Development Cycle Archive
Thread: Friday Feature Pt.2 :: Advanced Player City Guide
Bad timing.
Also, how about you guys fix houses so we can actually move into those cities? It seems that noone is able to reddeed a home if they are items stuck in walls, or even worse, have a BALLOT BOX!
Please fix that before you throw limitations on our cities. In order to have people, we need houses that can move to the city! Thanks
You'll have to make your cities somewhere we WANT to move into. Quite frankly if I was a Politician, I'd find myself A) An Architect, B) A good surveyor and C) A **edit**load of resources and offer houses for FREE if you join the City.
That's how many of you will get population up.
Speaking of which, Master Commando with 4,4,0,0 CH and Medic looking to move into Corellia based city. Preferably 4km or less away from Coronet. Make me an offer, give me a deal on a large house.
Are you all stupid? What are you doing?
Yeah, no kidding. I have an extra house deed now. It took me 24 hours and an email to the CSR supervisor to get my house back. There turn out to be three bugs that the developers knew about that can make it impossible to move a house: the ballot box issue, the items-in-walls issue, and one that I'd never even heard of that made it possible for some houses to have an incorrect item count. The CSR who showed up to reset my house item count said that that's practically all that CSRs are doing now, is fixing the item counts on people's houses or deleting undeletable items. And as of Sunday night, there was still a huge backlog.
Which means that there are going to be cities that "poof" tomorrow, or whenever the 10-citizen patch goes live, because some of their would-be citizens can't get their houses. (It won't be ours. 13 and rising steadily as of when I logged out Sunday. Whew.) So by the God and all that's holy, Sony had better not implement this change until everybody in that backlog gets their houses and PA hallsback!
I think a lot of people are making a bigger deal that need be out of these changes, PLUS I don't think everyone is reading what the actual changes are -- they're just going off the reactionary posts that others are making and are accepting them as gospel.
First off, I have over 30 residents and 35+ structures within my 150m city, and that's with several bad terrain spot, and some undeclared houses. It is certainly cramped, but not at all untenable. The key is being flexible and having a plan. We have a plan drawn out, and the key is that all of our residents understand that they should PLAN to move their houses after the boundaries expand a little. Then we'll reorganize the structures to fit in with our well laid out plan. Sure, it costs some money and takes some coordination, but being part of a city is a privlage or option, not an entittlement.
Also, people are complaining about the minimum citizen counts being raised, but most are neglecting to mention that this was done in order to allow the city cap to be lifted for outposts. They simply want to avoid every 5 people from starting a town just so they can have their own personal mission terminals and decorations. As someone said, these are player cities, not hunting lodges. If you're trying to be a loner, you've got the wrong patch.
Also, it doesn't have to be a large guild event either. My city is made up of 3 guilds, with total member ship of around 80-100 people and growing. Growing specifically because of the location we chose for our city, and the possibilities it will provide (just east of the rebel base on Dantooine). It's NOT and easy spot to get to, but it's a spot that people want to get to anyway. If you're building a town just so you can say have one, you're also missing the point. Cities in all realities are built to serve a function. Those that don't draw people whither and die on their own for lack of support.
All in all, this is one of the best patches to come out, and is only overshadowed in my mind by the fact that it should have been part of release.
-Mohenjo/Jarmo
If Rank I Cities don't count against the cap, what is the tie-breaker to determine which advanceto Rank II?
The answer is simple: There is no need for a tie breaker... each city has it's own unique countdown till the advancement check is tested. You can see this in the city management window. First come, first serve... err advance, apparently.
Yosho_Tarien wrote:
Once again we get hit from left field with little to no prior notice. I don't see how a player who doesn't check the forums daily can even play this game.
Agreed. Not that I wouldn't check the forums anyway, but the amount of critical "need to know" information that is only found here is just too large.
Wow.
All those people who built their small cities on the other side of planets thinking they only needed to get to the first rank to get a Shuttleport - as was advertised for a LONG time - are going to be pretty angry about having to either get about 50 more people to live there and/or traveling a long way forever.
That's terrible miscommunication. Once people hear more about this, they'll be outraged. Guaranteed.
whats the cost of the cantina,med center, theatre maintenance wise, does it cost the city a feee to have it?
Rolsskk wrote:
I have a question- Do we have to wait a week just to progress up one city level? Or if we qualify for a level 3 city, when the city update comes, will it automatically go from a level 1 city to a level 3 city?
Supposedly you can only grow 1 city rank per week, we'll find out Thurday for sure though.
Anavlis