Politician Archive
Thread: AURGH! Frustrated about placing structures!!!!!
ToppDog wrote:
Yes, especially since this is already being done for NPC spawned structures. When a camp or compound spawns, it usually flattens out all the lotspace it takes up & then blends into the rest of the geography beyond that. Player placed structures could be made to function the same way.
mzf5c5 wrote:
I just wish the whole city diameter woudl just level as you went, would solve a lot of issues.
And increase your ping 10 fold as well as cause an area to lose its natural setting and have steep alterations in the grade where a street ends. My town has 4 bases at the far end for a PvP complex. Bases do a constant "flattening out" of the area and thanks to that and a few other factors the load time in and around there is deplorable. If I had to go through that whenever I passed 2 homes I'd never get anywhere in the game within a reasonable amount of time.
On top of latency issues there is also just plain common sense. Do you really want to have your town mowed down and made into a blank barren field? I have several hills and slight valleys in my town as well as a great POI archway right out of the Agrilat that would simply dissappear if this where the case. While true the trenches unique to Corellia are a bit of a pain from time to time I've been able to work with them and create somewhat natural streets as well as simply used the ridges and bumps as natural display areas for statues and founts. If these where all wiped away to create a dull thoughtless level field my city would lose all of it's originality and appeal. The aesthetic would simply go with who has the best overhead map urban plan not who has the best FPS view urban plan, and symmetry would be preferred entirely over the use of the grade to accentuate the structures especially considering there would be no difference in the grade from one point to the next.
PsychoticChipmunk wrote:
ToppDog wrote:
Yes, especially since this is already being done for NPC spawned structures. When a camp or compound spawns, it usually flattens out all the lotspace it takes up & then blends into the rest of the geography beyond that. Player placed structures could be made to function the same way.
mzf5c5 wrote:
I just wish the whole city diameter woudl just level as you went, would solve a lot of issues.
And increase your ping 10 fold as well as cause an area to lose its natural setting and have steep alterations in the grade where a street ends. My town has 4 bases at the far end for a PvP complex. Bases do a constant "flattening out" of the area and thanks to that and a few other factors the load time in and around there is deplorable. If I had to go through that whenever I passed 2 homes I'd never get anywhere in the game within a reasonable amount of time.
On top of latency issues there is also just plain common sense. Do you really want to have your town mowed down and made into a blank barren field? I have several hills and slight valleys in my town as well as a great POI archway right out of the Agrilat that would simply dissappear if this where the case. While true the trenches unique to Corellia are a bit of a pain from time to time I've been able to work with them and create somewhat natural streets as well as simply used the ridges and bumps as natural display areas for statues and founts. If these where all wiped away to create a dull thoughtless level field my city would lose all of it's originality and appeal. The aesthetic would simply go with who has the best overhead map urban plan not who has the best FPS view urban plan, and symmetry would be preferred entirely over the use of the grade to accentuate the structures especially considering there would be no difference in the grade from one point to the next.
The ping may or may not be an issue depending on how it is coded. Most NPC structures do not cause the problem you described (take the Lake Retreat for example). Player structures should be designed to work more like these NPC versions to avoid the problem you described. And we're not necessarily talking about a mandatory flattening of all features as part of placing a city... what we want is the "option" to remove certain things that are in our way... or place certain features where there are none.
Maybe somepeople are satisfied with randomly spreading out structures in the middle of a grassy field & calling it a city, but I am not. To me, building a city means, building a city... I want the ability to landscape, pave roads, build fences & sidewalks, plant trees, create waterfalls, develop parks & housing developments, build walls & bridges, etc. All these objects already exist in the game... All I want is the option to use them.
Message Edited by ToppDog on 01-18-2005 11:30 PM
ToppDog wrote:
The ping may or may not be an issue depending on how it is coded. Most NPC structures do not cause the problem you described (take the Lake Retreat for example). Player structures should be designed to work more like these NPC versions to avoid the problem you described. And we're not necessarily talking about a mandatory flattening of all features as part of placing a city... what we want is the "option" to remove certain things that are in our way... or place certain features where there are none.
Maybe somepeople are satisfied with randomly spreading out structures in the middle of a grassy field & calling it a city, but I am not. To me, building a city means, building a city... I want the ability to landscape, pave roads, build fences & sidewalks, plant trees, create waterfalls, develop parks & housing developments, build walls & bridges, etc. All these objects already exist in the game... All I want is the option to use them.
Those NPC cities aren't considered temporary, your city is. Those NPC cities are hard coded into your software and don't get altered unless the developers give the town a facelift on the servers and you download this completely to have easy access to it. Your town won't be in the game as long as Coronet has been in the game and that is understood. It isn't a part of the game in teh same sense of the word so it is treated differently. Because of this it would have the lag problems that I"m talking about.
I'm not just making this up, walk into an area with a lot of bases where the ground wasn't too flat. It'll take you awhile to load the alterations and will look insanely awkward because of the new false plateaus. That is what you all are asking for because that is what is available. We can't rewire the game to make 2200, 2200 to 2230, 2230 Naboo - Chilastra flat but the same location on Naboo - Bloodfin is a slight incline into a ravine. It would be nonsensical and simply overly complex for a very minimal gain.
I want my city to look like the metropolis it is as well, I have used what I have available to me to this end and would gladly do more. However I'm not going to make impossible demands to reach this end. We will get methods and items to make the city seem less wild (however part of a city is having nature incorporated into it) but landscaping will never be a part of it. It is literally impossible with the way the game works. TH has said so several times now and Pappi linked to it multiple times as well.
Yes, especially since this is already being done for NPC spawned structures. When a camp or compound spawns, it usually flattens out all the lotspace it takes up & then blends into the rest of the geography beyond that. Player placed structures could be made to function the same way.
mzf5c5 wrote:
I just wish the whole city diameter woudl just level as you went, would solve a lot of issues.