Development Cycle Archive
Thread: Player Cities: Where we are and where we are going.
Anyone happen to know why you can not place a Naboo Styled PA Hall on Dantooine? Yet you can use the Naboo Styled Houses.
Im so confused!!
With the advent of cities people are clustering together in new ways. There are currently persistant channels for Guilds. There are other channel tools for planets as well as automatic chat channels for groups. Our guild was the core foundation of our city. When we wanted to talk to each other we just used guildchat. Now we have three guilds and a number of unguilded citizens. We have tried creating a general chat channel for city chat. The problem with this is it is not persistant. When all the players that were using that channel leave, it is closed. Can we get a channel dedicated to city use that is persistant? Like with guilds, once you are a citizen it is activated? And using the citizen tag, limit the channel only to citizens? This would make announcements, meetings and inter city issues easier to communicate.
Thanks
Spryte - Haven - Corellia - Scylla
I didnt forget about roads. Ill make myself a pest about it...
One other thing, there just aren't many level spots on Corellia, can the terrain on player cities be leveled out? Rather than roads, just a tiled,levelterrain like that in NPC cities would be great, with roads defined as the 'space between buildings'. Getting tired of ditches and tall grass all over our city.
Jamga
Heruler wrote:
with the player cites when are we going to be able to add other npc's apart from just trainers like the spy ne ops business people and just about any of the other npc's waliking around the cities
Well, if you put a mission terminal down and do lots of delivery missions, your city will be populated by the delivery pick-upNPCs. I think dissapear after a little while, though.
Alacrity wrote:
And please let me see player buildings from further away! I hate standing in the middle of my city and only seeing two or three buildings!
Here here! We have created a grand boulevard that stretches some 400m. The only problem is that unless you move back and forth on the boulevard quickly, you only see about 100m of it at a time. When you can see the whole thing, it is everthing we had hoped it would be when we first envisioned it.
JamgaGibbrad wrote:One other thing, there just aren't many level spots on Corellia, can the terrain on player cities be leveled out? Rather than roads, just a tiled, level terrain like that in NPC cities would be great, with roads defined as the 'space between buildings'. Getting tired of ditches and tall grass all over our city.
Bridges, then!
Our Corellian town has a stream running through it, and a gully. So many of the permanent cities have nice bridges across such terrain. We would gladly use up lots to install a bridge or two. They'd just have to register as buildable over water, where other buildings are not.
JamgaGibbrad wrote:
<snip> Rather than roads, just a tiled,levelterrain like that in NPC cities would be great, with roads defined as the 'space between buildings'. Getting tired of ditches and tall grass all over our city.
Roads have the potential to allow well defined city layouts with clear lines so people can see vacant lots where they should place houses. Player cities just now are too random looking for my taste. I am especially bugged by random door placements, I often have to go 3/4 of the way around a house to see the sign. Houses should face the street.
The short view distance contributes to the problem, many cities are indistinguishable from unincorporated areas. While I have seen a few that really look like a city from some positions, most of the ones on Tatooine have the same look as the populated non-city around my house. The only indication is the message that you have entered a city, but there is no hint where the city center is. A few roads radiating out would help a lot, and the flagpoles of the city hall (at least) should be visible from anywhere inside the city boundary.
Spawn distance is a general problem in the game. I understand the issues, butI find ittoo erratic and unpredictable.Many games let you adjust it to suit your equipment and the task at hand to manage the tradeoff between frame rate and visibility distance, I find the feature on the options page, but it doesn't seem to do what I would expect. I find it hard to believe that keeping the overhead map complete is really a big issue, but it seems tied to the graphic display. I really hate driving up to my house and finding an empty lot!
I would like to see roadway tiles a cheap city improvement, that the mayor could lay out as soon as the city grows. If done as single tiles, the roads wouldn't have to be straight. There is no realneed to pave allys between the back of houses, but they should be cheap enough that the city could afford topave everything except building lotsif they choose.
Thunderheart wrote:
I didnt forget about roads. Ill make myself a pest about it...
Roads? Where we're going we won't need roads..
(some old doc brown and reverse psychology rolled into one, there)
Oh no, do not raise the limits on the cities. It is hard enough to find our resources when you move them every other day, but now, there are cities right on top of the majority of the resources so we cannot place harveys on them. Not only that, but there are way to many now. I think that the first limit should have been it. If you did not get one then so be it. If you want to be a politician then join a city and run against the mayor. Just that easy. Please, please do not raise the limits again.