Politician Archive

Thread: my solution to the /cityban problem

Jarun_Thaks
Mon Dec 08, 2003 12:45 am
#1

first off i'm not a big PvP'er but this game was originally designed to cater to all play styles.

some say /cityban should be removed because certain groups of people have set up cities for the sole purpose of griefing players which in turn causes those players to suffer decay losses that end with items getting destroyed. I agree

others say /cityban should stay in the game because if its removed it renders militia defensless to deal with people who come to thier city to cause trouble. I agree


my solution is this.

1)for the PvP crowd

give the mayor the ability to set thier city as a PvP only area. make it so the city icon is shown as a different color on the planetary map. and make it so the city is forced to be shown on the planetary map. basically, those who set thier city as PvP only are being granted a special privilage of getting the advertise city on map option without having to get the skill box. not a big deal really.

those who enter such a city whether it be from a cloning facility within the city, a shuttleport within the city, or enter it from land by walking into the city's zone of control will get a pop up box just like the one you get when you try to enter a battlefield. the box will warn them that thay have entered a PvP area, it will give them 2 options. an accept button which will emediatelly make them TeF'ed, or a decline button which will give them 2 minutes to leave the city or they're attackable. but none of this will happen till they actually press a button on the box. this helps the slow zoners. and the buggy game design that likes to make you appear before its actually finished loading you.




2)for the faction aligned cities.

basically the same idea as for the PvP crowd except only opposing faction players upon entering a faction aligned city would get the warning box.

3)for everyone else.

leave /cityban the way it was intended

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now you might say , well whats stopping people from just going on and doing what they've been doing all along and abusing the systems that are allready in place.

pretty simple. impose a soft limit on how many people can be made militia per city size.

1+(2 x city rank )

Rank 1 Outpost = 3 militia members
Rank 2 Village = 5
Rank 3 Township = 7
Rank 4 city = 9
Rank 5 Metropolis = 11

now i said a soft limit meaning you can still go over the alloted amount of militia members, but at a cost of 100k per week per militia member over the maxiumum allowed for that city. Basically a city of 10 has no need for more then 3 police officers unless they want to pay thier wages out of the treasury.

if you want to be an all out PvP, kill everyone on sight type of city, then you have a few options. 1)either the few of you who are allowed to be in the militia sit in the city all night long and wait for the few people who haven't gotten word of your city yet to enter so you can kill them instead of enjoying the other 99.9% of the game. 2)or you can spend crazy amount of money per week to keep your city a secret from those same few who haven't gotten word about your city by making everyone in it part of the militia. 3)Or your mayor can turn on the option to allow all citizens in the city to beable to fight at all times of the day and not have to see your city name plastered all over the boards all day long.

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and of course the other thing that needs to be fixed is the cloning centers. unless the person actually sets thier clone data at a player city cloning center, they should automatically clone at the nearest NPC city cloning facility.



1)Jarun Thaks ...... Master Dancer/Master Entertainert/Master Musician
2)Antilous Thaks ...... Master Shipwright/Master Architect
3)Antilus ..... Master Tailor/Master Chef
4)Antilius ..... Master Commando/Colonel in the Imp Army, Imp Ace Pilot
LuciferMullins
Mon Dec 08, 2003 2:00 am
#2

Yep and they may penalized for being so close. Such is. Oh wait you might argue that's not fair. Well let's think for a second, are the devs going to swallow and let people stay /citywarn-ing or swallow and comprimise on city powers. I'll take the latter one as a bet, if they bring /citywarn back. You want it back, that may be the price.



icred wrote:


LuciferMullins wrote:

You forgot one:

No City influence 1k from the center of any POI (i.e. Krayt, Warrens, Bases, Nightsisters et al.)

Um no.. thats is an object issue. Those POI's should have been handled already. The city's only showed the flaw of the original coding.







Degriz Morningstar
Currently playing WoW on Kirin Tor
Dead Men Tell No Tales
Death and Honor
"Do not depend only on theory if your life is at stake."

Jarun_Thaks
Mon Dec 08, 2003 2:11 am
#3

actually the spot is nice. got water on 2 sides, with one side being a huge beachfront. the fact that the BF was there was just an added bonus.

as for our city overlapping the BF, if we reach rank 5, it will probably just touch it. but rank 5 isn't going to happen for quite awhile.


and where are you getting this info about the cities being moved from around POI's. your last post in this thread came off as sounding like you got info from a reputable source at SOE.



1)Jarun Thaks ...... Master Dancer/Master Entertainert/Master Musician
2)Antilous Thaks ...... Master Shipwright/Master Architect
3)Antilus ..... Master Tailor/Master Chef
4)Antilius ..... Master Commando/Colonel in the Imp Army, Imp Ace Pilot
LuciferMullins
Mon Dec 08, 2003 2:22 am
#4

No no no. Don't take that as such. That's just a programmer's point of view as to the most fair way to "force-move" a player city or bring back /citywarn while not allowing it to affect POI's.

Like I said, people want /citywarn back, and one of them may be the price.

God preserve me. I work for a reputable company.


Jarun_Thaks wrote:
actually the spot is nice. got water on 2 sides, with one side being a huge beachfront. the fact that the BF was there was just an added bonus.

as for our city overlapping the BF, if we reach rank 5, it will probably just touch it. but rank 5 isn't going to happen for quite awhile.


and where are you getting this info about the cities being moved from around POI's. your last post in this thread came off as sounding like you got info from a reputable source at SOE.




Degriz Morningstar
Currently playing WoW on Kirin Tor
Dead Men Tell No Tales
Death and Honor
"Do not depend only on theory if your life is at stake."

icred
Mon Dec 08, 2003 1:01 pm
#5

Um /cityban isnt the problem..../citywarn is.


And your post is well thoughtout except for that oversight but you really have made a simple problem over complex.



1) citywarn- ejects that player from city with a 24hr timer not to come back


2) cityban isnt changed


3) NPC cloning facility always appears on cloning center list.


Problem solved. No fuss, no muss, no griefing.




__________________________________________________________
IKRed Malcontent
Master Shipwright\ Recruiter \ Myth Guild Founder
Sanctuary, Naboo
MYTH
www.mythicalhorde.com

LuciferMullins
Mon Dec 08, 2003 1:09 pm
#6


icred wrote:

Um /cityban isnt the problem..../citywarn is.

And your post is well thoughtout except for that oversight but you really have made a simple problem over complex.

1) citywarn- ejects that player from city with a 24hr timer not to come back

2) cityban isnt changed

3) NPC cloning facility always appears on cloning center list.

Problem solved. No fuss, no muss, no griefing.






You forgot one:

No City influence 1k from the center of any POI (i.e. Krayt, Warrens, Bses, Nightsisters et al.)



Degriz Morningstar
Currently playing WoW on Kirin Tor
Dead Men Tell No Tales
Death and Honor
"Do not depend only on theory if your life is at stake."

Jarun_Thaks
Mon Dec 08, 2003 1:19 pm
#7

1)well true, if they did just make it where /citywarn completly ejected you from the city and no TEF was issued, then you're right. would simplify everything.

2) i haven't had to use any of the /citywarn or /cityban commands yet in our city. so i was assuming that /cityban was pretty much the same thing as /citywarn but with the added feature of you not being allowed to use any of the city facilities.

3) people have reported that even though thier clone data was stored in an NPC city on that planet, they still ended up in a player city cloning facility. Plus i believe the devs have fixed this anyways.


i still think they should allow cities to align themselves with a faction or set thier city to be a PvP+ zone. this is something that i could have sworn the devs had mentioned would be part of player cities about a year and a half ago when they were discussing them with us then and the billion and 1 threads about players wanting to create thier own hives of villany and tuskan raider Rp cities started popping up.



1)Jarun Thaks ...... Master Dancer/Master Entertainert/Master Musician
2)Antilous Thaks ...... Master Shipwright/Master Architect
3)Antilus ..... Master Tailor/Master Chef
4)Antilius ..... Master Commando/Colonel in the Imp Army, Imp Ace Pilot
Jarun_Thaks
Mon Dec 08, 2003 1:31 pm
#8

Lucifer

problem with that idea is. how are you going to move all the cities around. and secondly, what constitutes a POI.

our city has a Player Vs Imp battle field just outside its maximum radius. and a small gungan monument with a static 3 gungan warchief spawn about 75m from the city hall.

why did we place there ? we've allways been there.

i dont want to have to move 108 structures and build another city hall because someone all of a sudden decided "hey, you can't have your city there anymore"

and what if you are forced to move your city. are the devs going to move it for you ? or are you all of a sudden going to come in game one day and find your city destroyed because a patch said so.

what do you tell the multitudes of cities that were lucky enough to place when they log in and find thier cities are gone. and when they scramble to build a new city hall and finally get to place it, they can't because someone else beat them too it ?



i understand your reasoning for suggesting this due to all the griefing going on with cities placed around or near POI's , but for the rest of us who just happened to like the spot we're at and decided to place there and aren;t griefing anyone, we're getting punished.



1)Jarun Thaks ...... Master Dancer/Master Entertainert/Master Musician
2)Antilous Thaks ...... Master Shipwright/Master Architect
3)Antilus ..... Master Tailor/Master Chef
4)Antilius ..... Master Commando/Colonel in the Imp Army, Imp Ace Pilot
icred
Mon Dec 08, 2003 1:36 pm
#9





LuciferMullins wrote:

You forgot one:

No City influence 1k from the center of any POI (i.e. Krayt, Warrens, Bses, Nightsisters et al.)





Um no.. thats is an object issue. Those POI's should have been handled already. The city's only showed the flaw of the original coding.





__________________________________________________________
IKRed Malcontent
Master Shipwright\ Recruiter \ Myth Guild Founder
Sanctuary, Naboo
MYTH
www.mythicalhorde.com

LuciferMullins
Mon Dec 08, 2003 1:56 pm
#10

Hmm, well the krayt spawn, bases (rebel and imp), battlefields, et al.

Let me guess why you placed your city so close though. You've always been there because, perhaps, it's convenient? How much more so if you can clone and run back quicker than the enemy? Hmm, well is your city going to overlap the battlefield at all? 1k around it? I'd be prepared to move it if I were you.

They won't move it for you, but my guess is that (if they're thinking straight) they'll give you a little tool to "move the city hall" and other structures that can't be redeeded. You may not even lose your place in the rankings! Of course you might lose rank.

Heck you might not have to move it at all. You may just find that a large portion of your city can no longer /citywarn or /cityban because you're too close to a POI.

As for the "punishment" view, well you built close to a POI, there are consequences. We just don't know what they'll be (exactly) yet.


Jarun_Thaks wrote:
Lucifer

problem with that idea is. how are you going to move all the cities around. and secondly, what constitutes a POI.

our city has a Player Vs Imp battle field just outside its maximum radius. and a small gungan monument with a static 3 gungan warchief spawn about 75m from the city hall.

why did we place there ? we've allways been there.

i dont want to have to move 108 structures and build another city hall because someone all of a sudden decided "hey, you can't have your city there anymore"

and what if you are forced to move your city. are the devs going to move it for you ? or are you all of a sudden going to come in game one day and find your city destroyed because a patch said so.

what do you tell the multitudes of cities that were lucky enough to place when they log in and find thier cities are gone. and when they scramble to build a new city hall and finally get to place it, they can't because someone else beat them too it ?



i understand your reasoning for suggesting this due to all the griefing going on with cities placed around or near POI's , but for the rest of us who just happened to like the spot we're at and decided to place there and aren;t griefing anyone, we're getting punished.




Degriz Morningstar
Currently playing WoW on Kirin Tor
Dead Men Tell No Tales
Death and Honor
"Do not depend only on theory if your life is at stake."

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