Development Cycle Archive

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

Stir-fry
Thu Nov 20, 2003 7:57 am
#79

I got the city hall blues.


We need to know when we can place them......for real. Please stop teasing us. It is not fun.

Stir-fry
Thu Nov 20, 2003 8:10 am
#80

Player Cities: Where we are NOWHERE


and no going anywhere soon. What happened to the cap patch?


Looking to place my City Hall.

CptCox
Thu Nov 20, 2003 9:54 am
#81

Stir-Fry, I feel your pain, but please stop spamming every single post about PBCs.

Please?



No'saj Xoc
- Radiant - Imperial Army

(formerly Vegabond)
Lead Developer, SGCSim
nightrun55
Thu Nov 20, 2003 8:47 pm
#82

____________________________________


Player City :: Changes


As with all game systems, when it gets introduced onto live servers and thousands and thousands of players engage the system, there are always issues the come up and need to be changed. To better balance the creation of cities and to make things fun and playable, the developers have decided to make the following changes over the next few days and weeks:


* Player Outposts: This is the first evolution of a player city and begins with a city hall. Originally outposts could tax their residents and were counted in the initial (and temporary) planet cap. Instead, we are going to raise the population count of outposts to 10 and outposts will no longer count against the planetary cap. Now, small groups of players will be able to keep and maintain their Outpost Cities (which we feel is very Star Warsy). From there, it will be the responsibility of the players to vote for their mayors and grow their city. City Growth Cycle 2 and above will keep existing rules and taxation rules will be in effect.


_______________________________________



Why has this not been implemented,?I am in a PA of 60 ready to quit, because of SOE lack of respect for their community, and giving them what they want.




_________________________________________

Nightrun Qwill
Master Shipwright
Master Weaponsmith
Ship Vendors at 850, 6395 (Naboo, Immortal City)
Weapons Vendor at 851 6419 (Naboo, Immortal City)
Rykussin
Thu Nov 20, 2003 9:16 pm
#83

hey guys I have a question i was informed in game from some other people about the shuttle system and how it works. I heard that to get a shuttle you must have your city 2k away from any other shuttle port. Now my question is this does that mean Player City shuttle ports or NPC city shuttle ports?? Or is the 2k thing even true?


If possible can someone who actually knows respond and not someone guessing.


No disrespect to the rest of you.



Rykus

Kanous
Thu Nov 20, 2003 9:38 pm
#84

Our city has grown to the point the we have formed a militia. Understanable the abilities granted can be pretty powerful and should be only used in certain situations and not to be a jerk. Some people might not listen to a militia member who asked them not to perform certain action in a city or is disruptive during a city event or just bening a rude to the dancers in the cantina and might not believe that the militia member is who they say they are. SO.....I was wondering how hard would it be to have militia members have a title available that they can display so thier authority is recongized. Maybe the title can be selected or cutomized by the mayor. Titles like: City Militia orCity Security and so on. Just a thought.

Watef_Evla
Mon Nov 24, 2003 1:37 pm
#85

I would like to know if the Devs, have considered, or will consider, adding more jobs for politicians. With the cap on and all, it would be cool if mayors had the option to make a city council or something...what do you guts think?
Vadikar
Thu Nov 27, 2003 12:19 am
#86






Thunderheart wrote:

Player City Caps :: Caps raised but not Removed


...


The most important change is that for all of the small settlements that want to be Player Cities, we don’t want to disappoint you. What is going to happen is that we are changing the functionality of Player City Outposts (City Level 1) a bit and removing them from the taxation and voting cycles. This way, any group, even small groups, can have their settlements evolve into a Player City. It will be a small outpost, but from what I’ve been hearing, many of you want that.





So can I log in and place my City Hall to start my outpost?
Nyuknine
Thu Nov 27, 2003 11:58 pm
#87

Ok, I've got a rather serious issue(or issue to-be) to point out. I've been neglegent to actually read each and every post withing this thread but I have the just of whats going to happen.


First, I would like to ask if their is a solid reason to the increase in city cap? Is it due to just complaining and whining?! If so, then you guys have a LOT of complaints to resolve! =)


My more important has to deal with avail. map space. Have you guys(the devs) actually thought out this increased city cap and noticed how the planetary maps may be affected? At the moment, on Sunrunner, we don't have a city 100m from the Squill Cave, and I'm sure plenty of people would like to keep it this way. Another thought is, wont cluttering the maps with cities every 2-3km kind of take away some of the "adventure" involved in the game?


Just a thought...

dongleman
Mon Dec 01, 2003 1:03 am
#88

One concern that I have with the player cities isn't so much about the system (yeah, its difficult to gain levels, but thats life ) but rather, about the placement on the world map.


It's becoming more and more apparent that as the shardpopulations grow, so will the number of cities listed on the planetarymap, and as such, the issue of space for city names needs to be looked at. I could care less how many cities are on each planet, but it becomes an issue when city names overlap, even when zoomed in to the maximum, which has already started to occur.


It would be nice to see the maximum character length shortened just a wee bit, and a method of overlap prevention implemented so changes don't have to be made further down the road when it gets bad.


One last thing that has been on my mind is that of city name prefixes, which I'm sure has been disussed by the development team at least once. It would be nice to see cities with names that actually have some merrit to the planet they reside on. For example, "Mos XXXX-XXXX" for tatooine. Of course, players would get bored with this after about a week, because it's limiting creativity (IE: If "Mos" is the only prefix), which is what drives this game. Maybe an optional prefix selector shouldbe made availible to players, in addition to a city name generator, to encourage players to use a name that fits the theme, star wars! As opposed to some rather non-sensical,silly names that have started to pop up.(Chances are this is already in place to some degree, but I chose to address it anyways)


Thanks for letting me spill my thoughts.


BrainMandinga
Mon Dec 01, 2003 11:42 am
#89

Just let me know in advance when the next publish will go live so I can call in to work, and try to get my hall placed in under 30 seconds because that is all it will take to hit the new cap.



"Which did you like better? 'Jedi' or "The Empire Strikes Back?"
"Jedi"
"Blasphemy!"
"'Empire' had the better ending. I mean, Luke gets his hand cut off, find out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All 'Jedi' had was a bunch of Muppets."
Orist
Mon Dec 01, 2003 2:13 pm
#90

I really hope my PA doesn't get screwed again. We have countless buildings and people ready to be part of a CITY. We got outcamped the first time by people with 5-6 people in their vicinity who now have their "city" and we do not. We have over 50 people in our PA and most of us have a house or share a house with someone. We will have something nice if we manage to get a house places before the rest of the people do. Lets not make this a land rush again. There will be a lot of planning and hardwork shot down the drain by a group of people scraping their pennies together for a 5 building "city" and putting to waste the towns that have been together since retail released.



Orist - Trandoshan
Dassadec - Human
Dixi
Mon Dec 01, 2003 4:42 pm
#91

Any player city – PK paradise! Neutral players got murdered by PK.


Why we are forced to consider all player cities as dangerous areas with Player Killers?


Before player cities appears, we, neutral players had no problems with PK (player killers). As developers promised us, we were 100% safe from attacks of other players.


Now things changed. I already saw a few times how some innocent person was attacked and killed, while passing some player city territory.


If it’s not a smallest outpost, victim even can’t manage to get out of player city, after getting /citywarn in the middle of it. So they getting murdered and suffer 5% item decay.


So now, those player cities not only add problems with harvesters placement for us, but also should be avoided at all cost.


Any official explanation why it made this way? When we were buying the game, we were told “if you don’t want to play PvP – just stay neutral and you will be 100% safe from other player attacks”.


Me and my friends are very disappointed by player cities and most of all by fact that we should worry about PKillers now. Will it be fixed soon, or the only way for us is to quit the game, that forces us to PvP?


Dixi


PS Sorry for my English

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