Politician Archive

Thread: Devs, please dont do unto us as you did unto DE

Akkori
Mon Feb 16, 2004 10:20 am
#1

...and leave this Board empty of red-names for 6 months. We need attention as much as the most beleagered Profs in the game. You guys implemented a busted system. Yes, the core syatem works, but the core system is inadequate without the peripheral skills and abilitites. We need to be able to remove Militia at will, at any time, no matter where they are (unlike adding them, where they have to be right next to you in the City Hall) .


We need to have a reason to keep more than 4124 Politician (thats the Research Bonus, grant Militia, drop Skill trainers, and all the decorations.....and I'm about to test whether or not dropping Fiscal IV removes the Specialization....if it works, I can be a 0124). Give us some skills that can be used regularly, that *need* to be used (okay, all the tree's except Customization are one-shot wonders. WHats the deal?! Its a huge point sink to keep those boxes when they DO NOTHING after you first get them. I hate to break it to you, but very VERY few Mayors rotate through the SPecializations.


The decoration cap is crap. If you are worried about the increase in world structures, put the item cap where it shoudl be in structures! 250 items in both a Large house and a Pa Hall??! If you raise the item cap, people will get rid of all the storehouses they have (I have 4). This will reduce drastically the number of world objects. Then you can raise the decoration caps. Streetlamps shoudl have a cap of at least 300. Let us line our streets with lights spaced 20m apart. Streetlight are very small and load the last of everything else.


Make loaded structures in cities load sooner and stay loaded longer. I love how things like Cloning centers load up fairly quickly, but it shoudl be twice as soon! Its hard to get an overall feel for what the city looks like when the structures unload within a dozen seconds driving away. I have both graphic options maxxed out, and cannot drive from one end of town tothe other without the first structures I pass unloading. This causes lag, and does not allow us to wallow in the splendor of our creations. If things in the city stayed loaded longer, there would be less need to load and REload structures for people moving around the city.


Give us fair means to "ban" people from the city territory.I mean from the whole territory. Think of it as a city "ignore". As long as they are ignored, their spatials/emotes are not transmitted, and they can perform no skills (no combat, surveying, crafting). Similar to what happens after a Rez, but for as long as they are in the city boundaries. They cannot access any structure menus on anything thats not on their lots. THey can enter any structures they own (not just on admin, actually on their lots), those structures are hit with double property tax. ANd of course, they cannot use the cloning center/shuttleport. Their should be an ability to attack these players too, but it shoudl be only after 2 Militia /warn them. And it shoudl have a 5 minute delay. SO basically someone can enter, go to their home, and thats it. And they pay a premium to do so.


Give us pavement!


Let us move entire houses! City layout is an ever-changing thing. Give us the ability to place a "marker" for the structure in question in the new location we want. This is a "foundation" guide and works exactly like a normal placement. But its empty, and there can only be one such Marker active at any time. A Mayor then goes to the structure in question and can "pull it up" and drop it on the Marker. The owner of the structures gets an email at that point with a WP. The house does not get moved until the successful drop on the marker. SO if there is a problem like lag, CTD, combat, etc...the house will just stay in its original spot. This way there is no danger of loosing the house.


Make gardens terraform! It really sucks to see a real nice Garden with the big ugly white steps sticking out on 3 sides. The Gardens on your website (starwarsgalaxies.station.sony.com/content.jsp?page=Player%20City%20Gardens) look great, but they are on level ground.


Randomrequests...... Gardens (different art), more Statues and Fountains, options on Civic structure appearance on construction (blueprint, skin texture), static items outside like tables & chairs, crafting stations, landspeeder decorations, BE pets. City Map feature so we can take a screenshout of the overhead map layout without all the names and text on it, and get the WHOLE city in the screenshot. Town Herald droid/NPC we can program with text phrases. The Herald would randomly travel around town and repeat its message (maybe just circle the city hall). MOTD. Graphical "proof" the spcializations are working (system message like "Congratulations, your Experimentation roll has been enhanced by 0.0011% thanks to the cities SPecialization!", or "The assembly of this item has been saved from a critical failure by the cities specialization!" or "Your sample is .031% larger thanks to the city specialization!", and so on... many still dont believe these things actually work. Make "/find trainer" work for Elite city trainers.


Please do not give us the silent treatment for 6 months like you did DE. One post a month does not cut it. We deserve to know what's going on with this profession that we sink (too many) skill points into.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Plzurpilot
Mon Feb 16, 2004 8:02 pm
#2

As one of the Uber MDE/Master Politican combos out there i somewhat fear the same.There is so much that could be done with this profession. How about sticking us in for some action in publish 9 or 10?



Nostradamus Smyth, Former Mayor: Vodo-Siosk Dantooine
Master Droid Engineer | Master Politician | Master Artisan | Master Architect


SacredNemesis
Tue Feb 17, 2004 2:22 am
#3

Excellent post!



v Qabalah v
Nemesis City, Dantoonie, Chilastra
Home to the Rebel's Pride: THE X-WING
Sacred Nemesis PA - WINNERS of the Scavenger Hunt 3.06.04 - www.sacrednemesis.com/SWG
Qabalah PA Leader, Mayor/Master Architect | Nobef, Master Bounty Hunter | Keter, Master Musician

Newton13
Tue Feb 17, 2004 4:16 am
#4

I'd say 2/2/2/4. You may not always need/want the (overly expensive) specializations.... but I speak from experience that you'd better be able to drop a bank/shuttleport.


Otherwise, I agree.. there's no real reason to master Politician; you can get by with a bare minimum of selected skills.


Very well put, indeed.





----------
Twi'leks have more fun.
PadreBook
Tue Feb 17, 2004 8:50 am
#5

Excellent post! Can you post here if you can drop down to 0/1/2/4? I would like to do that but since our Correspondent has consciously chosen not to answer that question the several times that I have personally asked him. So it's up to others to test it. I'll have enough extra xp to test it next Monday, but I'd rather hear what others have to say about it.

Also, the Research Specialization isn't optional, it is mandatory if you have any crafting Doctors, Armorsmiths, Weaponsmiths, Combat Medics, Bio-Engineers, Chefs as they get the most benefit from it (which is substantial). Architects, DE's, Artisans, Tailors get a lessor benefit but not insignificant.

Padre
Chibi-Bar
Tue Feb 17, 2004 9:33 am
#6

I love the house movement idea, but I think the "item count" problem and/or display may cause problem.......


solution?


Strong box!!!!


let us have a strong box in our house. it can even be a static location. That way if we rotate the house and/or move it. the strong box move too and all the items inside the strong box move with it (since I hope it is all pointers and tables anyways)







Sasheria Windsong

Master Artisian and Master Architect
Drop off Vendor Cynthia: -4752 -4341
Architect Shop Vendor Sasha:-4756 -4341
Citizen of Blood Gulch, Dantooine
BrianAlt
Tue Feb 17, 2004 9:45 am
#7

Padre, architects get a lesser benefit? It's not lesser when making harvesters. I know you know that.


Anyway, same question I'm asking. What's next? Why bother?



Norel Dragonslayer - Master Architect - Master Artisan
Mayor - New Coventry - ♥ The Heart of Corellia ♥
Coventry - Coventry PA
PadreBook
Tue Feb 17, 2004 10:56 am
#8


BrianAlt wrote:
Padre, architects get a lesser benefit? It's not lesser when making harvesters. I know you know that.
Anyway, same question I'm asking. What's next? Why bother?





Well, you are right about that. It's significant to us, but we can still make BER13 harvs without the bonus, but the 80% kinetic composite with the lowest hams possible aren't doable without the experimentation tapes and the city bonus. That is also why I think the Industrial Society Specialization was nerfed, because that happened after a couple of people with cities of 130-150 people Mastered Politician, I think the Devs figured out that the assembly bonus and the experimentation bonus makes a real difference on armor, weapons and meds. On the other hand Architect assembly bonus is worthless as we get the same percentage based solely off of the materials regardless of whether we get a good/great/amazing success on assembly (need look no further than BER14 fusion gens).

Check this thread for example of the best possible using tapes and research bonus:
http://forums.station.sony.com/swg/board/message?board.id=Intrepid&message.id=165915

Padre

Edited to put Armor thread link in there

Message Edited by PadreBook on 02-17-2004 12:08 PM

Akkori
Tue Feb 17, 2004 10:58 am
#9

I am set to test dropping FIscal IV this weekend. I'll have nearly 30k built up XP at that point. The only thing that might backfire on me is the 7 day timer thing. If I drop it and the Specialization drops, there is apparently a 7 day timer before you can apply a new specialization. SO we might go a week with no specialization. I'm not *too* worried tho, the citizens will be prepared for it. Just my luck, I'll go down to 2124 and the next week SOE will put something super-cool in the Master Box, hehehehe.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Bajeezus
Tue Feb 17, 2004 12:06 pm
#10

Akkori: Nice post, giving a good assessment of what I think pretty much all of the politicians would consider to be this profession's issues. The politicians are not being ignored, but you do have to look at the development cycle. We got the top of our cycle in November, when player cities and our profession was implemented. We just saw the chef get the attention they have been waiting for since the game launched last spring, and next the droid engineers get the "droid invasion" they have needed for just as long, getting close to a year now.


With the mix ofpriorities the devs are trying to juggle: bug-fixing, new-feature/content updates, as well as profession re-visits, this takes a lot of time. I'm hoping to see our Master Politician ability issue addressed soon, we will have player city garages in the next one or two updates, but you have to keep an eye on the overall picture, and we know there are big combat re-design changes coming, the Space Expansion is on the horizon.


This is not to excuse the things that are left still wanting in our profession, and not to say that I won't keep buzzing at them to make improvements all the time, but it is to have some perspective on where we are in the whole picture.


Akkori
Mon Mar 15, 2004 9:21 am
#11

Sorry about the looooong delay in repost, hehehe. I did indeed drop all Poitician skills, and nothing went bye-bye. I dropped the Fiscal tree first the day of our update, and the Specialization stayed even tho I did not have the skills. Si shortly thereafter I dropped all Politician. Everything stayed. All civic strucures, decorations, Militia, SPecialization, terminals, etc... I just can no longer*do* anything as a Politician. Let me tell you, those were some sweet skill points I got back.


SO I have not been a Politician for about3 weeks or so, and I am still technically Mayor. I have been trying actively for about 2 weeks to get a new Mayor in Office, but the incument-vote thing killed the first 2 attempts. I think this time we finally got the people out to vote, we'll see in about 12 hours.


I look forward to the day when a Dev comes in here and does some communicating. The title to this thread is still painfully relevant.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Mkappus
Mon Mar 15, 2004 9:59 am
#12

I dropped all the way down to novice and your specialization is not affected. You only need skills to change things, once something is in place it stays until changed.



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
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