Politician Archive

Thread: I am SO ENRAGED!!

LetrianNextrik
Fri Jan 09, 2004 6:00 pm
#53

I'm going to have to throw my lot in with the folks saying that planning did very little. Our city had multiple people with politician training, and two separate city hall deeds. Bad luck kept us out after the first patch and forced to us relocate after the second. So despite ample preparation and city planning, we're now also stuck at level 3.


As for suggestions--and forgive me if this has been posted many times, I did not see it as I glanced over the forums briefly--why can't the level positions be more dynamic? For instance: if my level 3 city grows at a ridiculously fast rate and balloons to, say, 90 people, and level 4 city on the planet has been sitting on 60-something people for a month or two, why should the two switch spots? As I see it, the current system (because it would not switch the two levels) has inadvertently added time of placement as a key meausure of city power: the earlier the placement, the more access the town has to higher levels. Now, in some ways, this makes sense: how else should the devs have differentiated among the plethora of upstart towns the days of the patches? On the flipside, however, the caps shut out several top-quality towns, despite their promptness on patch day and planning before. So whom should the devs favor?


Neither.


Here's the plan: city A is at level 4 with 55 people, and city B is at level 3 with 35. Let's say city B grows to 55, then grows some more. In fact, city B grows until it has x more people than city A (I'll let the devs decide on x, since they're paid to balance things like this and do it considerably better than I). At that point, the mayor of city A gets an email, one that alerts him/her of the one week city A has to catch city B in population. If it doesn't, the two switch levels.


Now, this basic setup isn't without its disadvantages. Constant flipping between two neck-and-neck towns would mean a lot of wasted shuttleport deeds (are the architects grinning gleefully yet?). That, however, the devs can address by adjusting x above, and by instituting the one-week waiting period. Furthermore, the advantages are many: the setup allows the fast-growing towns to bypass their stagnant, stubborn counterparts, while at the same time re-placing the emphasis on city vitality as the measure of city worth. As I see it, it's a win-win: it gives the incumbent high-level city's a chance to shape up while simultaneously giving the underdogs something proactive to do besides play the hardball, mean-spirited citizen-stealing politics game. And finally, though I can't speak for difficulty in actual coding, the plan seems simple enough to understand and polish.


Suggestions?


--Terian





____________
Terian Janssen
Alacio Island, Naboo

WildmanHT
Fri Jan 09, 2004 6:40 pm
#54

Letrian......you got to be kidding....where was it ever said that a level 4 city has to get to a level 5.......or that they are suppose to...


The city Im in is a level 4 city and we have no aggressive plans to grow to 5....if it happens then so be it but we are happy with the 65 people we have....if others ask to move in and their personality fits inthen we'll give them the invite.....Dont know about the rest of you mayors, I just dont add people in because they ask.


Happy Trails




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Trystan1969
Fri Jan 09, 2004 7:01 pm
#55






Urieza wrote:

Last night my city grew on Naboo from lvl 2 to lvl 3 to be met with the notification that my expansion was denied as there are too many lvl 3 cities on the planet!!


I, along with a couple of others, worked so hard in mapping outour city and placing the houses in semetric alignment trying to best accomodate placement preferences of the residents. We acheived 37 citizens before the upgrade last night.We were so estatic andso looking forward to the placement of the hospital today. Now our hard earned city is condemmed to remain at lvl 2 with no hospital placement ability. We could live w/o the shuttle port but not w/o the hospital and cloning center.


It is obvious that the developers have no idea how much work and energy one puts into making a beautiful, well planned, functional city. I am so enraged, I must take a day or so away from game and make the decision whether the $15.00 a month is worth all of this frustration, disappointment and inequity.






You see, this is why there are so many rebels. The Empire has too many laws. You were a victim of the Empire's zoning laws. The Empire only wants so many large cities per planet. They figure if a planet gets too many large cities on it, they might decide to rebel. Best keep the cities small and easier to control.
Trystan1969
Fri Jan 09, 2004 7:07 pm
#56

On a side note though, I'm glade that they have city size caps in place. It is already a pain to place harvesters in some areas. If there 1km cities popped up everywhere, anytime someone wanted to place a harvester they would have to track down the mayor and beg permission to place their harvester.


I've ran into this problem a few times already with the first round of caps. I find a nice 95% spot for a harvester, yet it's in the middle of a town, 50% around the edges. Mayor doesn't want his city turned into a mini-industrial zone so says nobody can place harvesters in his town. Now where are the crafters and resource hunters suppose to get their resources from if everyone had huge cities and didn't want you placing harvesters there? Perhaps they rather put them down themselves then gouge people on the prices.

BigGuy_WAN
Sat Jan 10, 2004 1:21 am
#57

bummer but good news the City Hall acts like hospital and cantina anyhow.... :-)



The draw back unfortunately from building on a large planet....



Wait this has been discussed about a million times before




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DocSavag
Sat Jan 10, 2004 1:51 am
#58






Korrack wrote:





jawlz wrote:
I'm curious... Say I have a level 4 city on the same planet of the same server as this person who couldn't grow from a level 2 to 3. Does this mean my level 4 city is safe from falling to a level three city, thanks to the cap? How does the cap work? Obviously it keeps lower level cities from growing if the cap has already been reached, but does it also keep higher level cities from shrinking? If this is so (and knowing the state of other things in the game, I wouldn't be surprised if it were), this would present a VERY serious problem to the "natural ebb and flow of cities" and all that.




Great question! I wonder if they thought of that. I'd guess it drops to level 3. Anyone know for sure?





The way the caps work prevent that from being a problem.


The cap for level 3 isn't for level 3 alone it is for level 3 and above. If the cap is 15 then you can have 15 cities that are above leve 2. That would include those cities at level 4-5. So if one of the level 4 cities shrinks then it would be a level 3 but the number of 3+ cities is still 15.






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Garyyyk
Sat Jan 10, 2004 1:54 am
#59

OK, the original poster was not complaining about the cap so much as the lack of a way to know the current number of cities and their levels on his planet. If he had been able to know when the cap was reached, he and his citizens would not have wasted their time and energy trying to get enough citizens for Level 3, and wasting credits and time on getting a hospital deed.


Also, on the question of what happens if the caps are reached and a Level 4 city falls below 55 citizens: to answer this, just look at the caps for Naboo, for example: Outposts: 20, Level 3 and above: 15, Level 4 and above: 10. The key phrase is "and above". On Naboo, there can be only 15 cities that are Level 3 or higher, this includes the level 4 and higher cities, so there can only be 5 level 3 cities if the level 4 cap is met. Since the level 4 cities are included in the 15, if one drops below 55 citizens, it WILL not be restricted from dropping to level 3, since it's one of the 15 that are in the Level 3 cap.





Garyyyk
Future Shipwright - G&C Starships
WOOK Holomaster
Alacio Island, Naboo, Bria

Korrack
Sat Jan 10, 2004 1:56 am
#60






DocSavag wrote:

The way the caps work prevent that from being a problem.

The cap for level 3 isn't for level 3 alone it is for level 3 and above. If the cap is 15 then you can have 15 cities that are above leve 2. That would include those cities at level 4-5. So if one of the level 4 cities shrinks then it would be a level 3 but the number of 3+ cities is still 15.





Ty Doc. Now get back to your own forum I'll come in there and complain more about the merchant proposed changes



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Jredbrook
Sat Jan 10, 2004 3:15 am
#61






Thunderheart wrote:





Chibi-Bar wrote:

there also a chance that some city may fall.. there have been some cities that fall.. due to internal issues.. and you might raise to level 3.. some day..





This is an excellent and critical part of this social cycle.








your game sucks thunder
Everseeker
Sat Jan 10, 2004 7:14 pm
#62





Urieza wrote:


(in part)Last night my city grew on Naboo from lvl 2 to lvl 3 to be met with the notification that my expansion was denied as there are too many lvl 3 cities on the planet!!









Bajeezus wrote:

(In Part)When the city updates and has enough citizens to grow to the next rank and fails to do so, a message should be generated for the mayor explaining why the city did not advance. "Dear Mayor, your city was not able to advance due to the limit of X number of Y-size cities on planet Z."





Looks like that ALREADY happens.....
MonGiovanni
Sat Jan 10, 2004 9:32 pm
#63






Thunderheart wrote:





Chibi-Bar wrote:

there also a chance that some city may fall.. there have been some cities that fall.. due to internal issues.. and you might raise to level 3.. some day..





This is an excellent and critical part of this social cycle.







Problem there... citizen population count never goes down, even if they move to another city, their name will still appear on the management terminal and will still be counted towards the population (though that player will not be paying taxes). At least, this is the case in our city. I don't think I need to tell you how this could be an exploit.




-----------
Ique - Bria - Bounty Hunter, Pistoleer
Iryu - Starsider - Master Architect, Master Artisan, Master Merchant
payingcustomer
Sun Jan 11, 2004 1:07 pm
#64

I honestly sympathise with the mayor of the cap'd city. However, I also understand SWG's problem. You have cross server dwellers, building houses for the sheer sake of hogging up the few capital slot available on a planet. This trade in landslots and homes is horrible, its almost as horrible as the trade in Holocrons. Why are they allowing more than one server to contain a residence, I'll never know. Poor development I guess. Who's to blame, same folks who are always at fault... I'm afraid, this last big patch was a flop. Sorry to say it, but it was. I'd give reasons but I think my constituents here have already clearly detailed it. I hope they do much better with my money in the next major patch, but I'm not holding my breath.


I remember Turbine's hot fixes in AC, they fixed tons of stuff, and the MOTD read like a dosier. Sony does a hotfix and writes a paragraph on changing the color of armor... So much wrong, so little being done.


Oar


PepeGSay
Sun Jan 11, 2004 6:34 pm
#65






Leland wrote:

To make big game features only available to a select few is aggravating.



In an FPS you don't get bonuses because you are not as good as others. In this game you don't get skills and abilities without effort.



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