Politician Archive

Thread: All right, it's over.

discust1
Fri Nov 14, 2003 6:00 am
#14

Just to add the demise of ultima online was the renaisance launch where they had promised new lands and everyone was trying to place castle or large tower and of course they had issues where you could not log in at launch so by the time you did all spots were gone which very quickly made UO equal to a role of tp and it never recovered


Domert
Fri Nov 14, 2003 6:51 am
#15

Powergamers will ALWAYS have an advantage, there is nothing you can do... They spend all their time playing the game, while you are our doing things like, working to pay for SWG. And powergamers don't just have the edge in SWG, look at any game, the more time you spend on the game, the faster you lvl, the more people you know... Just try to get use to it.



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"R2 says the chances of survival are seven hundred seventy-five . . . to one. Actually, R2 has been known to make mistakes . . . from time to time." -- C-3PO to Leia and Chewbacca

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Marcalus
Fri Nov 14, 2003 6:59 am
#16

Not everyone who was able to place is a powergamer.


The 2 folk who pulled off our placement were:


1. An Air Force SGT who works nights and


2. A working Mom who had the day off. (who happens to be our Architect)


They kept us posted via our web board during the day.


Our European backups had our account info if needed for the patch variance.


So Air Force logged in as me, got me trained (I had camped at trainer waypoint) and then ran the 5k to the site. By the time "I" arrived, the hall was built (Architect had enough supplies for at least 2 attempts)


We're all over 20, with real jobs and families. We were just able to have coverage and had things prepped. Ya know, the kind of things grown ups can do...make plans and have back up plans just in case. I find it hard to believe that some of the 100+ member PAs I'm hearing about couldn't do the same thing.


The folk who waited till yesterday to fly to the capital to get trained and then shopped for a city hall...did they really think they would make it?


And for the record, I think the cap sucks.




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candleman3
Fri Nov 14, 2003 7:24 am
#17

Well we were one of the lucky ones. But i disagree with the cap never the less. I think all should enjoy being able to put a city down.


However if they are going to put it in place. I think they should lower the prices of shuttle tickets to adv planets. If they want more people to go to these planets, then lower the ticket prices. Also the need to create more shuttle routes. The reason why everyone wants to be on a starter planet is becuase you don't have to jump as many planets to get to a certain one. If i built on Rori, i have to fly to Naboo to get to Corellia. So create a direct flight to Corellia. Maybe it doesn't leave as often, but at least then more people may want to build there. The nonbuildable planets can remain high.


I think that would help a bit. It may not solve all of the Player City issues.




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PadawanChong
Fri Nov 14, 2003 7:25 am
#18






slugeater wrote:

I'll recap here some musings from other threads as to why caps just broke the entire player citysystem, and how the game will likely not recover from it.





Sorry, but that's just a ridiculous statement. The game was going along just fine until cities came in and now because there's a cap (a good idea in my opinion - DB constraints or not), the game's going to suffer irrepairable harm??? I don't buy it.


I think people should consolidate. Who wants 40 empty cities littering the landscape? I'd rather have 10 large ones with shuttleports etc.




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PCgameGuru
Fri Nov 14, 2003 7:35 am
#19

Call the waaaaaambulance. Putting a temporary cap is a very smart thing to do. Did anyone notice the additional lag that is already happening? Without a cap to stop the constantly growing lag (temporary so that they have time to fix the lag issues related to cities) it would get out of control quick. Then you guys complaining now would be in the chat rooms crying because you can't log on cause the server is down.





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TroThorns
Fri Nov 14, 2003 7:37 am
#20






PadawanChong wrote:





slugeater wrote:

I'll recap here some musings from other threads as to why caps just broke the entire player citysystem, and how the game will likely not recover from it.






Sorry, but that's just a ridiculous statement. The game was going along just fine until cities came in and now because there's a cap (a good idea in my opinion - DB constraints or not), the game's going to suffer irrepairable harm??? I don't buy it.


I think people should consolidate. Who wants 40 empty cities littering the landscape? I'd rather have 10 large ones with shuttleports etc.






I don't think the player city system hurt the game, I think these artificial caps just reduced player cities ability to save the game.


Fact is the subscription/active player rate of this game was in a free fall. Many guilds and players were waiting for this patch to decide whether to leave the game or not - they all wanted to try out the cities and mounts. Now that many have been deprived the city they have been looking forward to, they will leave the game (which they would have done if player cities had been cancelled for example).


So I don't think it hurts the game, it just doesn't help the game as much as it could have....




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Laeren
Fri Nov 14, 2003 7:54 am
#21

My friend, our architect, has been waiting for this for months (just like many others). Ever since learning about the 10 city limit, we talked about it, and prayed and hoped it would take place on the 2 days that he has off of school (and it did).


He and I spent the entire day monitoring the servers, keeping abreast of the situation (I was at work talking to him on AIM, he was at home). He was up at 7am just in case the patch managed to be completedly in the 3-4hrtimeframe originally posted by TH (we should have known better, but hey).


I got off work as usual at 1:30pm CST. Still no servers. We both settled down for the wait, but unfortunately hehadleave for work at 3:30pm, so we were both very anxious.


When our server finally came up at 2:30pm CST, we both logged on in as fast as possible. I trained a kaadu mount and started to head to our local starport (2km away! bad planning on my part) and he jumped to his feet and confronted the politician trainer (like 15 others, apparently). Then, after that, he pulled his droid and started crafting the City Hall, while I continued heading to the starport.


I get to the starport and start training my own mount for the trip back. He, unfortunately, misses the shuttle at the starport, so races to the shuttleport of the city he was in and takes it to another city, and from there jumps to another city, and finally to ours. I transferred the kaadu to him, he called it, and off he raced, the 2km BACK to our city site. Since it was almost 3:00, some of our other city citizens started showing up, and I trained mounts for them, and as a group we headed to our city site.


Halfway there we get the message that he had successfully placed our hall. I think all 3 of us took the mounts off gallop at that point and enjoyed a leisurely ride to our city site.


I don't know what part of this whole scenario anyone could call "power gaming". We were totally dismayed to find out there was a 10-city limit for our planet, and had to figure out a way to get our city as fast as possible. We were extremely lucky that my friend had the day off, and that the servers didn't come up until after I was off work as well. If it wasn't the case, we would definitely not have had a city, but we were fortunate enough that circumstances allowed us the chance to get one.


Please don't begrudge those who worked hard and were lucky enough that circumstances allowed their plan of implentation to work. Sometimes people get lucky and sometimes they don't. But, labelling everyone who got a PC a "power gamer" just isn't true. If you must blame anyone, blame SOE for the 10-city limit. But please don't blame your fellow players for playing the game and being lucky enough to have beaten the limitations set by SOE. Hate leads to anger, anger leads to griefing...and that would totally ruin it for everyone. In 3 weeks it won't matter anymore, so please don't take it out on those who got the cities.


Thanks.





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slugeater
Mon Dec 15, 2003 7:57 pm
#22

I'll recap here some musings from other threads as to why caps just broke the entire player citysystem, and how the game will likely not recover from it. I guess the Devs won't believe this to be true, but they didn't believe we could build city halls in 5 mn either.


1) Headstart


People plopped down their halls asap to reserve a slot. In a few days, before the elections, these groups will destriy their halls and immediately place another at their "real spot". When the cap is lifted, these player cities already have a shuttleport, making walking to other cities a pain. They'll have drawn all the crafters and commerce, Newborn cities won't have a chance to develop, the "city market" will already be taken.


2) Planet disparities.


When unable to create a city on a starter planet, people will go to "advanced" planets. Those that cost more in ticket fees and take more time to go. End result, commerce will be stuck in the starter cities anyway.


3) Heavy powergamer bias.


SoE clearly demonstrated the aforementioned advantage had to go to people who could login at any hour of the day or night. Add this to the powergaming needed to achoeve the Jedi slot, SoE failed on its promises of a casual friendly game.



You don't believe in this analysis? You didn't in my other ones either, and yet they were proven true.




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