Politician Archive
Thread: Player City -reality check
First congratulations to those who were able to cross the finishline in time and my sympathies to those who did not make it.
A couple points to those who did not make it-
1. For everyone who had small outpost aspirations, being able to place a city hall will in no way enrich your experience of the game other than stroke your ego, mainly because if you lack a sizable population you not be able to take advantage of shuttleports, cantinas, banks etc. Those are are limtited to cities with higher populations. All thatplacing hall would do is create a strain on your finances...50k cr a week. You politican's advancement is dependent upon votes, so if you are gtting 5 votes a week..500xp...thus it would take months to achieve any real positive results from the class. I do however understand your feelings of anger at not being able to at least try.
2. For those who had large city aspirations, I agree 100% the PC was implemented in the worst possible way. Many haveworked for this since day one and have no desire to pick up and move, nor should you have to. The med-center and cantinas are irrelvent, for player homes can already serve those purposes... The banks, shuttleports, Militia powers etc.. are what you are rightfully angered over. This will have to be corrected. In the meantime, (hopefully a month like TH said) the cities that were able to place are going to have a rough go. Guilds have already camped out on the Val surver and I am sure most others. Not to mention they will suffer through most the bugs and other problems before the caps are lifted. It will only be a select few cities that achive shuttleports prior to dec, the growth limits on cities will ensure that.
3. The reality of City locations. Ok we all know the people who were able to place a city are mostly within 1.5k clicks of already estabished cities.. thats why they were able to get their halls down in time. Givin that what these cities will not offer astetic value, ordered implementation, etc. Those that come later will be able to place their city in "ideal" locations, and not have to worry about the 15 randomly scattered homes around them being incorporated. it will be the second generation cities that have the most to offer, and will be the attraction of the survers.
Varnax Despin -Val
>>The reality of City locations. Ok we all know the people who were able to place a city are mostly within 1.5k clicks of already estabished cities..
This may be true on the starter planets, but some very interesting and needed locations on Lok andDantooine now have player cities that should make it to rank 4.
>>The reality of City locations. Ok we all know the people who were able to place a city are mostly within 1.5k clicks of already estabished cities<<
Vagabond's Rest is 3500m from Theed on Naboo and we got a hall. We were organized and ready to go. We also have enough citizens to get to class 5 ![]()
The distance isn't so big an issue, people standing on NAboo had people to duel them, DB them, so they could take the insta theed shuttle, being cloned there. We didn't place a city because the guy with the politician skills (my backup, I couldn't afford to camp the server all day, I have a job you know) got stuck, with the mad lag unstuck wasn't working, so he logged off and back, only to discover he's been timewarped back to Dejaa Peak. He tried to make the run again but of course it was too late.
The point abut close to dev cities is also moot. Those people can now craft another hall, and with good timing destroy the first one, and put the second one wherever their real citywas planned. It's highly unlikely someone will try to put a hall down during the few seconds available.
So the guys can secure the very best spots, and get a month headstart, during wich people will get used to going there. Later cities will have trouble to compete with less than optimal sites and having to walk there while the first shuttleports will be created.
All in all, people got screwed by the caps, not only yesterday, but for a long time. And might I add, the ambiance on the servers has become execrable because of that, too. We now see cutthroat PvP takeover manoeuvers, people blocking construction using harvesters to surround cities, behaviors that lead to a lot of grief and foul gameplay. This is a family game no more.
Actually, there's more than one reason to start a city . . . we are a very tiny group, currently 15 people. While we started as one PA, we're splitting to three and even have two other PA's (very tiny ones as well) looking at moving in with us. It's probably going to be quite a while before we get a shuttle.
We got our city hall for one reason . . . to keep people in town. We're a roleplaying city, and its difficult to RP town citizens when there's nothing to do in your town except sit in your house. Now we can have mission terminals (and spawn our own NPC's!), a bank, and the little things we need to make our collection of houses a viable community.
I think the reality check for a lot of people is truely that we all wanted a city for a different reason. NO ONE is right or wrong in their reason for wanting a city. We're all selfish in our own way.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
(Snitter): There isn't any island, Rowf...
(Rowf): There is... there... can't you see it... Our island...just stay with me.. I'll get you there...
Odaen wrote:
Someone must have placed a player city on Lok very close to Nyms and I think it was simply to get tax from people mining wheat and other stuff. Theres now a 5% tax on all the harvesters around Nyms Outpost.
Trust me when I say I'm sure that wasn't the reason.. 5% tax is.. what... 50-100 credits a day per harvester average? That would require 350-700 harvesters paying the tax to meet the weekly cost. Then there is covering the cost of the city hall, which they could easily lose in a week without even being able to get any money if you just band together with other minersand take over the city.
I agree with poster #2...lol
My city is on Dantooine about 5k meters from the nearest outpost, and 600m from the Janta cave.
We got the spot we wanted all along (had to move about 200 meters though because of some greifer with a flora farm).
Everything is coming along nicely though... 1 day in, and we have 24 declared citizens inside the 150m radius... We have another 15 or so within 250m who are moving their houses in a little bit to compensate for the moving of city hall.
We should have a shuttleport 3 weeks from yesterday, cloning 2 weeks from yesterday, and mission terms and registering on the map next week.... It will take a while for the second generation of cities to compete with us or the others...
The time for city placement was obviously more important on the large planets/survers, but with the many claims of having placed cities under ten minutes, or having surver slots filled already in less than 14 minutes seems to tell me that most cities were not placed 4-6k clicks away from an existing shuttleports. We will have to wait and see when they start popping up on the maps. But evenon test center, most citiesseem fairly close to the computer cities, and that surver lacks the population of all others.
two more points,
1. it will be harder on the larger planets/ surversto maintain a factionaly based city..if the cities end up being close to computer cities.. as the city limit expands and incorporates existing structures, there is no gaurentee those structures will be part of a certain faction. As many player with whom I have spoken desire faction cities, this will deter from they achieving their goals, at least until caps are lifted.
2. There will be an advantage both commerical and political to the cities that were able to get placed. They will have more skilled politicians, and business will most likely gravitate to the well planned and run cities. But that does not mean later cities will be impotent or doomed to failure. Players will gravitate to the city that best suits thier goals. Old or new, how the city is run will determine its success.
We have a first generation city on a starting planet and we'll have everything to offer. Aesthetics and orderedhousing placementto name a couple (a couple you said 1st generations wouldn't have). Come check us out if you want - Naritus, Tatooine, 3/4 of the way toWayfar from Achorhead.I know it's hard to believe, but it is possible to be first AND have it organized as well. It's called proper planning. Our city is already more than half way completed according to the design we have on paper. It looks good.
We knew what it would take to make this happen, and it's happening beautifully. It's amazing what you can accomplish when you do your research on a topic. I understand you're disgruntled, I would be too. But I'm not and the way I ensured this was to do my research and develop an implementation that worked.
The reality is, there are people who can make this happen, FYI. Btw, we have an ideal spot as well. It's the spot we've had picked out for months, with the exception of a couple hundred meters.
This isnt' meant to be a flame, just a defense for those few made it on the starting planets.
PSchirf wrote:>> The reality of City locations. Ok we all know the people who were able to place a city are mostly within 1.5k clicks of already estabished cities..
This may be true on the starter planets, but some very interesting and needed locations on Lok and Dantooine now have player cities that should make it to rank 4.
Yup. Most people didn't think to head to Lok or Dantooine at first, so now key areas of the planets will soon have shuttleports to make getting to the good hunting easier.
I am not saying "all cities" ...nor am I disgruntled. Just offering those who did not win the race due to work or other non-orginizational factors the possible downside of tohaving placed with this 1st patch. my groups success or failure to place a city is irrelevent to this thread, as is yours.