Development Cycle Archive

Thread: Player Cities: Where we are and where we are going.

Comyn
Tue Nov 18, 2003 6:45 pm
#66

TH,


When considering the city cap in relation to server stability, are the devs taking into calculation the projections for city growth?


ie. you identify twenty cities as the maximum planetary cap down the line, but at the time you identify this, five of them are outposts. As those five outposts grow into townships, cities, etc, it pushes you over your limit for server stability and we have a huge crash...


-C

Mirek
Tue Nov 18, 2003 10:51 pm
#67

The problem with this is in the way they are approaching the problem... it's a fundamental fault; you shouldn't be limiting gameplay based on what your servers can handle (this isn't the first time either, houses don't even hold enough items)... you should be making sure the servers can handle the load by upgrading if needed, and making sure the code is optimal...


I mean it's like if you are a restaurant owner and you find that you do not have enough food to serve your customers repeatedly... what do you do, give them smaller portions or make sure that you can keep more food stocked... perhaps not allow so many in if needed...
FFChRoNiC
Tue Nov 18, 2003 11:39 pm
#68

please tell me that your not going to raise the limit for level 3 and 4!!! if you want people to not bog the servers near cities you have to allow for placing a shuttle easier. i heard that level 3 was 30 people and that you could place a shuttleport from 3 mayors and 2 csr's so far.



PLEASE KEEP IT LIKE THIS I BEG YOU!!!


if a dev wishes to see our growing city the waypoint is in my signature. I will be there just message me and i will show you our city and you will see how it gives the game somethign needed. exploration. its 4.3km from every ingame city and it would be impossible at first to get 55 people. Now 30 sounds reachable but 35 will just diminish all the people that travel out that far. Their morale will diminish and they wont just quit our city, they will leave the game. people want cities that they work hard in to grow but based on the way the system is setup its bogus.



If you got the ability to make smaller outpost cost less then you have the power to make cities farther from original cities have less restraints on them to havea chance to grow and expand the SWG universe. It will spread out cities more and bog certain traffic-infested locations way less. I hope a DEV or someone reads my post and gives some feedback. Also i wouldnt mind talking to you Thunderheart ingame.






Regz - Leader of Final Flash - Master Architect
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Before he hits the ground and dies....
A Final Flash before his eyes....


Defconn
Tue Nov 18, 2003 11:48 pm
#69

This is stupid. Changing the rules of the game as you feel like. I know some people will tell me to shut-up and read the EULA.

People bought this game on the basis of a published description of how it would work. They also bought the game on the basis that it would be a completed game, and that changes would only improve gameplay, not this constant nerf-fest.

Hiding behind the statement "Gameplay may change at any time" may be legally sound,but it is ethically crap.



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Haruspex77
Wed Nov 19, 2003 2:33 am
#70

Can we at least have a command that shows the current cap and the number used out of it? That would allow planning before building a useless city hall!
DocSavag
Wed Nov 19, 2003 7:38 am
#71






Haruspex77 wrote:
Can we at least have a command that shows the current cap and the number used out of it? That would allow planning before building a useless city hall!





Does anyone know the order in which the city hall placement checks for problems in placing the hall? Does it chec the limit first? Or the nearby cities first? I know in a non buildable area you get that message and not the "limit" message but I don't know about the message about being in the radius of another player city. Obviously the point is to not waste my time planning a city that already has a city near by but I can't tell that because the only message I get is about the Cap limit having been reached. If that were the last thing it checks then I don't have a problem. At this point I haven't been ot another player city on a capped planet to test it.





----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



IFLY4DELTA
Wed Nov 19, 2003 7:43 am
#72

Well, I think they should tear down the current city halls and ban building them again until this crap is fixed. But hey, I'm not the one driving customers away....


Milo Mills

Shann0w
Wed Nov 19, 2003 10:44 am
#73


No one will be prevented from making their City Dreams come true.


For some of us they aren't Dreams they are Nightmares. Within hours of the introduction of player cities I received an email telling me to move a harvester that was in someone's recently placed city. I went to it, about 1/4 of the harvester was actually in their city limits, I found this out by walking along the length of my harvester. Each time I walked along it, I got the message "you have entered", etc.


I have now intentionally moved my house into the middle of a mountain range to get away from the bullying mayors. I intentionally picked the only spot for 100's of meters that was big enough for a small house. If that doesn't work, guess I'll live out of a 'deposit box'.


I want to rent one of the extra houses inside one of the Existing cities such as Mos Entha.

Salpoorin
Wed Nov 19, 2003 11:10 am
#74







Rogue City Halls :: How to Reclaim your Territories


The Player City system has always been intended to be a big part of the game and its time has finally come. There have been instances where players have plopped buildings down into the middle of settlements and this is causing players distress. This is something that was unavoidable, but then, the system was designed to be able to deal with such incidents




TH, you're looking at this from the wrong side... The problem here is not rouge city halls, it's the fact that large groups, who never did a bit of work toward making a city, never built a single city hall, or never mined a single resource, can, by virtue of the player city mechanics, insert themselves into a smaller group's city and within a week take over all their hard work!


Our group is already large enough to support a size 5 city, but there are groups of 10 or 20 who have worked very hard to make the money and find resources to build their city structures. A single pa could take over a city that size. It doesn't seem fair that a crafter PA that did all the work could have the fruits of their labor stolen but a combat pa that just has higher numbers... but then, SWG is geared toward fighters and powergamers anyway... your holocron nonsense proves that




Sal Po'Ryn
Master Architect / Master Artisan / Numanjii City Planner, Naboo, Ahazi server
Rhaine Starfal
Master musician / proprietor of the Bluwook Bar and Grill in Numanjii City, Naboo, Ahazi server
Kaylin
Wed Nov 19, 2003 7:32 pm
#75

There are too many small outposts who have 10 to 11 people with disorganized houses that eat important city lots. What'sbad about thisis that groups like my own, of 50+ have lost out to these tiny outposts. Not only that with the zoning restrictions set into place, there is no way to move in on these small outposts and take over either.. Oncesomeone has a city hall down it's over..there is nothing you can do.In the endwhich wastes 1000m lots of land and causes a massive rift of hatred in the player community.


The currentsituation is simply unfair...A possible solution..have people compile money to buy a city hall lot. This would stop land rushes, and create a waiting line for the option to place a player city based on the ammount of money put into. Bi monthly the top 5 bidders in line would be able to place a city hall


example:


Current standings... minimum 4,000,000 for City Hall Placement: Tatooine



  • Yoda- 7,000,001 credits

  • Obi- 4,000,000 credits

  • Qui- 2,000,000 credits

  • Luke - 900,000

  • Chewbacca - 500,000

  • Greedo - 90

  • Jarjar 7

Yoda, and Obi would be over the minimum, and would be first in line to place. Their cities would have donated the money to make this happen, therefore ruling out jarjars group of 10 people who in a way arewastingthe precious core planet city lots. Each planet would have a different price, the core planets obviously being the most expensive. The cities who couldn't bid their way in for a slot, would have to wait for the next monthly increase and have their money refunded to them.


This would hurt the smaller groups..(i'm sorry)..but at this point it's these smaller groups who got lucky that have literally put groups of 100+ people out of their homes in pre established citysin core planets throughout all galaxies.



OR Another possible solution


Raise the amount of citizens require to make a city 25+ then add in another function "Player Outposts" (vs player cities)


The outpost would use a city hallthat would have a max radius of development of 250m. It would ibkt be able to be placed 3000m away from existing towns, and be completely unable to rank up to tier 3 or above. Thusonlyallowing limited amount of city specializations. Zoning the outpost would be impossible, so if a player city had the intention of setting up shop in that area of land, they could oust the existing group... at riskof their own reputation.


This option is the better one...There are a lot of people out there who only want player cities for the new structure and functions available to them..garderns, streetlamps, cantina.. This will serve both the small groups and the large ones.






Cmdr. Kaylin Danmor
Blade of the Alliance


leetDirk
Wed Nov 19, 2003 8:07 pm
#76

The reason caps suck is simple. People work...you release updates either A. In the morning when people are going to work or B. When people are at work...

-dp-



Koonta Iskoine'tvo - Intrepid - re-noob (back from a year hiatus)
Fledgeling Pilot - Between Professions
Quarll
Wed Nov 19, 2003 11:22 pm
#77

Nothing this game has done has ever made me feel like leaving it, until now.



I still am unable to place a Cit Hall and will probably not be able to in the morning either. But who cares right, certianly not anyone at SOE. I'm very tired of waiting for these exciting things to happen only to have my hopes crushed by last minute changes and limits.



I guess a few days away from the game will do me some good, may clear my head about returning to be ignored and abused by uncaring Developers.


Stir-fry
Thu Nov 20, 2003 7:09 am
#78

I belong to a guild of 17. We have a nice setup and were looking forward to having a city. We had the hall ready, and bam...city cap.


Then we heard that the cap was to be lifted for smaller cites with this hotfix, but I still cannot place the cityhall? Is there a reason I am still getting a city cap meassage, when the cap is suppost to be gone, for smaller guild to at least get a start for settlements?


Stir-fry

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