Politician Archive
Thread: New TC City Changes 12-4-03
Ok... first off... thanks Plinka... i've been stressing over the city boundary issue... =)...
Second I think /citywarn myself was an excellent tool and frankly still don't understand how it was used for griefing... everything was a the warned players disgression... but lets hold of the shouting match till we see what replaces it... could very well be better...
Third... the cloning center fix was MUCH needed... that just made our day... now we can properly defend ourselves from attacks and anyone who does end up getting griefed would have had to put in considerable effort in a very stupid way to place themselves in a griefable situation... i.e. it'll be their own bloody fault...=)
Regards,
Shaedar Haran
OH MY GOD I'M SO HAPPY RIGHT NOW I COULD CRAP MY PANTS...
For those of you that want this changed..
Don't worry..
Get your /report LukeC macro ready..
I'm about to throw some friggen plans into over drive that will probably result in the return of the militia..
But I'm going to need your guys' support on this..
Am I going to grief the sh!t out of you all? YES!
Will you like it? NO!
Will it change the game? Its possible. I've done it before. Be sure to report me when you guys see what I'm going to do, (over and over please) and they'll fix it after a few thousand reports..
Oooooooh this will be fun...
Shear lunacy!!!!!
We use /cityban and /citywarn ALLOT. I ahve used each several times. Why?? We have some interesting relationships with the rebel community on Wanderhome. They show up to raid, we /ban the /group, /warn one and go to town. w00t!!!
We do NOT control a POI and cant believe, with all teh **edit** cash this pig brings in that the creative minds at SOE can only come up wiht "DOH!! Look at what their doing with /warn?!?!!!! We gotta take that out, it ain't right!!" **edit** is that about?!?!?!!! Aren't devs PAID, at least in part, to ahve enough creativity to look at any issue and see more than one possible solution?!?!!!
Which brings up the point, did TC push this through?!?!? No, Q?? no. GreenMArine?!?!! No. Some lame ass punk bitch manager somewhere who only see problems and has NO creative abilities saw somehting on some report or some **edit** about this and said, "Remove that ability, it is causing harm!!!" This is the same mamanger that brings a big truck and has a case of**edit** envy.....
I was wondering how long it would take 'em to screw up player cities.. Looks like it was just a shade under4 weeks.
Is that a new record?
many of the people responding here want to know who the a$shats who exploited were and got citywarn deleted. thought you might like this link
http://forums.station.sony.com/swg/board/message?board.id=Tarquinas&message.id=62860&page=1
this is the lovely people of my server in action.
another instance-- people waiting till someone clones at their cloning center to go hunting, they city warn him, slay him, and then camp the cloning center, slaying him over and over and over and over decaying everyitem he owns down to 0 and effectively ruining his day and preventing him from playing swg.
I think the best answer is in order for a city to protect itself, city ban should prevent a banned player from entering the city limits. (exception would be made for citizens of that city) Much like I can set my house and it be private, and kick unwanted palyers out of the house.
It provides a real role for the militia without invoking unwanted PvP
Either you pick sides, or you are neutral. Neutrals aren't involved in the GCW, why put in a function that allows them to enter the war at will. If you want to PvP, then go declare and PvP. You can always get the group tef if need be. If a group of overts walks into your town, and no one is overt themselves, then say 'hi' or just ignore them. If you have zoning rights up, there is nothing they can do to you that /ignore doesn't solve.
Dude, are you a politician? If not, please leave this to people who are- this the discussion board for the politician's profession!
This is nothing to do with the Galactic Civil War.
I hada situation recently where two young players were hassling another player that they go to school with, sharing personal information, being generally rude, etc... What did that player do? They ran into town and told some of the militia who promptly told the offenders to leave, which they did.
That is what this function is for, and that is the sort of thing it is being used for.
Any real city needs a police force. In real life, if you want to avoid getting shot by the police, you can do one of two things:
1. Do what they say.
2. Leave town.
Do nottell us how to play our games or run our cities - the overwhelming majority of people on this board (politicians!) want it back. Anyone who does not want to be at the mercy of a politician can continue to live in the wilderness - the benefits of a city come at a price.
Yours,
Stupidest solution ever.
People here have posted good solutions to the problems your trying to avoid.
Perhaps the single greatest reason for me playing SWG was to be ina PC militia. If this goes live, well....
Now, you will need to remember to clone at a player city, or you cant use the center - stupid
Simple solutions :
Cloning options:
Pre-Designated
Closest Static City
Closest Player City
POI's :
Make POI's spawn with an independant zone for a pre-determined radius, thus they are not part of the city zone.
Make areas like the Crystal Caves etc a 1km Municiple Zone
Clone Griefing :
Give players an optional 2mins grace period, so they can not be attacked, or attack after spawning at a clone center.
AS previously stated, the militia and citywarn are the only way to get rid of abusive people, spammers etc.
Remove citywarn, there is absolutely no reason for the militia to exist any more.
I agree that the current way /citywarn is setup, griefing can happen. What I had originally thought /citywarn was going to to was notify the offender that he has been warned and given a time limit, ie 30 secs, to scram/get lost.
However, the way /citywarn is right now is that the militia gets 30secs license-to-kill the warned player, which only expires if the time is up or if the player gets out of city. This is wrong. /citywarn should just be what it's named, a warning. If the player chose to remain in the city after the specified warning time, then by all means KILL HIM/HER.
But if they can just code it like a regular DOT, wherein a warned player is attackable, BUT has a timed "immunity" dot which expires after 30secs (or a set time) OR expires when the player steps out of city limits.
At any rate... please don't "remove" it, but rather "fix" it.
Why were putting no build zones around POS's not possible??? WHY???
god I hate SOE, i'm so tired of thier BS