Cities And Housing Archive
Thread: Structures now block key in-game content area's
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.
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 wrote:actually they can do something about it clearly statedCausing 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.
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.
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.
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.)
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.
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.