Politician Archive

Thread: New TC City Changes 12-4-03

LeBob
Fri Dec 05, 2003 9:05 am
#53






Plinka wrote:
1. /citywarn has been removed from the game.

This one deserves a bit of explanation. It turns out that the biggest single use that the player base put this command to was griefing other players. It was also being used to "control" POIs and deny everyone equal access.

Since non-consentual PvP was never intended to be part of SW:G, this command has been removed from TC and soon from Live servers.

This means the role of militia is not as originally envisioned as well, so we can expect some possible changes there too, but there's nothing solid I can talk about yet.


2. Player city clone facilities are no longer considered for "respawn closest" only static npc clone facilities. You can still clone at a civic clone facility if you have stored your clone information there.

3. Cities with center points that have drifted away from the city hall should be corrected now. This drifting will no longer happen.

4. Repair cost and redeed cost for structures now only takes into account the base maintenance cost. This means you won't have to pay your city property tax to repair or redeed your structures anymore.

Message Edited by Plinka on 12-05-2003 12:38 AM





I understand the need to remove /citywarn temporarily


but I hope you guys can come up with some fix for it some time soon because this was a really useful tool




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Chibi-Bar
Fri Dec 05, 2003 9:05 am
#54

Please don't remove /citywarn


I know many states that "neutrals" shouldn't be drawn into PvP.. they are not drawn.. they CHOSE to PvP...


How so Sasheria??


well.. you get a warning.... there is a warning flash across your screen.. you have X minutes (was 30 seconds.. then 2 minutes on TC) you high tail out of there.. if you stay.. you are say "YES!!! go ahead and fight me.. I dare ya!!"


If they leave.. well then they are not able to be targeted.. good and dandy..


Granted there are some cities that abuse this power... but also might need to put in check that.. once warn and flag appears.. they should ONLY get able to get attack while in the city limit.. once cross.. the TEF wears out


so it still serve it purpose..





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Reclusenet
Fri Dec 05, 2003 9:14 am
#55

I think its absurd the devs are removing the only defense a city has against griefers. The devs are letting griefers dictate everything in this game. SWG is a GRIEFERS game, pathetic, what other features will be erased because of greifers.




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ccpeters
Fri Dec 05, 2003 9:26 am
#56

Halfwayfar in the Bria Galaxy is an open, neutral city where all are welcome to come live and enjoy the experience of a thriving Player City.....not just another PA City like most are turning out to be. As the commander of the city militia (Halfwayfar Security Force) our force is the best tool we as a community have to keep the griefers our of our city and to assist the Mayor and City Council with everyday activities in the city. The city's and the Mayor's reputation rest on our disciplined use of our powers in enforcing the rules and laws of our city. If our militia abuses it's powers with the player population, then the Mayor and the city as a whole suffers.

Wasn't that the idea behind all this? The Mayor appoints militia members, the Mayor is elected by the citizens of the city. Our Militia is governed by a set of Standing Orders drafted by me and approved by the City Council and the Mayor. We have a great thing going out here and one of the biggest draws for us was our reputation for keeping the GCW outside our city limits. Unfortunately now that the devs have decided that we are not responsible enough to handle these powers on our own (/citywarn has not had to be used in our city to date), the power the HSF had to enforce the peace of our city is in grave danger. When I read the announcement by Plinka on this, the first thoughts I had were, "OPEN SEASON, GRIEFERS!" Now the one's who like to cause havoc and force the GCW into everyone's backyard will soon have nothing to fear from our "pathetic little band."

I sincerely hope the devs see the outrage being expressed by the whole SWG community on this and will reconsider and actually try to find out what the "real" problem is (if any) and actually try to get to the root of that problem. I pray the devs come to their senses, otherwise one of the oldest and most successful PC's in SWG may suffer greatly and whither away.



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AudioOrgana
Fri Dec 05, 2003 10:23 am
#57

WHAT A BUNCH OF GARBAGE.


The Devs, since they obviously don't see things very clearly, need to start listening to what players say BEFORE they waste money, hours, time, and OUR patience with this kind of crap.


Did anyone NOT think this would happen?


Did they suddenly just remember about the non-consensual PvP thing? Did they forget about it while they implemented cities?


What a waste of so many things.


And what's the purpose of a milita now? NOTHING.


And the cloning thing? Nice - very nice. Take away this functionality just when people are getting cloning centers and it was giving cities more visitors.


We all saw this coming - yet we thought you were actually going to inject some danger into the game, and not /bow to the carebears and stand your ground.


My patience with these kinds of lack of foresight is really running out.


You guys just make more work for yourself each and every time, and we are just getting further and further away from any truly revolutionary game experience. One step forward, THREE steps back.


Audio

Arrya
Fri Dec 05, 2003 10:25 am
#58

Please, please don't remove Warn without putting alternative means of enforcement in first!


I understand the reasoning behind it, but this is currently the only effective means of enforcement that we have available to us!




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EmperoressPalpatine
Fri Dec 05, 2003 10:28 am
#59

Changing it so Cloning centers are not part of the 'nearest cloning center' option is good, and should stop griefing by way of people being stuck in a city due to /citywarn.


Removing /citywarn is rediculous. We had hoped that our city could be Imperial Only. Now it's going to be whoever wants to run in, and be a jerk. We wanted our Martial Law, we wanted to keep people away from our bases. We aren't close to a POI or whatever so why do we have to suffer. Why not make it so that if your near a POI City Warn doesn't work. So those who tried to abuse it, can't abuse it. Maybe they will have to move their house or their city, if they wanted to keep their city to only Imperial, or such...but then they shouldn't have put their city at a POI that is for everyone in the first place if they wanted to be Imperial Only, or whatever.


Anneke Rose (Mayor of Sanctuary)




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TroThorns
Fri Dec 05, 2003 10:32 am
#60

In my opinion there was never a need for the /citywarn. If you want to PvP go overt, if you don't want to PvP don't go overt. Itis as simple as that.


Zoning Rights is all that is needed to protect cities... The city militia idea was a bad one from the start...




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Duexfuse
Fri Dec 05, 2003 10:40 am
#61





From Ynnos: 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.




That is the solution right there. If I /citywarn you, you have 2 mintues to get out of my city before I CAN kill you. Clean and simple. This will also prevent milita from being hotheaded and also give the tourist a chance to not get killed. It also prevents people from getting griefed in the cloning center.


Don't remove /citywarn. Just fix it!!





Trospar

Centex
Fri Dec 05, 2003 10:47 am
#62

or.... what about making city cloning only able to take place IF you register your data there? And if your data is not cloned at a player city then you must clone at the nearest actual game outpost/city.


this would enforce registered cloning so that the person knows they are safe. This isn't the only solution just another so they don't remove the only cool RP thing I like in this game heh




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PadreBook
Fri Dec 05, 2003 11:06 am
#63



fatgit wrote:
As usual, a knee jerk reaction makes something totally useless, rather than the devs taking a few minutes to think about it.
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.




Sounds like excellently thought out ideas. (definitely does not work for SOE)

Padre Book
Mayor of Serenity Valley
PadreBook
Fri Dec 05, 2003 11:07 am
#64



AudioOrgana wrote:

WHAT A BUNCH OF GARBAGE.

The Devs, since they obviously don't see things very clearly, need to start listening to what players say BEFORE they waste money, hours, time, and OUR patience with this kind of crap.

Did anyone NOT think this would happen?

Did they suddenly just remember about the non-consensual PvP thing? Did they forget about it while they implemented cities?

What a waste of so many things.

And what's the purpose of a milita now? NOTHING.

And the cloning thing? Nice - very nice. Take away this functionality just when people are getting cloning centers and it was giving cities more visitors.

We all saw this coming - yet we thought you were actually going to inject some danger into the game, and not /bow to the carebears and stand your ground.

My patience with these kinds of lack of foresight is really running out.

You guys just make more work for yourself each and every time, and we are just getting further and further away from any truly revolutionary game experience. One step forward, THREE steps back.

Audio






I totally agree.

Padre Book
Mayor of Serenity Valley
AudioOrgana
Fri Dec 05, 2003 11:18 am
#65






Havoclord wrote:



Dude, are you a politician? If not, please leave this to people who are- this the discussion board for the politician's profession!






Hmm, well until we get a "Milita" board, you can take your elite attitude and...you know what you can do with it.


This doesn't just affect politicians, it affects all those who have worked hard to establish milita in their cities.


Plinka just doesn't represent the politicians, she represents the politician profession, of which the milita is part of.


No, the milita is absolutely totally frickin' useless, and you can bet we are going to be heard.


Audio

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