Development Cycle Archive
Thread: Player Cities: Where we are and where we are going.
i got a few questions,
1) can a player city have a bounty hunter mission terminal?
2) ifso, can a bouty hunter mission terminal be inside a player house?
3) can a player city havea spyNet operative?
4) ifso can it be inside of a player house?
HI All
I am a newbie politician with a small city on the Chimaera European server. (some of my thoughts might beling better in the politician forum)
Firstly - I think Paved areas are essential. We should have the ability to make our cities look similar to NPC cities in form of structure if nothing else. Paving should also help with terraforming or 'flattening' of certain land features. I do not think that you should be able to flatten hills but you should be able to terrace them and create paved plateaus and steps between differing land levels. This should be chargable as well in my opinion. Cities charges taxes for roads and paved areas because they require and should require upkeep or they will deteriorate.
I think the whole politician/city tie in needs to be rethought - you can only get politician xp by being mayor but you can only be mayor by either a
xping and levelling in a small city and then making a move for the big time or b
being lucky enough to inherit a high rank city when the current politician moves on. What city in its right mind will elect a politician who hasn't got the ability to do 2/3 of what the current mayor can?
Zoning Rights are being misused because people are scared of someone trying to take over their city and gain total control of the city. Thats daft - cities should have councils - with people then getting 2/3 of the mayors xp value for themselves - allowing cities to take on novice politicians and help them train without fear of losing the initial investment that building a city generates.
The premise of zoning rights is poorly implemented as is building. Surely a better way of implementing Zoning Rights would be to change the way in which houses are placed in cities. Say for example the city radius is displayed when you go to place the house along with a chosen city layout (with say 4 templates to choose from at the start with more to come?) that way you can assign someone a LOT - their house can be placed in that LOT alone and facing the way you want it to. The way it is at present - zoning rights gives someone carte blanche to place their house anywhere and you have no way of controlling urban development.
The Skill order also seems daft. Having read the skill boxes and the looked at the options I was excited this morning when I learned that our outpost was now a village and that I could train Fiscal Policy1 and Militia 1 - imagine the frustrating I felt when I tried to register the city and it told me the city had to be rank 3 or higher. I should have checked in the forums but it does seem daft that a level 1 skill can't be used without a level 3 city.
I love the idea of player cities, although I think city names should be monitored and checked to ensure that they are star wars enough. We chose the city name Ius (from the latin for justice) as we are a rebellion city and feel that it matches our ethos and doesn't break the feel of the planet (Corellia). Looking at some of the city names that have been created however, it is easy to see why people think that there should be fewer cities and that they ruin the game.
I hope I don't seem too negative - I just think the potential of both the politician career and the player cities is being wasted at present and without people saying wouldn't this be better - we won't get improvements.
Regards
Revor - Mayor Of Ius - Corellia / Chimaera-Europe
I think that the planetary map is rather cramped. I would like to either see level 4s being able to register on the city map or the cap be lowered.
I'm new to this forum, but I think some might remember my name from the old beta days. Hiya TH. Anyway I'm a little disappointed in player cities but mainly based on looks. I agree that they look like a bunch of structures thrown down and don't have the same appearance as dev placed cities. I think they need pavement to be placed down and should be placed during some kind of zoning phase of the town's development. Also, they need things like walls. Obviously they need some checks to make sure that walls aren't used improperly, and allow access to all areas of the city.
I think a big reason that player cities don't look right is because anything placed down can't be butted up next to another building. This is to prevent people from creating walls and preventing access to certain areas of the map, but it also makes the town look bad.
Another thing I don't like is how all player shops HAVE to be in a player city. I find it hard to beleive that there are no clothing stores in all of Mos Eiesly, Mos Entha, and Bestine. I think all cities should have 'marketplaces'. A marketplace (single building with many shops entrances)should be within all cities where players can 'rent' space from the city to set up their vendors and sell their goods.I see marketplaces in some playertowns as just a bunch of tents all scattered about and think it looks silly. 'Marketplaces' should be in large cities as well so that people can buy stuff in major towns and not always have to go to player towns.
So are player cities going to be able to add starports? That would be cool.
Or how about having two shuttleports with the shuttles arriving/leaving at different schedules?
I'm not sure where to put this, since the re-vamp of the forums, but hopefully, this isn't too OT..
(btw, Pistol, we at Last Hope, Tatooine (Starsider) have a "Mall" marketplace in a designated commerical district.. so it's doable, just not "official" )
This concerns Shuttleports in Player Cities.
We should have updated to level 4, and been able to place a 'Port. However, our cap on Starsider Tat has supposedly been reached (there are only 9 PC shuttles listed on the "schedule") and we were denied.
Now, my point is this.. not "sour grapes" .. but if you open the World Map, you'll see that the majority of shuttleports are clustered in the south quadrant, some within 2km of each other. I remember from some of the things I'd read here that a number of PCs were setting up close to NPC cities so they wouldn't need to have their own shuttleports -- but apparently city pride has kicked in, and we have shuttles on top of shuttles on top of shuttles.
Our city, Last Hope, has only 2 "nearby" shuttles.. Mos Wulf, nearly 12km away.. and Mos Espa, 5km away.
Neither of which is a short run.. thank the Maker for vehicles.
Now, I thought the point of PCs was to "settle the wilderness". Last Hope is 2km or so away from Ft Tusken, so we have tremedous toursism, and many people from farther flung areas would like to get here to take advantage of our Cloner and other facilities.
However, we have no direct access via shuttle.
(I put this much more elequently to the CSR Ticket system, just can't seem to cut and paste, despite remapping)
My proposal is, instead of limiting a city's growth, that distances between shuttleports be limited, similar to the current "1km between City Halls" rule.. although of course, shuttleport distances would be much larger. That way, the Travel System is better spread throughout the planet.. and the travel net would be less likely to overlap (and fulfills the concept of "settling the wilderness")..
And we don't have the idiocy of "Shuttle? Sure, which one of the 3 are you coming in on? Anchorhead, PC City One (1km away) or PC City Two (600k away from that) ? "
My 2 credits..
Heljapher Triforce, Mayor, Last Hope, Tatooine (Starsider)
HI,
I don't know how many people will agree with this post, but i feel player cities are taking away from the game as a whole. I feel instead of making player cities they dev's should have made it possible for players to live in "real" cities in the game. By "real" cities i mean coronet, and mos esiely, and theed. I think that making it so players could live and run for political officies in "real" cities would have made the game so much better. I know when i go to a city, take mos esiely for instants, and am trying to get healed it is next to impossible just because there are no players, let alone high level players in real cities anymore, excluding coronet. The only reason i live in a player city is because the guild i belong to provided the house for free to live in the city. Iam just saying that the game would be much better if there was actually competetion for politcal officies, and if there were players concentrated in"real" cities rather than spread out in player cities.
Inarie, eclipse
Hi Developers
Just had a very bad experience with this player-city cap buisness ![]()
Im on the Chimaera - server building the most beautifull city of the galaxy offcourse. Myself and myfreinds have spent tons of playing time building up city struture and getting a lot af players convinced that our city where the right place to stay ..
we finnally made it to rank 4 and all rdy to put down the very awaited shuttleport. At city update it tells us "city update error"... eventhough we had checked the planet map for rank 4 cities and there is only 9 atm, so we all think everything is in the green here.... but then after a short debat with a btw very polite CSR we find out that a 10th. city is rank 4 but not registreted on the map.. I personally find that very frustrating because we where fighting so hard to get there because there was only 9 cities there in the believe that it was possible for us to become number 10.
so my Questions is ; Any plans for raisng the cap of cities again soon ?
; Cities who have met citizen requried and still meet it
will they getinstant rank update in
case of cap raised, or do we have to wait until weekly city update ?
; Any chance of my city of Remiel onNaboo getting a exception
from therule ?![]()
Best Regards
a Little frustrated just now -- but most of the time a very dedicatedPlayer
Jiker
On the off chance that a dev actually spots this post...
I sincerely hope that the end goal of Player Cities is to now add content to the pre-existing "NPC cities" and make them useful. I realized that -maybe- this is a way of reducing the lag in these cities so that people can run around in them adventuring with less fear ofdroppingto 1 FPS in the middle of a mission.