Politician Archive
Thread: New TC City Changes 12-4-03
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????
The idea that the Devs are going to remove the /city warn feature is absurd. Many players have spent a lot of time and money in the building of their city. This is something many people have been looking forward to since day one. The idea of having a militia was appealing to keep out the unwanted players.
LotD and DC have built Corriban and have had very little use for the /city warn feature but it's a nice one to have for the few times we've needed it.
As it's been stated before by other LotD members the city militia has a policy on how to deal with unwanted players.
1. If you're a overt Reb, KoS
2. If youre a covert reb, you'll be asked what business you have within the city.
a. If the player is decent about his/her answer they are free to roam around the city.
b. If you're rude then you will be told you have "X" amount of time to leave the city and will be escorted out. If you don't wish to leave on your own free will then yes .city war /city ban comes into play.
3. Any known enemy guilds, that we are currently at war with will be KoS.
I think that SoE needs to look into the people abusing the powers rather then taking away this ability from everyone.
If PA's have been building their cities around static spawns or PoI's then they shouldn't have been allowed to build a city there to begin with. Again I think this is absurd that they are going to remove this feature without fully looking into it or trying to come up with a reasonable solution.
I can see the Town Militia... STOP!!! If you continue, I shall yell STOP again!
Ok people. Pull our heads out and get some fresh air. WTH are you devs thinking???
in regards to the /citywarn removal, please see this misleadingly labeled thread for further discussion:
http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=14482
This is just crap.
Without militia a player "controlled" city is not controlled at all. Its just a collection of buildings.
I'm in the Militia of a city, no its not near a POI and no I've never actually used my powers but I will resign immediately these changes go through and leave the city. No point is just being in a collection of buildings.
Passive militia???? haha I'll not put on my saffron robes and bang gongs at visitors who are griefing the residents. I want no part of this stupid affair.
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.
Is this your line of flawed reasoning or the designers?
This is a very bad idea. Withou player control, Player Cities are collections of buildings. Without Militia the cities are not player controlled. Without /citywarn there is no Militia.
Do they expect city lawbreakers (griefers, troublemakers etc) to be put off by harsh words and a ban on using the cantina?
man this sucks
now what do i do with people i dont want in my city?
ii will ask them to leave and they'll do: /rude
KEEP /CITYWARN!!!!!
Who needs militia anyway?
At our city, we LOVE to have people come and spam our chat window. Espically ones that like to harass our new citizens and tell them that they will come to our town everynight and harass them more until they decide to move out.
Come on! **edit** were you thinking about taking player control and turning it into player /ignore. Great, so I can ban them from using the facilities. I'll send out a mass email telling all 59 of our citizens to be sure to put this pammer on their ignor list. Great idea.
Player control...no. No control at all. Citizens that ask if it is safe from greifers and other raiding P's will have to be told, "Well yeah you don't have to worry about other non-wanted greifers if you know how to use the /ignore command." All I need you to do is declare residence and let me go over a breif tutorial on how to ignore players that will undoubtedly come into our fine city.
This is lame. We just appointed Marshals and laid down very specific rules to have it go *poof* because the monority wins again. Maybe if we only had a few people reply to the forum, they would decide to go with the minority once again!
Bend over militia, here comes the nerf bat right up your alley! Woo Hoo!
well its obvious what most people think. this decisions is yet ANOTHER BAD ONE made by soe. the control of our own city is what has reinvinted this game. its made it an infinite number of times more enjoyable because we are able to run our own city.
now the devs have decided that because the **edit** e d up and didnt make building around poi's impossible in the first place, that they will just fix it by not letting us have any control over our own towns.
maybe you guys at SOE should look into pre-creating new accts too. ya know when someone buys the game they get a fully made char with whatever skills you decided that acct would have and thats that. i mean that way they wouldnt get used to the idea of player freedom like some of us had.
removing /citywarn introduces all sorts of interesting issuse in the policing of ciites,
as the devs choose to remove it, i assume therefore that an option was considered for its replacement.
I find it hard to beleive that NO ONE considered the use of /citywarn would be to prevent access to POI's and further I find in inconceivable that those areas where not already no build zones, especially after the no build area around the IO on Lok was recently expanded why was the other areas not also so expanded?
if you introduce a thing, then accept its use
take it away and expect the paying player base to be agreived.
Am I a politician? No I am not. I am however Security Marshall at Corriban City on Naboo. Or I assume I should say was. My role was to form and keep in line a militia in the city to watch over it and make sure things went smoothly, ensure those who needed to get zoning rights did get them and placed their houses correctly within our stated city development guideline. I also was in charge of immediate security if and when we would be under attack, this includes ensuring people get banned and warned immediately.
Banning the people from the civic structures and warn for the retaliation of an attack. Now, I can ban them from the city structure or give them a house. Either hey, stay and be a pain and nuisance cause I can't make you leave if need be, or hey, want to place a house here? This is a total and utter lack of back bone, and following your goals to the end. Rather than making sure you fix the problem, you remove it and grief all of those players; those that are members of militia and not and those that have spent so many hours planning out city rules and laws to follow as well as those who have put forth the time and energy into a city to make it as great as possible.
I have always told mates I've met on here when they've complained about a bug / "feature" / exploit, that hey its an online game, there are going to be lots of things that happen that they simply can not know about and have to fix when they get around to it. This is quite the opposite however; and as such my anger is absolute. You took something that was good, and made it worthless, my role as Security Marshall is pointless. I am not around to just grant houses as we have enough citizens for our level 5 metropolis and without being to /citywarn people there is next to a mute point to /cityban.
Thoroughly disgusted,
Security Marshall Doormouse
Durmanhoth-Clan | http://www.durmanhoth-clan.com| Imperial Master Sergeant
Removing the /citywarn is a huge mistake, which is rather obvious if anyone even glances at this one thread. One of several I'm sure.
I also think that the cloning facility thing is a mistake as well. Like another said previously, it has the potential to bring NEW people into your city. It is also a time-save I would think. Especially when you are out hunting or running missions and you die near a player city thats 500m away from your mission or a NPC city thats 3000m from your mission etc.
This game has the potential of being the greatest MMORPG to date, BUT so far I have seen it fall short time and time again. I hope that SOE finds a better solution to this problem then they have now. If not, well, it will be just one more step in the wrong direction.
I would like to throw my .02$ on this. First off I don't buy the stated rational. First and foremost the /citywarn command PREVENTED griefing, the ONLY people this helped was the griefers. Your point about conroling Points of Interest sounds like rubbish to me. The simple fact of the matter is this. These sites like the Imp base near the reatreat ARE accessible to people by way of non player controled cities like the retreat. PA's and by extention people who have made these towns DESERVE to have a way of controling what goes on in these towns. Likewise if a particular group abuses this power the word will spread and people will avoid this area entirely. All you have done by removing /citywarn is help the griefers.
I urge you to reconsider this
Natanial Storm