Politician Archive

Thread: Today's Player Cities Patch Changes

KzinKiller
Thu Nov 20, 2003 11:28 am
#27

There was never any promise of a specific date that Outposts would be removed from the caps ... and frankly I am relieved if that change didn't go into effect today.


I was quite worried that the change would go into effect at the same time as every existing Outpost with a population over 20 changed to Village status today, and that the untested nature of these changes would not only mess up *new* Outposts being placed, but would screw up the status change from Outpost to Village on existing cities.


The caps are bad ... the short-notice changes to population levels are bad ... but screwing up the 1-week anniversary of all the cities that *did* make it in under the cap last week would just be making things worse. So I hope the ability to drop new Outposts goes into tomorrow's hotfix ... but that they double-check that cities escalated their status properly today first.






*
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TroThorns
Thu Nov 20, 2003 11:41 am
#28






CptCox wrote:
I remember reading it either yesterday or the day before, I'll see if I can find it somewhere...




http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=11108#M11108

TH wrote:


"The current caps are not permanent. We will be lifting the caps some time between now and the next publish which will be early December. To find out exactly what that number will be, we will be doing additional Player City Testing on Test Center. We don’t know what that number will be, but don’t despair, we have solutions to address many different player concerns here. "



While this didn't say today, it does clearly state that it will happen BEFORE the next publish and not in that publish.... And I also thought I saw a post stating it would happen this week, but I will have to search for it later.




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TroThorns
Thu Nov 20, 2003 11:44 am
#29






Nexon_of_Corellia wrote:

Check on our city status a few minutes ago. Everything looks good. I'm guessing we have 24 hours to plop down the additional houses, even though there isn't any timeframe noted in game (which is bad).


It also says we have 10 Max Decorations and can build Small Gardens.. which I guess is a bug, since you can't do any of that until you go up to the first rank in Politician eh? Boo!


Anyway, my initial anxiety is over. It's going to be a hectic night, but oh well, them's the breaks.


Good luck everyone!


-Nex





As an outpost you can have 10 decorations and the small gardens. You just need a politican with the skill to place them. But that message is accurate and directed at the outpost status not at your politician status.



Tro Thorns - Master Architect (semi-retired)
In The Town of Lake Destiny
East of Keren, Naboo, Ahazi
Visit Lake Destiny Bazaar
For All Your Vehicles, Weapons, Architecture, and Smuggler Needs
Waypoint 3156, 2779

Lochar
Thu Nov 20, 2003 11:41 pm
#30

I am still confused about this outpost status, how does one get it, or will it only pertain to someone dropping a TH with under the 10 peep reqs? What about players that havent dropped a TH yet?



I would settle for even an outposts status if it would allow our politician to get some voting exp, afterall we have 30 citizens and a mayor with no town.


I was hoping for some more info on this process, and also if cities drop down to outposts does this remove 1 townhall from cap limit?



Plinka,


If you talk to the devs can you ask Thunderheart or any other how they propse to test PC's on test and expect decent info when its a virtual ghosttown?


This was a sore point since cap but makes it even sorer point that we are being backburnerd like the poor DE professions, always vague comments but never anything concrete when this what alot looked for since release.

ZackDeLaRocha
Fri Nov 21, 2003 12:27 am
#31

I Just wana place my hall and start gettin exp.. i dun care when.. but the sooner the better... otherwise i dont play at all.. just keep geting the patches till i see that i can.. : ) good luck team



--Falconess From Scylla
GreyRedFive
Fri Nov 21, 2003 1:58 am
#32

The biggest needed fix was pre-patch housing needing to be updated to be accepted on other planets (ie Naboo on Dant).

Was this fixed? Will it be? We have over 50 houses right now - waiting for this information. It was expected to be fixed this patch.

Verify.
Tiaga
Fri Nov 21, 2003 4:30 am
#33

I initially thought this was a very bad move.. (The city I'm in doesn't have a problem, we had 32 people at the end of the voting cycle)

However... Consider this. When you first place your town hall you have 24 hours to get to the minimum of 5, now 10. If you don't meet the requirements after a week, you have 72 hours. So really, you have more time.

I still think it was a bad move to do it at that time with such short notice though.. They should have at least given notice it would be coming real soon.



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Kerico
Fri Nov 21, 2003 6:07 pm
#34






Tiaga wrote:
"you have 24 hours to get to the minimum of 5, now 10. If you don't meet the requirements after a week, you have 72 hours. So really, you have more time."




umm... . . nevermind!


LOL!

drachenfire
Sat Nov 22, 2003 6:06 am
#35

Please... someone clarify:



I have a guild of 75 plus members wishing to start (were well perpared prepatch to start)a city on Naboo. We havea few question/issues:


1)Is theplayer caps on Naboo going to increase significantly?, or is the "outpost" fix supossed to answer that question? If not... then we need to migrate to Rori or another planet/moonand I need to know well ahead of a 10 hour release message.


1a) Is the fix to alow pre-patch Naboohouses on other planets fixed? And what about Guild Halls for that mater.


1b) how close can shuttle ports be to a rival city's shuttle portand an established city like Theed?


2) The distance between city halls is no closer then 1k meters, yes? It turns out a very nice guild of 20 was sucessful in setting down their city hall within the 15 minutes before naboo reached her cap limit (while half of my guild was unabel to log on for hours) are 1500 k meters away. I ampractically fighting a factionin my guild that wants to take them over by ploping houses there and voting our their mayor. I will not do that, but cerntin members of my guild feel so strongly that they may leave and do just that.


3) How close to the map edge can a city hug? our expected radius at its greatest extent is with in the map, but does the city hall also have to be 1k meters away from the map edge?


Please... Ive searched the different forums... different post... ive invested so much energy in managing my guild and in the dream of a player city... OMG this REALLY shouldnt be this hard...










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Sunakk
Sun Nov 23, 2003 1:52 am
#36






drachenfire wrote:

1)Is theplayer caps on Naboo going to increase significantly?, or is the "outpost" fix supossed to answer that question? If not... then we need to migrate to Rori or another planet/moonand I need to know well ahead of a 10 hour release message.


There is no word what the new cap will be, but it will likely go into effect the first week of December. I'm guessing there will still be a race to snatch up those new city slots. The "outpost fix" is a separate fix, if I understand everything right. The balance is that rank I cities cannot raise taxes, so it willbe quite expensive to maintain just an outpost...


1a) Is the fix to alow pre-patch Naboohouses on other planets fixed? And what about Guild Halls for that mater.


These issues should be hot-fixed soon, if they haven't gotten in already.


1b) how close can shuttle ports be to a rival city's shuttle portand an established city like Theed?


A shuttle port can be anywhere within the borders of your city. The only restriction is when you place the city hall to establish the city. Once you do, that potential city limits area is yours until the city hall is destroyed.


2) The distance between city halls is no closer then 1k meters, yes? It turns out a very nice guild of 20 was sucessful in setting down their city hall within the 15 minutes before naboo reached her cap limit (while half of my guild was unabel to log on for hours) are 1500 k meters away. I ampractically fighting a factionin my guild that wants to take them over by ploping houses there and voting our their mayor. I will not do that, but cerntin members of my guild feel so strongly that they may leave and do just that.


If you are the leader of the guild you have to show leadership and decide what to do. It was designed into the player city system to allow and invite take-overs for player cities. The thing is that once the player city hall is placed, the hall and the city belongs to everyone, not just the politician who placed it or that group of friends. Work together as a community so that everyone can reap the benefits of being in a player city. If there's some healthy competition between politicians, it will only be to the citizens' advantage.


3) How close to the map edge can a city hug? our expected radius at its greatest extent is with in the map, but does the city hall also have to be 1k meters away from the map edge?


I'm assuming the city hall can be anywhere that is buildable. You will lose a lot of placing area for houses by putting it near the border of the map, but if that is the location you want, there's nothing stopping you. The only restriction is that your city hall cannot be less than 1km from another player city hall and not less than 500m from the border of a non-player city.


Please... Ive searched the different forums... different post... ive invested so much energy in managing my guild and in the dream of a player city... OMG this REALLY shouldnt be this hard...















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