Development Cycle Archive
Thread: Design Topic: Player City locations
I will not live in player city because of taxes. I pay enough taxes in rl, I don't need them in a game.
I've got to be honest, I'm not that excited about. I wouldn't consider moving from my current location, which is in a deep forested hillside south of Keren (it is gorgeous, I recommend checking it out: 1899, 1364). It's only 1300 meters from the star port, a big thing for me. I could care less whether a city has a shuttle port, it really needs to have a star port.
I do a ton of traveling, all the time. Sometimes I visit 5-6 different planets every day. Imagine the shuttle wait times I go through on a daily basis! Do you think I (and members of my family; we've discussed this several times) would move to a player city that may or may not get a shuttle port that's located in BFE? Do you think we'd move to one that has a shuttle port, yet we'd have to wait up to 10 minutes to get there, when our village is a mere 3-4 minute walk (no burst run) from the star port? Unless shuttle wait times are reduced, I don't think so.
I really wish we could incorporate into existing cities, or move into "apartments". Or how about existing cities get a mayor as well, and the mayor can "expand" the city limits, and provide more buildings, mission terminals, etc. I'd really hate to see existing cities just become "connecting flight" cities. ![]()
I'm already in a guild working on a city. Once their added, our leader will start working towards politician. We're near the 0,0 mark on Corellia. Heading directly north of Coronet for 4-5k meters, and 3.5k meters SE of Kor Vella. One finds my clan, and city.
It's mostly a plateau and valleys of aggressive creatures. Should be a strange looking city.
We'll be moving to a more remote location for 2 reasons.
1) shuttle ports make life much simpler and we can live in a more remote and scenic location
2) we plan on uprooting our current mishmosh of housing to create a player city pattern anyway so if we have to move, lets move some place nice and with not as many neighbors.
In our case we built next to a imp only pve battlefield (which never was fixed btw as you still spawn in the middle of the rebels half the time) and our plan was to cater to imperial clients mainly but also rebels long as they stayed out of trouble.
This is a 20 minute run from moenia tho so its basically a ghost town, and wether it will thrive or not depends upon the devs for sprucing up battlefields and our ability to get a shuttleport. But atm its hard to try to recuit for a town that has no function nor gets any visitors.
And I have seen the posts already about cities near hunting spot and would like to thank the devs for bring cities now to a camping level...
Q,
Yeah my friends and I are planning on going remote. We will pack up and move.
However, one of the largest incentives you can provide to encoruage this is to reduce the wait time on shuttles.
We'll spread out if our connecting layovers are small. But if it's 10 mintues to move planets, I think you'll find a sprawl of surburbia.
Reduce em to like 2-5 minutes, and people will spread out more.
Jacore
With mounts coming out at the same time, I'll be looking for a city that's in a more remote area, if I decide to even relocate to a city.
Just a few of my thoughts on the matter to blend in with the masses...
I'm personally really looking forward to player cities as a way to bring people closer together. (I know I know, there's lots of 'other' avenues for this, but I still like the potential) I am very wary, however, of having just a huge number of smaller players cities all over the globe(s). When huge cities go up around key POI's:Kryat Graveyard, dungeons, Theme Parks,etc etc, the atmosphere of those locales will significantly deminish. (Again, just a personal opinion) I truly like the fact of traveling forever to get somewhere dark and dangerous, it just adds so much to the feeling of the outing.
If cities spring up at all these locations, with shuttle ports everywhere, and cloning stations nearby, it just may end up losing so much. I think the merit of travel is a good one, not a detriment. (AC2, warping anywhere in seconds, just wasn't in my mind productive)
I do realize though that some people that don't have large amounts of time to spend playing can't take all that time walking to and from distant locations, possibly dying the second they get there and having to travel all the way back. So I guess I'm just hoping for a happy medium.
When player vehicles become available, I may want to move my residence to the most remote corner of the map, if nothing more than for my own peace of mind and escape from the hustle and bustle of normal citires and populate areas. Or possibly creating a player city, with like minded individuals, that would be quite distant and never impliment our own shuttle bay.
So I guess returning to topic (forgive my rambles) I would rather a player city come to me. Thanks for listening! ![]()
~Cowboy
1) People will build cities where they gather. That means hunts. Power gaming cities will start creeping into remote areas that are not worth the walk at the moment. But give a person the option to Shuttle, clone, and heal there, and it's an entirely different story. PL-ing is now viable!! (is that a good thing?)
This is not a bad thing necessarily, depending on how it is handeled. I would think it would be easy to create no build zones near dungeons like caves, warren, etc. keeping the power gaming cities a reasonable distance away from a target (while not eliminating the option to build near a cave).
2) People may strategically place cities to cover mass distances on a game world. So what? We don't have our own transportation yet and the best thing we have coming are pets and shuttleports. This will make travel easier and more convenient. Starports SHOULD only be in cities... big ones.
As a player, I would like to see both of these "City Location strategies" for the sake of convenience. Of course, a city every 2k meters would be ridiculous. Additinoally, how about some sort of idea for "state parks" as a metaphor? Creating additional no-build zones for the more pristine, dangerous, exclusive, etc regions (not many, just enough to keep some areas remote... as they are meant to be).
Of course, number 2 becomes mostly moot with the advent of mounts and vehicles. I would still like to clone closer to some of my objectives though.
PeeGee
Hello Q-3PO,
The pre-pac of "Elysium" (30 plus buildings including 4 pa halls so far) south of Kor Vella, Corellia on Starsider has run into a jam with the impendingterrain rules for Pac's. We're about 3300 meters south east of Kor Vella, or sandwiched between those two plateaus on the planetary map. Where the terrain is somewhat hilly with ditch lines all about, so if we plopped down a city hall. According to the present rules on terrain on the test center shard we could never grow to a metropolis. (we have about 107 citizens registered on our pac website of www.swg-elysium.com)
Our settlement of Elysium needs a shuttleport in it's future, since by foot we like 13 to 15 minutes south east of Kor Vella (depending on mob). I suggest that yourselves as dev's of SWG (which it is clear the game design is in creative flux) allow the rule if a structure can be placed on the terrain in the pre-pac methodology. Than municipal buildings to come should clearly follow the same guidelines as homes, harvesters, &generators.
One draw to a remote city that you might not have thought of yet is flat land for placing harvesters. Vast tracks of land on which to build harvesters will be opened up by player cities with shuttle ports. Again, the shuttle port is the key.
Im helping with the development ofa player city on naboo.
So far people are willing to build out there in hopes for the future, but it is difficult. I think it will help out a lot once vehicles and mounts are released to spread out the population, if vehicles are made to speed up transportation (I would hope that they do).
Right now travelling is dull and takes a lot of time, and most stores don't want to make long-distance stores because of how the vendors willdestroy their products if left alone long enough. Besides, there is not as much traffic out that far to sell things to.
Right now the city is trying to develop its own economy and build an imperial mission terminal, so that perhaps the residents won't have to leave the city at all to make a living. A nice thought, but i doubt it will happen until a bank and bazaar are put in.
I think you will generally see player cities crop up right outside the major cities for the time being.
I would love to have our player city out in the middle of nowhere as long as we have a shuttle port to it at some point. Of course the reason being: noone wants to run 5000m to get to their Guild Hall from a major city at this point. Maybe after the introduction of Vehicles or at leastCreature Mounts.
The other major consideration is this: It is very difficult and quite time consuming to move an entire hall worth of items and several houses full of items to a remote location. Being a combat medic, my inventory is always almost full anyway, so even moving one house full of 140 items becomes a major chore. It involves having an extra temporary halfway house to drop my 100 units of inventory and several trips back and forth.
If there was some way to have the house deed store the items in the house it would help moves incredibly, but that would probably be a logistical nightmare. Then there would be the problem of deeds displaying what items are inside them much like the harvester deeds now displayleftover power and maintenance.
To sum it up: I'd love to have a remote city , but moving everything would be very difficult and time consuming