Politician Archive

Thread: New TC City Changes 12-4-03

DonQuixotic
Fri Dec 05, 2003 3:49 pm
#79

i'm confused. i count 11 player cities on Naboo's mapon my server. has the doubled cap already gone live?
WolfDC
Fri Dec 05, 2003 3:51 pm
#80

I cannot believe this is going to happen. I am total disgusted with this. By doing this you have turned our player city into a joke. They are turning our militia into NOTHING.


I am about sick and tried of this kind of thing happing, and as you can see all of us are not very happy about it.


Plinka I don’t know if you’re a mayor or what your thoughts are on this, but could you suggest to the power that be to change this to something a bit more reasonable? I do not see why we cannot have a compromise like a class 3 or 4 city only has the /citywarn command. This will prevent control over POI that and some dev checking if there is a player city in a static POI area (not very hard to do)


To put this in perspective, it would be like removing the lightsabler from Jedi. It would be like preventing player mounts from going faster then walking. Why are they taking the fun out of this game?


Please Plinka talk to them tell them how we feel.


BlindTyldak
Fri Dec 05, 2003 4:00 pm
#81

Why the hell should we even pay for a city now? Seriusly, they're making it completely worthless for us to sink our money into the civic structures.


~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"The FS system only rewards the Veruca Salt's of the MMO world . . . not the Charlie's"

GoodAshe
Fri Dec 05, 2003 4:09 pm
#82



AerynnByrde wrote:

If Nonconsent PvP was never a goal.......Then what is up with Factional Scanners? Rendered so you no longer have to act in some fashion to become flagged..just happens *Shrug* Guess they get to pick and choose. And just curious....how does a scanner know what faction I am anyway? Is there some sort of implant I should know about for RP purposes????






Even if you are covert you are consenting to PvP, or rather PvP lite.

Their underlying rule still applied.



kMm Theo's Droid Depot & EDO Starship Division mMk
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Knocky
Fri Dec 05, 2003 4:12 pm
#83

First the Devs sit there and tell us to add our own Content. When people who actually WANT to participate in the Galactic Civil WAR do. The Devs smack them down for having the audacity to create a Military occupied town.



I am with BT on this, what the Hell useare towns for now?


You cut the nuts off the militia and we CANNOT use our own Cloning Centers unless we PAY the Devs for the privledge by paying to clone. Anyone who dies enroute to a POI HAS to go all the way back to a NPC city to start over because they did not make it to a Player Cloner to PAY THE DEVS OFF before their misfortune to die?


What choice is their now? Our CLoning Center will no longer even BE AN OPTION!!!

Sevarhin
Fri Dec 05, 2003 4:19 pm
#84

Simply *turning off* closest spawn was a poor choice of method in dealing with a very real problem. And completely redundent given the citywarn change. Even without the citywarn change it would have been a seriously deficient solution.

This was not a very elegant design move.

FIX: make them appear in the list but not as the ONLY choice (closest center, as well as closest NPC center would appear as options). Easy to implement, and a hell of a lot better than this hack-job we were left with.

It leave choice up to the players, prevents griefing, and preserves the value of the cloning center to the city.




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

Xanaron
Fri Dec 05, 2003 4:33 pm
#85

This is a horrible decision.


Instead of doing away with /city warn all together why not just give the warned person more time to leave the city before he/she can be fired upon.


TK1210GT
Fri Dec 05, 2003 4:45 pm
#86

Utapau is a FACTION REBEL CITY. I could care less if Neutrals come into the city. But if IMPS come into Utapau, we should be able to /citywarn them and tell them to get the heck out.


We built this city to ROLEPLAY with Thalnax to the northwest. They know it's a Galactic Civil War. If the neutrals dont want to fight..give them their 2 minutes to get the heck out.


Don't take /citywarn out of the game!!!!!!!!!!!!!!!! Otherwise, as someone else said...player cities will be a gigantic credit sinkhole. It's already costing my city 230k a week.


For what? Just so we can shuttle in and out? What the heck is the point of a militia if we can't DO anything with it. This *IS* a galactic civil war. The neutrals are in it whethere they like it or not.


Someone said it right...if you don't wanna PVP, then why are faction scanners available. Maybe I wanna just PVE. Then I get TEF'ed and I get hit anyhow.


You can't just take this out of the game. If you do, we might as well all start playing some other game. You say you want roleplaying and a GCW...then let us do it.





Epani Tesh - Sole Proprietor, Epani Industries - Naboo
Col. Epani Tesh - Rebel Alliance, REV Division - New Utapau Naboo Detachment


DarthKaelan
Fri Dec 05, 2003 4:46 pm
#87

I'm not speaking as a politician, but as a town Marshal.


If this goes, my militia will be pointless.


As already pointed out, our city doesn't discriminate to factions ... we don't boot someone out based on their politics. As Marshal, I don't give a hairy womprat's a$$ who supports what as long as they don't step out of line in my city.


My people are to keep the peace. We can't do that if we're hamstrung like this.


The situations have already been pointed out --- ignore does squat against griefers, since griefers aren't always a single moron shouting obscenities. They usually come in the form of a PK guild looking for targets or looking to harass someone.


There's no way for my team to protect a law abiding Imperial citizen from an Alliance terrorist, or to protect an Alliance sympathizer from an Imperial blow hard without /citywarn


I myself have done work for both factions, and have been members of both as a result. My allegience is to my home .. and now I can't defend it anymore if this goes live.


I *beg* the devs to reconsider this. Making this change on account of a low population of idiots isn't the way to go. If this is taken away, then I agree with something that was said previously -- /cityban should boot a person from the city. Not justban them from civic structures.


Frankly, getting rid of /citywarn isn't the answer. I don't even think lengthening the time before the TEF goes into effect is the answer, since even within 30 seconds, the griefers can do alot of damage, much less two minutes.


Removing /citywarn won't help. It'll just make things worse on those of us who *don't* play this game to make everyone else miserable ... especially those of us who have taken up a post to try and protect against the misery makers.





-----------------

Krassk

Pre CU Master Bounty Hunter and Master Privateer Pilot

Vigo of the Eclipse Consortium

Tergill, Naboo
GhOsT767565634765
Fri Dec 05, 2003 5:06 pm
#88

My God I never vent but, this is f***ing ridiculous! I am so tired of the **edit** devs taking everything out of the game that was good! Lets nerf this lets nerf that! If they wanna start nerfing and cutting down on things START WITH SERVER DOWN TIME! Good job Thunderheart N Company now I can even have the rebels walk into my city and camp. I'll bet you by the time the devs are done nerfing veichles i'll burst faster!



All done!


The #1 thing i learned from playing SWG: SOE mmopg's only get worse.....




Raged & Nunzia

Guildless
Homeless
Lonely
Bored
Cafa
Fri Dec 05, 2003 5:10 pm
#89






Philomorph wrote:

This is lame! Some people can't just be ignored. Here's a hypothetical situation:


SayI have a Rebel city, for example. Some of us are overt, but most are covert. Some of the militia are nuetral though.


So we get Imps walking into town and start attacking the overt Rebs. Our militia should be able to use a warn to let them know that they will have more enemies in a minute than the few overts they found to pick on. Maybe we don't allow ANY fighting in our city, regardless of alignment.


See? /ignore doesn't prevent you from getting killed in your on town if you are invaded. But without /citywarn, the militia would all have to be factioned to prevent this sort of thing.







We have the exact opposite situation. Over 100 imp houses and a small rebel terroist town nearby. So the terrorist, yet again, win in the devs arena. Where is the logic in any of this. If there is POI problems then SO BE IT. Big deal. I find it funny how that giant nerf bat had zero common sense, continually. We have rebs totally controlling Krayt valley on Tempest. Just makes going there more interesting!


You see us whining about them? No.


Cafa Asia


I am NOT a wookie!




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Kellversa
Fri Dec 05, 2003 5:32 pm
#90

Yep, I must agree, this is totally ridiculous. I'm continually surprised by the poor design decisions that the developers have employed. I really hope someone with the right voice can convince them to reconsider. Hopefully the length of this thread will serve to illustrate how disappointed we players are. However, due to my months of lurking these forums, I've noticed that listening to player feedback does not seem to be one of SOE's strengths. *sigh*



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chancemanning
Fri Dec 05, 2003 5:46 pm
#91

First it gets moved to 2 minutes, kinda silly, but still workable, as cities get bigger, it'll take em longer to get out. But totally remove the /citywarn feature is just a bit too far. What is the point of having an imperial city with no rebels allowed? Now they can just wander around without the militia being able to forcefully remove them if they refuse. Please rethink this. Plus people were made to move off of Dath and Endor a few weeks into the game, so why not have the cities sitting on POI's move or lose? This is just a strange way to take care of a few griefers.



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