Politician Archive
Thread: Citywarn is about roleplaying, not griefing
I actually made a post in the Explain this to me thread from plinka that cities should have faction points or some other system in place to counteract the over usage of the /citywarn command.
Also ifa city does come to you, how hard is it to pick up and move your stuff 300-400m away, and the only reason I say that is because ok... one time is rude but not breaking the rules. 2 times is stalking and harassment which is a bad bad thing according to the eula.
So figure you move your location one time then they move the location of their city hall just a little bit closer, more than likely they are going to get banned or severly warned about this action. Patience and letting stupidity run its course are amazing things.
I just glanced at Plinka's thread entitled "Please explain to me". While she did say she was going to play Devil's Advocate, I found some of her statements to be quite disturbing. One example of this is "violence is the last refuge of the incompetent." I don't think that falls into her "Devil's Advocate" statement. I think she truly believes this. Well, she is wrong.
Violence is sometimes necessary to enforce laws when some refuse to obey. One example might be a city law making it illegal to be AFK while playing music or dancing in the cantina. Another might be a city law making it illegal to fight in the medical center. When you are faced with others who blatantly disregard you city's laws or even threaten you, you are often left with only one alternative: violence. You forcefully remove them from your city. There is nothign wrong with this. In fact, the only way for players to enforce any kind of laws is through the threat of expulsion or bodily harm. Nothing else will ever work.
-Raystonn
Or only allow /citywarn in cities that have declared to one side or the other of the GCW. And then make all Militia members overt while inside the city. Then the militia will really be able to do their job by fighting off raids from other cities.
Raystonn wrote:
I would support some kind of city faction.
-Raystonn
Warning is REALLY about Roleplaying to us, because we have a roleplaying city. It's no secret, we tell everyone who comes in, and those who don't follow the rules of the town will be warned. It's our town, our rules, LIKE WE WERE TOLD WE WOULD BE ABLE TO DO.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"The FS system only rewards the Veruca Salt's of the MMO world . . . not the Charlie's"
SmedleyLlama wrote:
A large house loaded with resources, vendors and goods? All while being /citywarned everytime you tried to move another load? Pretty tough.
usinfchicago wrote:
Also ifa city does come to you, how hard is it to pick up and move your stuff 300-400m away,
I do agree that it is tough, but as I stated just move ONE time, if they follow you to a new location then it is in terms griefing, and if you need someone to hold some stuff for you, let me know I will make a character on your account and be your pack mule.
And if they continue to city warn youthe entire time call forth the wrath of the csr's (if they really exist).
I am sure something can be done about that.
Or hell if you have a large house with all that I am sure you have friends, party up, wait till you get warned and attacked and have them return fire with the group TEF.
Just
BlindTyldak wrote:
Warning is REALLY about Roleplaying to us, because we have a roleplaying city. It's no secret, we tell everyone who comes in, and those who don't follow the rules of the town will be warned. It's our town, our rules, LIKE WE WERE TOLD WE WOULD BE ABLE TO DO.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"The FS system only rewards the Veruca Salt's of the MMO world . . . not the Charlie's"
YEAH!
btw...what were those rules again? Just in case I happen to find myself wandering through your town some day. ![]()
Well smedley I appreciate your sarcasm in the attempt to state that without proper placement of said rules people would be able to argue they didn't know they were breaking them, but ignorance is not a defense. And on scylla we are working on getting a website put together with each cities charter stating what we will and won't accept in our respective cities.
If you weren't being sarcastic... then pay attention to the scylla boards, we should have the city charter thread posted within a couple of weeks after we figure out what is going on with the rest of the changings that are impending.
Honestly, you can't enforce any city rules without the means to punish other players who ignore them. Either we have the ability to punish uncooperative players (i.e. expel them or kill them) or we simply do not have rules in player cities. Then we just get 1000 generic "cities" that offer no real content.
-Raystonn
From day one, Holocron stated that one of the PURPOSES of a /citywarn feature would be to create the kind of city and community that you, as a group, wanted. To use HIS examples, you could create a den of thugs and thieves where everyone can attack everyone, or a tusken raider village, or an imperial stronghold. No one is making anyone enter these cities. They do so of their own free will and over time the player base will learn which cities are safe and which are not. This is the developers' first real chance to add flavor to the game and seem to bethrowing it away.
Citywarn is not about keeping your city from being griefed. You can do that by simply ignoring others. It's about making your city unique and roleplaying it as something more than Standard Player City #41233. We want to be able to create hostile pirate hideouts. We want to be able to create real Imperial strongholds where shouting that you are a Rebel will actually cause you to be in danger. These are things we WANT in this game.
Developers, please ask yourself this question: Do you want properly roleplayed continuity? If so, then please leave in the citywarn command. If some people insist on being safe in the middle of a Galactic Civil War, then you can add a toggle for them that will keep them from entering player cities accidentally. You can do it the same way it is done for battlefields if you like. Just let it be known, they are not really living in the Star Wars Universe. They are merely observing. I want to participate, not just watch.
-Raystonn
Raystonn wrote:
If some people insist on being safe in the middle of a Galactic Civil War, then you can add a toggle for them that will keep them from entering player cities accidentally. You can do it the same way it is done for battlefields if you like.
So that eliminates very large chunks of each planet for those who do not want to belong to the GCW.
ChoNaguriai wrote:
Raystonn wrote:
If some people insist on being safe in the middle of a Galactic Civil War, then you can add a toggle for them that will keep them from entering player cities accidentally. You can do it the same way it is done for battlefields if you like.
So that eliminates very large chunks of each planet for those who do not want to belong to the GCW.
No it doesn't, if you have a big enough neutral player base no one is stopping you from making your own city, and if you don't want combat in your streets what do you plan to do to stop it as a neutral player? I would think /citywarn would be something you would be fighting to keep for this reason alone.
So be it. It is entirely unreasonable for you to expect to be safe while travelling the galaxy. We cannot pander to people who demand safety in the middle of a Galactic Civil War and still retain the immersion and feel of the game. If you want to be safe from other players, you shouldn't be playing a game where players choose opposing sides in a war. That is highly illogical. I have every right to the ability to attack players of the opposing faction, even those labelled as 'covert', if they stand there and tell me their faction. They are covert in label only. Real coverts do not advertise.
-Raystonn