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

MolCaldon
Tue Mar 22, 2005 3:46 pm
#27

some parts of this game is turning into a joke... i say make people move to the NPC cities, as in the SW universe, that is where people live... or, maybe not make them move, but make them want to move. better to live in a NPC city with lots of people, than in a ghost town where you only drop the stuff you cant carry... or at the krayt spawns



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Khristen
Wed Mar 23, 2005 8:43 pm
#28






--Qilue-UCW-- wrote:

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







They can, but what do you do with the stuff that's already there? They won't destroy houses or make someone move because of a lack of foresight....most of those people would quit the game. Telling a Player City that may have been there since they were initially launched that they can't build anymore structures or grow anymore because they should have made the area no-build from the start would have the same affect as destroying the houses.


There's no easy solution to this. The code would be incredibly complicated to "grandfather" exisiting structures and prevent future building but making exceptions for exisiting Player Cities in those areas. There'd probably have to be separate code for each server, and that's just asking for trouble. It was brought up at Fan Fest last year, and that's pretty much what it came down to.





| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
eminemrapman303
Tue Mar 29, 2005 11:15 pm
#29

THe CSR's CAN do something about moving houses. In the wee beginning of the game, if you had a house on the edge of a server border boundry (like right up against the theed build zone and non-build zone), your vendors did not work. The csr's were instructed to move the houses away from the boundry. THey did so immedietly.
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