Cities And Housing Archive
Thread: If /citywarn did this....
the issue here is that the devs can't see any easy implementation without either changing a lot of existing housing (say, the cities and houses near POIs), let the militia grief players (by having the ability to deny people access to certain POIs), or give certain cities an unfair disadantage (not allowing cities near POIs to defend themselves). it's one of those "damned if I do, and damned if I don't" things, and the devs said that /citywarn is not coming back
Greeleaf wrote:
this just proves what we all know aboutmmo developers in general...whether it's this game or any other.
they are EXTREMELY shortsighted and don't think things out before implementing them. and then, instead of fixing mistakes imbedded in poorly implemented features, they simply get rid of the feature all together...
...battlefields anyone?
I can understand your point but I say it wasn't so much short sightedness by the Devs, as naivety. They included a system that would allow people to defend their cities but players used it to grief others and abused the system.
Sadly I think the demise of /citywarn should be blamed on a minority ruining an idea for the rest of us.
LordFerno wrote:
Sadly I think the demise of /citywarn should be blamed on a minority ruining an idea for the rest of us.
I think it was probably the fault of the whiners. I don't know. I mean, I never had a problem with it being abused on me. I'd consider myself to be average in a lot of ways, not magical or anything and I somehow escaped it's treachery. /shrug I've been wrong before though.
Well i can say this. The cities need something that will allow them to 1. defend the city from attackers. 2. defend its citizens, and 3. stop the "criminal element" thatstumbles through your town. City ban only works on civic structures and i dont believe stops them from using terminals or trainers. City Ban should work across the board. It should push them to the limits of the town and not allow them in. Just like the wall around the village. For those cities that have POI's in there boundries. Disolve the city. Dont remove the structure just remove the advantage of the city.
This is a real issue. We need to have a means to protect our cities and its citizens. This is suppose to be our game right we pay the dev and SOE, we want a way to protect ourselves.
Now for those who would choose to abuse such a thing. Well guys, thats fine have a SWG Dodge city. I for one know how conduct myself in other player cities. If for some reason i was to be banned then fine, my credits spend anywhere. Once your economic base stops shopping becuase the city bans players, the merchants will move and your Dodge City will begin to decline. Before long you will without starport and so forth.
The point that i hope i am making is we have to have a way to protect or cities and our citizens. Frankly i feel so strong about this I am demanding that something be done.
AschMhaRhee wrote:
We all know that /citywarn was being abused by jerks.. so how about this.
If I /citywarn a troublemaker in my city, they are instantly transported to a random spot on the city border. This would get them out of the city and make a slight inconvenience for them but not leave room for it to be exploited or abused. It would just get them out of the city.. which is really what we need to have happen anyway.
Because the location was random, they would not be able to say we were abusing them by dropping them in a lair of agros.. but the chance would always be there, so perhaps the threat of a citywarn would have a little teeth if you lived on a planet where the agros were a problem.
It seems to me that this would be a fairly simple implementation and a more gentle solution to some of our city woes.
Some players would still use the ability to prevent other players from getting to game content by warping anyone who comes near their city away and just generally causing confusion and frustration. Any additional rule you add to try and make it not a "griefable" ability makes implementation much more time consuming.
Giving players the ability to warp other players is generally (almost always) a bad idea.
Kurt "Thunderheart" Stangl
Community Relations Manager
Thunderheart wrote:
Giving players the ability to warp other players is generally (almost always) a bad idea.
Thunderheart wrote:
AschMhaRhee wrote:
We all know that /citywarn was being abused by jerks.. so how about this.
If I /citywarn a troublemaker in my city, they are instantly transported to a random spot on the city border. This would get them out of the city and make a slight inconvenience for them but not leave room for it to be exploited or abused. It would just get them out of the city.. which is really what we need to have happen anyway.
Because the location was random, they would not be able to say we were abusing them by dropping them in a lair of agros.. but the chance would always be there, so perhaps the threat of a citywarn would have a little teeth if you lived on a planet where the agros were a problem.
It seems to me that this would be a fairly simple implementation and a more gentle solution to some of our city woes.
Some players would still use the ability to prevent other players from getting to game content by warping anyone who comes near their city away and just generally causing confusion and frustration. Any additional rule you add to try and make it not a "griefable" ability makes implementation much more time consuming.
Giving players the ability to warp other players is generally (almost always) a bad idea.