Politician Archive

Thread: Politician Round Table Discussion, Week of 7.1.2005 /cityban and Defending Our Cities

Khristen
Fri Jul 01, 2005 9:33 pm
#1





This week's questions:


What specific things do we need to defend our cities from? What suggestions do you have for making /cityban a more useful tool for defending our cities?







One of our current hot discussion topics is /cityban and the need to defend our cities. This discussion thread is to focus on determining what things in our city we need to defend and what we need to defend them from as well as for suggestions to make /cityban a more effective tool for Politicians and their citizens. We all have different ideas of what exactly needs to be defended, so it is important to get those ideas out there as well.


Keep these things in mind:


  • /citywarn is not coming back. Forced PvP is not going to happen. PvP situations need to be clearly defined things that players can opt into (such as Special Forces status, Deep Space, and choosing toadvance in theJedi profession) if they choose to.

  • Forcing a player into a combat situation in the city environment is unacceptable. Some would be unable to defend and others would use it as a means to grind.

  • No-Build zones can't be added to all the places that already had player structures built and asking thousands and thousands of players to move their fairly placed, quiet little homesteads is a bit of a nightmare. -- Thunderheart

  • Player Cities are not factional entities. While Player Cities may contain factional elements, the city itself is a neutral entity. Faction bases have their own defenses that are unrelated to Player Cities.

  • Barriers--be they physical or invisible--are not going to be allowed. "Walls in any MMO always lead to a variety of challenges and problems, both technical and social." -- Thunderheart

  • Player Cities are not meant to be gated communities or private estates. No player or group of players should have exclusive access and passage to a potential of a 900m diameter area of game world. "The intended role [of Player Cities] is for players to gather in cities and create large social groups." -- Thunderheart

  • Mayors/Militia have a right to use /cityban on whoever they chose for whatever reason. Because of this, the command needs to be limited to things that limit or delay rather than outright exclude. For example, using /cityban on a player so that the player cannot quickly gain access to a nearby POI does not prevent them from driving or walking to that POI from somewhere else.

  • We as players have a right to report anyone for using foul or offensive language, spamming, intentionally disrupting another player's gameplay, using exploits, or general harassment issues. We should also be sure to exercise this right. The tools given to players to report bugs and issues and harrassment are horribly inadequate for dealing with a massively-multiplayer environment,but we still need to use them as best we can because they are all we have.


This week's featured threads:






| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Sighryn
Fri Jul 01, 2005 10:13 pm
#2

Communication and Community


An incident in my city involved several players being banned from our cantina and then /citybanned. I sent out a "citizens" letter informing my citizens of this. Asking them to look into the matter for themselves, and decide if the people in question should also be individually banned from each citizens shops and/or houses.


Also... when the situation was later resolved, I sent another "citizen" letter again informing my people of what had happened and requesting that they lift any ban.


A game tool for mayors could be developed that would in effect do the same thing. Ban someone from every house in the town.


Don't let that happen!!!


No single person should have that kind of power.





Sighryn

Kettemoor, Naboo
Temenos {Mayor}
LuciousOtso
Fri Jul 01, 2005 10:24 pm
#3



I think that /cityban powers should be increase to not being able to enter any building within the city and also the banned person can't travel to the city by shuttle, this would get rid of most problems after even the most dedicated griefer would get tired of riding by bike to the city day after day.


Also, we could possibly see a /citybancitizen command to ban current citizens, they would have all the same restrictions as above but they wouldn't be banned from they personal house. This would be a highly suggestive tool to get most people to move. And if they had just placed that house in the middle of no where before the city with a shuttle, then they will have no problem still using their bike to get to the house. The mayor would be the only one able to give this command, not militia.

Message Edited by LuciousOtso on 07-01-2005 10:26 PM

Sighryn
Fri Jul 01, 2005 10:37 pm
#4

No Build Zone


I have on occasion been asked by a citizen to remove a factory from their front yard. The tool for this is called diplomacy...


To protect the view and ambiance of my citizens homes I would like to have a No Build Zone tool that could reserve an open area. This would also be useful for reserving event perk areas in the city.





Sighryn

Kettemoor, Naboo
Temenos {Mayor}
LuciousOtso
Fri Jul 01, 2005 10:49 pm
#5






Sighryn wrote:

No Build Zone


I have on occasion been asked by a citizen to remove a factory from their front yard. The tool for this is called diplomacy...


To protect the view and ambiance of my citizens homes I would like to have a No Build Zone tool that could reserve an open area. This would also be useful for reserving event perk areas in the city.








This is basicly already in game... when you activate zoning the whole city is a no build zone unless the mayor/militia give you permission.
Sighryn
Sat Jul 02, 2005 6:30 am
#6






LuciousOtso wrote:




militia






That's the key. Letters to my militia are one tool. Asking them to revoke zoning after each structure has been placed is another.


I'd just like to have something that is more certain of effect.





Sighryn

Kettemoor, Naboo
Temenos {Mayor}
TxRoadDawg
Tue Jul 05, 2005 5:27 pm
#7

for starters change /grantzoning from unlimited structures in 24 hours to placing ONE structure ONLY. that takes care of the /transferstructure takeover exploiters. Second, lose the militia name, change it to zoning authority or city council or whatever. calling something with no more power than to stop someone from using a shuttle or grant zoning militia is a joke. Other than bringing back /citywarn there is NO flipping way to defend a city from any bh coming to harass a jedi citizen, nor deal with any other troublemakers like spammers or fools that just want to harass someone. The csr response time on harassment issues is PATHETIC unless you happen to have a friend thats one online at that time. We cant eject them, cant force them into any NON consensual pvp, so what the hell is left??? Somehow i think asking a afk spammer to please stop just isnt going to work.....


PS btw Thunderheart, i dont want a walled off estate or gated community, but i would like to be able to deal with the occasional spammer that lost his way from the spaceport or help a jedi if some bh decided to pitch a tent on his front porch steps




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LuciousOtso
Wed Jul 06, 2005 12:44 am
#8






Sighryn wrote:






LuciousOtso wrote:




militia






That's the key. Letters to my militia are one tool. Asking them to revoke zoning after each structure has been placed is another.


I'd just like to have something that is more certain of effect.








This is why i only have two people on militia and i know i can trust them 100% to do the job correctly.
Eulbobo
Wed Jul 06, 2005 5:56 am
#9

*Grantzoningright should only work for ONE building setup...


*Citywarn.... Of course it could be abused and force PvP blablabla.... The fact is now that we have nothing to defend our cities from not-pvpenabled players.
What do we want to defend since they say every town is by definition "neutral"? We have to defend for all guys that could harass our citizens

A change to citywarn that could be simple, not grieffing, not forcing pvp, etc.... BUT usefull....
- A citywarned guy is MUTED inside the town : he can't speak in spatial anymore while inside the town
A way to say "you shut up and you go away while your can still take the shuttle"

Then change to cityban
- the player that is banned from a town can't enter any building in the town anymore and can't use any civic structures anymore (bank, mission terminals, shuttleport, parking garage)
A banned player is also muted inside the town
A way to say "You shut up. You have nothing else to do here. You're not welcomed here. You can't touch anything here"
The banned player should be able to enter any public structures so that he could even access vendors.

Cities are supposed to be place where player gather to take good time, we must have the tools to get rid of annoyers definitely. A banned player shouldn't be able to do anything that is social related in a town.


*Militia
Currently, militia is only a mayor assistant to place structures. All militia members should have some innate bonus while inside the town, and bigger bonus if the city is a stronghold.
Militia members in a classical city could get
+10 melee/ranged defense
+10 melee accuracy/speed
+10 ranged accuracy/speed

Militia members in a stronghold could get
+60 melee/ranged defense
+50 melee accuracy
+25 melee speed
+50 ranged accuracy
+25 ranged speed

Since those bonus would only apply when fighting inside the town, it's not what we can call overpowered, but definitly worth it.

In fact, there should be 2 different levels of militia
- Mayor assistants : help with zoning rights and administration (possibility to let them write emails to all citizens with correct clearance, like guild management)
- Militia : town defenders

*And another thing, not really linked with city defense, but politician should be able to reduce maintenance costs when reaching some skills, and getting high reduction for city maintenance at master





Funny quote
Barriers--be they physical or invisible--are not going to be allowed. "Walls in any MMO always lead to a variety of challenges and problems, both technical and social." -- Thunderheart
Kashyyyk ?

Message Edited by Eulbobo on 07-06-2005 05:57 AM



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S_bird
Wed Jul 06, 2005 6:24 am
#10

just a thought but is there any chance a mayor of a city can get rid of condemed factories and there is quite a few around soho and we know the players have gone and never coming back these a re a nuisance to the comunity and space in the city


is there anything like this going to be able cos its rather annoying having condemed structures all over the place. These are from when soho was first set up nearly a year ago now and didnt have zoning rights everything was just plonked down anywere and now we need these gone to make room for ppls houses





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PsychoticChipmunk
Wed Jul 06, 2005 7:28 am
#11

Ok, few things not all of them mine.


/cityignore This feature blocks all text bubbles from appearing above the 'ignored' person. They can no longer communicate in spatial or /emote and any emotes that they do will have the bubble blocked from view while they do the action. Essentially the only means of griefing random people for this guy would be to /tell them individually or invade chat channels.


/cityban mkII Provide an option on the home radial menus to put all banned players in the city on your home's ban list. This means that anyone /banned would have nowhere to get inside. Essentially closing off privately held civic structures such as malls/merchant areas and the cantina.


/citywarn mkII (rename it if you'd like) This feature is basically just /ban lite. Rather than restrict access to all civic and some public buildings (see above) a /warned person can still function within a city. They cannot use the cloning facility however the shuttleport is still an option. Banking terminals work but mission terminals and skill trainers cannot. /warnedwouldn't have any impact on public housing either.Basically the guy can come in and shop but can't do much else so he gets the message to up and leave. It's the way to be for a mercantile and PvP city. No clone camping but you keep the cash coming.


/cityreport This would be a harrassment report to CS but with bright red text and optional exclamation point jpeg. Basically it would be a mayor only ability (too many militiamen out there for this to not just become ignored) that lets CS know you are being griefed and they should respond to this issue ASAP.


Also the militia needs to be restructured. If they do no changes for awhile at all please just have them change the name. City Cabinet, City Council, Representatives, something that shows a more diplomaticside instead of militaristic since we can't act militarily, and for good reason. Beyond this simple gesture the powers of militia need to be enumeratable. We need to be able to have a few good men that are our equals in everything but managing taxes and placing skill req stuff. There need to be people who we trust with /warning players but not banning. There need to be people we trust with defense but not urban planning. In short we need to have an extra terminal like in PA halls that allow us to give out titles and powers.




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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Arialias
Wed Jul 06, 2005 10:08 am
#12

Been a mayor for welll over a year now. And one of my biggest gripes is why is a city planner city police officer under the same tag Malatia. They really need to break them down and make two distinct jobs. My city is always the target of hostile take over. There for I have always had 2 or on malitia at any one time, those I can trust without question. If they were seperate I could hire a city police force with out the worry of adding unwanted citizans and in unwanted locations.


Really need to have a way to remove citizans that have become enamies of the city. Just because the player in question was once a friend. Does not mean that he always will be. He needs to be given a /citywarn citizan. Give the player in question two weeks to remove his house and other structurs from within city limits. The citizans trust me to run there city. If I was trying to get rid of a player it would be in keeping in the best interest of what the citizans want.

Any word on when the character whipe is going to happen? Also I saw someone post about people on admin on structurs getting deleted becaiuse the owner doesnt not play anymore. Adding an option to take ownership like in a guild hall would be much appreciated. I know a lot of people that have house loaded with stuff. And would gladly take over ownership as opposed to moving everything out than dropping a new one.



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zazo
Wed Jul 06, 2005 11:08 am
#13

Civic Defense:


defending our cities really only requires one focus. Get rid of the bugs


remove the ability for people to have duel residence


remove the ability to /transfer structures so that person can declare residence go vote and then /transfer to another ad nausium many cities have been destroyed because the opposing faction uses these two bugs to gain control of them


infact the /transfer structure ability within city limits should be a /grantzoning requirement as in if you don't have zoning rights you should not be able to transfer any structure!


Maintaining a thriving city


Many of us are in control of old cities with issues. Mos Nihil is officially the first city on bria and like every other old city we are painfully searching for lots for those that wish to join the city yet are suffering the condemned building expansion. I feel for those trying to make a new city and they cant get a chance to move up in level because older cities are filled with inactives. I also know that everyday I get people wantign to join my thriving metropolis yet I just do not have the space for them because there are far too many inactives residing in the town already and more and more many of those structures become condemned.


/citywarn make /citywarn a militia and mayoral ability for the removal of a structure. As in you dont warn the player you warn the condemned structure. This sends an email to the owner of the structure that it is marked for removal. If nothing is done on the condemned structure and it remains condemned for 1 month after the warning then the structure is removed from the city.


now along with this there needs to be an effective way for SOE to get players back and not have them worry about where their stuff has gone. I fully understand why SOE does not want to destroy these structures and I also fully understand why people use them and not remove them when they cancel or go inactive. It's simply because they do not want the finality of quitting the game completely neither party does. But in the mean time the current system serves nothing more than to grief current players.


So if there are any devs reading this then develope a way for a player to take their stuff out of the world and let them have it when they come back. If someone is going inactive and they know they will be gone for a while then give them some sort of option to pack all their stuff up and put it in the bank or something It would be like an archive file of their stuff. They just click inactive and all their stuff is taken out of the world and packed up waiting for them to come back someday and unpack it.


Another option is possibly a real estate ability. Though I honestly dont know how you could go about it. Maybe the mayor has the ability to place houses in a city without using lots as long as there is nothing in them and there is no resident. You know like selling an empty house so to speak only it doesnt take up the lots of the mayor maybe the maintenence comes from the city until its filled. Then when the mayor finds a prospective resident he /transfers the structure to the new resident and it gets placed in his care.


/shrug



Zazo Flyrider
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