Politician Archive

Thread: New TC City Changes 12-4-03

mmaughme
Fri Dec 05, 2003 2:14 am
#27

IMHO, POIs should be considered Municipal Zones, and should hence have a no-build zone around them. On my server, some Imperial guild has set up a base and city outside the Chunker Bunker, and has installed covert faction scanners. No covert Rebel can safely approach without getting aggro off the STs at the base. It's B.S.


There there's the folks who have set up cities at the krayt graveyard, folks who have set up cities at the Badge of Intellect spawn, folks who have set up cities around NPC faction bases, etc.





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Imperial_Destroyer
Fri Dec 05, 2003 3:47 am
#28

Riis


You can thank people like DB on Ahazi for this (they have since changed their policy about this after consulting a CSR but the damage has been done). They sat there and would continously /warn people in their city while camping the clone center. There were numerous people who had their armor reduced to 0 condition and many other items, including expensive Bio-E clothing. They openly practiced and defended the use of doing this within their city. While I may agree to a couple of times to do this, but to take someone down to 0 condition on all their items is more than harsh, it's blatant greifing. The arguments espoused to support this act were childish and the people who did this were enjoying a power kick. The saddest part is the people couldn't get away in the 30 second period since they were warned while still loading.


What this was intended for was not to clone loop someone within your city limits but to openly enforce city behavior standards. It was to get people to leave, not prevent them from leaving so you could destroy their items. And to answer everyone's question in regards to griefing there are very few ways this could have been accomplished before this. Yes griefing took place, but rarely when someone was trying to run away repeatedly.


It was a great idea that was taken to extremes and liberally abused. Should something like this exist? Sure, question is what power should the militia have that doesn't give the ability to be abused like this? Perhaps a 2 minute timer would'veworked but when used while loading I"ve known people that take 3 minutes to load so even that wouldn't suffice.


How about coming up with some alternatives that don't have the potential for abuse like this? This one backfired on the Dev's and another solution is needed.




Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Imperial_Destroyer
Fri Dec 05, 2003 3:50 am
#29

There are so many POI's little ones dotted throughout the planets to be honest it's hard to actually avoid them.




Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
berryg2000
Fri Dec 05, 2003 5:31 am
#30

This is indeed pretty lame. SOE has, since the start of the game, continually nerfed and nerfed and nerfed to the point that we should press charges for assault with a nerf bat.


I'm a city militiaman myself, and once this is taken away we'll have no way to stop griefers. A /cityban isn't a deterrent to someone who shows up just looking to cause trouble and /ignore is no panacea either.

I've stuck with this game since day one through nerf after nerf after nerf, but this one really takes wind out of my sails.




--Moromokka
Remmington
Fri Dec 05, 2003 5:32 am
#31

Poor form SOE. Bad decision.
kurtain
Fri Dec 05, 2003 5:38 am
#32

Why can't they just code it so you can not /city warn nuets.???????? any covert or overt players will have the system the way, it is...... Or is this too simple of a way that gives the non- PvP crowd what they want and the PvP crowd is happy also, or you would not have chosen a faction in the first place.


Now the city's over lapping the POI's well, thats jusy a 100% Dev screw up... anyone can see that.

BaalZamon
Fri Dec 05, 2003 5:54 am
#33

I think my fellow Mayors have done a great job of discussing why we should not be stripped of the Militia, but one issue of concern for me personally is the removal of the cloning center from the possible locations. Putting player run cloners on the list creates new blood in the cities, and opens up a new world to the players when they find themselves able to clone in a city they have never seen before.


The cloner does not gain the player city credits, does not reduce the money sink that is cloning and enables our cities to become "real cities". Yes, our cities becoming "real cities"; that is the entire point of this exercise called SWG, the players get to decide to create communities and other players help to decide if the community thrives or strangles. This is another way to make a player city strangle on the devs' vine. Why prompt players to NOT use the player cities? Why make the NPC cities the centerpiece of their game time?




Ravage, Crime Boss
JUGANOTH Criminal Syndicate
DragBlade
Fri Dec 05, 2003 5:54 am
#34

This has to be the dumist thing the dev's could do. What is the Militia good for then? A tour guild of the city? A thought thats what /find was for.

DO NOT TAKE AWAY /CITYWARN... Very bad call.



Caldorn
Master Smuggler
Thames
Fri Dec 05, 2003 6:05 am
#35

So, what this boils down to folks, is that instead of dealing with the few cities that overlap POI's, they remove a necessary feature. I have a problem with this for two reasons:

1) Why the heck are cities even buildable/expandable over poi's?! Did the devs actually lack the forsight to see this coming? Or, did they push it knowing full well what would happen, but again were pressed to implement a feature?

2) I don't agree that /citywarn is a grief. If you go into a player city, expect the possibility of this happening. Anybody who doesn't is an idiot. Seriously, it's like being an Overt faction member and complaining that getting blasted by an opposing faction member is griefing. Unbelievable.



Odax Osskip**Far Star**
Master Doctor
Flintspark
Fri Dec 05, 2003 6:20 am
#36

This change will only hamstring the militia's ability to do it's job !


Would you cut off your arm to cure a hangnail?


Control of POI should be done automatically, you have diferent zones of control over NPC cities, don't try to fool us into thinking theres no way for you to control griefingaround aPOI. Or here's a crazy idea, why not punish the perpetrators instead the entire subcription base. Nerfing the militia forTHE MANY to punish the exploits of THE FEW smacks of unfairness and a heavy-handed approach that looks for the easy way out.


Spend some of those subscription dollars on finding solutions to the problems facing this game !


This sort of slack-wrist knee-jerk nerfing major offeatures to deal with minor jerks is simply bad business !


SOE has listened and heard it's player base before, and acted to save the game from major mistkaes. For the sake of the game they had better take the same approach now and let the militia have the power to do their jobs properly.






Flintspark Starflame
~Jedi Wanabe~
Mastered Artisan, Marksman, Architect, Musician(H1), Scout, Entertainer, Politician, Medic; Combat Medic(H2 + Silent H3); ID, Doctor, Dancer, Brawler, BE ; CH; Ranger;
________________________________________________________________

aldure
Fri Dec 05, 2003 6:28 am
#37

As for clone centers, all it is saying is, if you did not clone in a city, you will not just snap to the nearest player town on death. If you want to clone in a player town, you still can, and they will most likely remain showing up on the planet map.



Cant say I like the citywarn change, but as 1 poster said, in the name of RP, he uses neutral folks to attack imps/rebs with it, as is never intended. I do agree, A better solution is needed.


Now to you devs You had better get someone, or your selfs start thinking worst case sinero when coding this stuff. I know Christmas is comming, and your bosses want features they can sell, but doing so at the cost of shooting your own foot off is not the answer.




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LukeC
Fri Dec 05, 2003 6:53 am
#38

Hmm.. So you can build a player city, struggle and strive over it... And when someone comes there and causes problems theres nothing you can do..



WAY TO GO SOE.........


IDIOTS!




i will let you down..
LukeC
Fri Dec 05, 2003 7:07 am
#39

Also, for those of you that haven't realized it yet..


WHATS THE POINT OF A STRONGHOLD NOW?


SOE just messed up their city progression system by making one of the ranks useless..


The stronghold rank was supposed to give a bonus of +50 to defense to the militia.. Whats the point of +50 when you can't fight?? So whats the point of stronghold?




i will let you down..
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