Cities And Housing Archive

Thread: Too many player cities giving game an empty feeling...

onsAlt
Tue Jan 18, 2005 2:56 pm
#1

Well at least on Intrepid that is the case. I am all for lowering the number of allowed cities per planet to around 10 at most. Another option might be to have designated city areas or wildlife areas so that we don't have an entire planet of scattered houses. Just want to hear others opinions on this matter, I think it is a minor problem, but others don't see it this way.


Also, I would say about 80% of the cities on my server are always empty, like ghost towns. Some even have hundreds of residents, but there is nobody in site. Maybe make cities more attractive for people to hang out, not sure what the deal is there, but doesn't make much sense to call a collection of houses with no people a Metropolis.






,
ABUELA
StarNick
Tue Jan 18, 2005 2:59 pm
#2

Major problems include lack of starports...for many people, its too much of atime constraint to take a starship to lok, take a shuttle to Tranquil City (my city btw), take another shuttle back (or DRIVE 6k m!), then board another starship...


Now if we could directly land in player cities...plus if more services can be acquired to be placed in cities (such as those BH informants, NPCs, other decorations, public crafting stations, NPC guild halls etc)...then we may see those ghost towns come to life...


But then the ghost towns of the Static cities would become even more ghostly



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GrafvonSoden
Tue Jan 18, 2005 3:30 pm
#3

I think StarNick hit the nail square on the head . When folks land at a starport, they hit the cantina, med center, and bazaar. Then poof, they're off for more adventures. The only time peeps actually shuttle to some burg is because they are shopping for some specific item they need, which cant be purchased on bazaar, such as major purchases of foods etc.


Sturngard_Blastshield
Wed Jan 19, 2005 10:18 am
#4

Just some points:

1. Raising the requirements to start and maintain a city MAY help reduce the number of "ghost-town" player cities and consolidate players into areas (player cities and nonplayer cities) where they can intereact with each other, create in-game content and generate a "non-empty" feel to the game.

2. Player city starports would help to empty non player cities like Bela Vista even further making them even more useless. There has to be a balance between player cities and non player cities.

How can you get people to want to go to both types of cities?

Frankly I dont think there is enough people to help populate all the player and non player cities because there are just to many cities and the people are spread thin. The number of cites MAY need to be reduced.



Sturngard Blastshield
TFO Military Commander
Executor of TBF‘s Will


Binstubbs
Wed Jan 19, 2005 10:30 am
#5

http://forums.station.sony.com/swg/board/message?board.id=citieshousing&message.id=167




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--Albert Einstein
Rapidwolf
Tue Jan 25, 2005 11:38 am
#6


Especially now u can do politician wit out losing sp now. Which is stupid by the way, they called skill pointwhat else is a pol doing it itakes skill to run a city DUH. Devs i aint trying to flame and i dont like flaming but that is rediculous, there is goign 2 be player city boom! and all da majhor cities will just become even more like transfer terminals between shuttles




"Success is not final, failure is not fatal: it is the courage to continue that counts." Winston Churchill

BrainMandinga
Tue Jan 25, 2005 12:35 pm
#7

The NPC cities are in alow populace state but this is not always a bad thing. The lag in the NPC cities prior to Player cities was horrible. The player cities have done a lot to alleviate that lag, and distribute the population throughout the galaxy. You combine it with the lower numbers of players of late (though I have been seeing a large resurgence of people coming back to the game), and you get barren streets in the NPC Cities. If it was that important to the general populous that the NPC Cities have a full feeling though, then they would be there doing their thing. What makes the Player City appealing is the convenience of living in your own community with friends. It makes things very enjoyable. You know the players in the city, you have terminals right there, and so many other things right at your fingertips that make things more enjoyable for the player for their downtime.


I have seen ideas for putting in apartments in the NPC Cities which is a great idea in my opinion. It would really aid crafters among many, and it would add a great ambience to the game. The thing that will also drive the NPC Cities in the near future is the combat upgrade which will require more grouping, and the GCW Revamp that is so desperately needed. When PvP combat becomes more fun, and is coupled with the GCW, then I think the big battles on the major NPC city streets will come back, though I could be wrong.


There are many other things that could help bring them back up, but all of them involve incentives to get people there, not by removing what it is they like. People overall like their player cities and enjoy "living" in them. Taking them away is the wrong way to get people back to the NPC Cities. The result of that move will be angering the players that do enjoy the player cities and their advantages, thereby lowering the overall population through cancelled accounts, and making the streets even more barren than before. So, while I agree with some of the points posted here, I disagree with the overall message. Lets get the NPC Cities going again, but not at the expense of player cities, but rather at the expense of groups, quests, and interactive goodness that brings people there.



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"Jedi"
"Blasphemy!"
"'Empire' had the better ending. I mean, Luke gets his hand cut off, find out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All 'Jedi' had was a bunch of Muppets."
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