Politician Archive
Thread: The 6 week login period and related questions
Youch1 wrote:Given that no one bothered to answer our questions or concerns before this disasterous patch was implemented, I'm afraid I wouldn't hold your breath waiting for any answers now.Apologies for the guesswork that follows, but I'd currently be prepared to wager that the first time we will find out about the loss of "6 week" citizens will be when you log in to find your city possibly reduced in rank - exactly six weeks after the patch went live.While many active cities will continue to thrive (and well-deserved congrats to the hard-working mayors for achieving this) I'm more convinced than ever that a majority are in for a very nasty shock.I predicted before this patch that we will end up with a EQ-esque situation where only a handful of mega cities will continue to prosper, and having spoken to many people since I'm now more convinced of this than ever.As cities lose ranks - and hundreds across the servers will -folk will leave in droves for the few remaiming bright lights, making it a vicious circle.If ever there was an ill-concieved and unwanted change, the six-week rule was it. I'm still staggered as to how short-sighted the devs have been.Anyway, sorry to ramble on!Skarra, Master Architect and founder/builder of Orc Town, Radiant
Hey mayors of lessor cities or ones that got left out in the cold because of the Naboo city cap (the main area of complaint across all servers except the one with 30 level 4's on Naboo), were big whiners about it--hey not all cities have 20-30 ghost residents ok? The citizen's I'll lose will be guildmates and others that decided in many cases to just stop playing, and a few that switched exclusivly to other servers. When leading citizens just stop playing that hurts the city bad enough as it is now I have to just wildly invite more people in just on the hope that they won't quit playing--ever!
Padre
I don't think the countdown started for six weeks post patch...I think it took into account those already inactive six weeks and so on. I've already lost a dozens players due to inactivity.
I went from a city of 91 to 87 and that's with me constantly adding new players. I'll be lucky to have 85 and retain my Class 5 status come next update.
Youch1 wrote:If ever there was an ill-concieved and unwanted change, the six-week rule was it. I'm still staggered as to how short-sighted the devs have been.
Maybe by some mayors, but I welcome the change. If I look on the city terminal to see how many citizens live in a city I certainly don't want citizens = active citizens + ghosts. An active city will have nothing to fear. Yes there will be some people who stop playing, but why would you want to consider their ghosts as citizens anyway? Just because you don't want it doesn't mean nobody wants it, there are others playing the game besides you.
Given that there are city caps on planets something had to be done to try to remove the inactives. Cross server ghosts were nothing more than an exploit in my opinion. Would you rather be denied city rank advancement rank due to the planetary city cap had already reached with ghost cities? That would piss me off much, MUCH more.
personally... if it was up to me.. I would have code it to check if the account is active... the main reason this was put out because of "temp account" status.. where you create a char.. place a house.. become a citizen and add admin of real players to maintain the house...
Check the character if the account is active... if it is not active then give it 6 weeks.. then the citizenship is remove...
this will allow oversea people who continue to pay but not playing (that is what SOE wants.. the money right?)
login for cross server will not be solve by this method.. neither with current method.. I'm sure cross server will be more popular.. it is not hard to log in once a month and play around for 10minutes to 1 hour (just using macro!!)
but at least it will solve the SOE main concern of non-paying account that are citizens.
P.S. I love the idea that some player of after 6 weeks pack everything into packing crates and store in the bank (sure this will go over 100 items, but if the player reactivate.. all items are still there)
I noticed that i lost 2 citizens at the exact same time. They botth were inacitve; however i know of 1 citizen that has not logged since i was elected mayor in November. Unless logging into the game counts and he/she is playing on a diffrent server. I accutally can't wait for this system to hit. I want to see how many of these great cities around me are still standing.
3 more weeks and counting.
Hmmm, 3 stars for that
- guess some folks don't like reality all that much.
I'm not sure that it has started, as we have found some residents who we now know actually left the game over 2 months ago, and another couple who signed up when PC got released and actually quit the game the next week. We also have players who have not logged in for the last 6 weeks and who are in Iraq (though we know that the wife of one has logged in at least once).
One thing that does disturb us though is that we have found residents who are actually now residents in other cities (one is actually the mayor of another city on Valcyn
) even though they haven't a house in the town (we have accounted for them all btw) and had actually left before we hit Tier 2!!!
Now do those get cleaned up as well?
At this stage we are not too fussed about loosing our shuttleport - it rarely gets used and frankly doesn't pay for itself (and really, why fly when you can ride just as quickly and cheaply), and will be happy to see all the "dead residents" get cleaned away.....just as long as we get our land back that is. ![]()
Not that we will get told I suppose ![]()
Message Edited by Laeren on 03-01-2004 08:56 AM
We have had this as well. When a citizen picks up their house, they are not removed as a citizen from the city, but are in their personal information because that house is gone. When declaring at a new city, their personal information looks like they aren't a citizen, so they are added there.
Basically, redeeding breaks the citizenship pointer. The value is set to null without cleaning up what it references.