Politician Archive

Thread: On March 24th, All Existing Cities Will Begin to Die of Cancer.

jemelby
Sat Mar 20, 2004 7:54 am
#1

On Febuary 11, Publish 6 went live. As anyone who manages a city is aware, that publish contained a ticking time bomb that will detonate on 24 March, 6 weeks from the date of publish. This willalter the landscape of every planet on every server. Not even the Deathstar had the destructive potential of this insidious device.


I am speaking of the 6-week inactivity rule where citizens will be removed from the city roster. This was precipitated at the request of the have-nots who were either too slow, too incompitent or too un-prepared to get their own cities placed and in healthly shape. There is really no defense against this device. As the Developers have stated several times in various posts, the game experiences turn-over.This device will take advantage of this turn-over to steadily and inexorably choke every city.


To the Have-nots who requested this feature, you must certainly realize that even as all the established cities begin to fail, and yours begins to grow, It is just starting down the same path. The only difference is that you still have room for new citizens. Eventually, your city willsuffer from the same un-stoppable cancer andwill ultimately fail.


To further illustrate my point, I will use my city as an example. Mos Onarok, Flurry. We started the city on November 13th, and it was approved on November 14th. Four months later, it is perhaps the healthiest and busiest player city on the entire server. befor player cities went live, the entire 450 meter radius around the proposed city hall site was evaluated, and every square inch of space was inspected to determine where buildings could and could not be placed. Land requirements were calculated, and build locations were pre-selected for all the municipal build as well as each and every player house (114 ppotential house sites of various sizes were verified). It was determined that the city would need a population of ~100 to be healthy and active. The site selection was finalized, even though 38.532% of the 450 meter radius was unbuildable. The requirements had been identified, and the site was determine adequate. The terrain and the beauty of the location made it a great place for a city.


Ultimately, this city will fail. just as surely as we are all going to die in real life. Not of a lack of desire to overcome, but for a lack of tools to keep the city healthy. We have an averageplayer turn over of 6.783 players per weeks. this is largle because we are a free, non-guild town. We welcome all non-imperial players to become citizens. At present, we are quickly able to re-plentish any lost citizens from the ready pool of eager players who are waiting to become citizens ov our city. With the new rules, we will no longer be able to replentish our city. The empty, decaying corpses of the long gone players' houses will steadily eat away at our realestate, end will eventualy choke us out. Once we start to loose rank and radius, it will be irreversable. An unstoppable chain reaction will rip our city to shreds, since the majority of citizens live in the 350-450 rings. All as a result of a have-nots request which was answered in the form of the 6-week rule.


I would like to add that our city has no cross-servercitizen swaps, and that each and every one of our citizens are genuine players. And to those that would say "you need to choose your citizens better", I will tell you that our city welcomes everyone (except imps). The minute we deny someone citizenship because they may not continue playing, we defeat the purpose of the city.


Developers who may read this, please... consider a tool for the mayors to remove the cancer of non-citizen houses. Or consider removing the 6-week rule all together. New cities should have a chance to grow,but established cities have a right to continue. The 6-weeks rule simply means a prepetual cycle of city start, city grow, city die.




J'Vee
Mos Onarok, Tatooine - Flurry


Kerico
Sat Mar 20, 2004 8:04 am
#2

Yes, without a 'move house' tool every city will slowly grow tumors of dead homes that prevent future growth and contribute nothing.
JodoKai
Sat Mar 20, 2004 8:41 am
#3

So becasue someone started playing a politian later than you, they don't deserve the same chance to have a city? People are padding thier numbers with people from other servers. Get 50 people from another server to put up houses in your town and give you admin so you can add maintenace to it and you have a city you didn't really earn or deserve to have.


You are using a lot of numbers, where are you getting them from, I'd like to check them.


It all boils down to learn how to entice people into staying in your town and you won't have a problem. If you can't, someone who can will take your spot (I'm using the word 'you' in the generic sense not directed at anyone in particular).
Karquile
Sat Mar 20, 2004 9:04 am
#4


I've been thinking about this problem since Pub 6 first went to Test Center, and more since the first timeouts started appearing.


The answer is a Non-Citizens Tax Rate.


We cannot give Mayors the right to take away other players' houses - that's too much power. But we could and should allow Mayors to tax the structures of noncitizens at a different (presumably higher) rate than what enrolled Citizens pay.


This is perfectly logical from a 'realism' standpoint since noncitizens use city services without paying income tax. It's like Out of State fees at college.


With a Non-Citizens Tax Rate, the Mayor could 'fight cancer' by setting very high taxes on noncitizens' structures. So an inactive player's house would swiftly chew through the maintenance pool and begin to decay. I don't know whether tax rate affects decay rate (maybe it should), but at the outside you'd have the inactive house around for a month. Starting in four weeks you'd free up 6-7 house lots per week.


This is the simplest and most logical change I can think of that (a) has a fighting chance at actually being implemented and (b) could really address the problem.

jemelby
Sat Mar 20, 2004 9:16 am
#5


I can see that you are even abit more emotional than I on this topic. I think it would be grand if your city had an opportunity to succeed. I do not, however, believe that anhealthy existing city should have to step aside to give you that chance.


JodoKai wrote:


So becasue someone started playing a politian later than you, they don't deserve the same chance to have a city?


You missed my point. This is not about who DESERVES to have a city. But since you brought it up, what gives YOU the right to have a city over me? Why should MY proven, popular, healthy, genuine city have to die to make room for yours? And once your city is able to grow, what makes you think you will not suffer the same fate? Do you have some way to prevent people from quiting the game? Do you know some exploit that will allow you to remove houses after the ex-citizens have moved on to another game?


People are padding thier numbers with people from other servers. Get 50 people from another server to put up houses in your town and give you admin so you can add maintenace to it and you have a city you didn't really earn or deserve to have.


I specifically stated that we have NO cross-server citizens. All 141 of our citizens aregenuine, real players. Right now, we are a bustling, healthy city with a waiting list of potential citizens.


You are using a lot of numbers, where are you getting them from, I'd like to check them.


You are welcome to create a character on Flurry and step off every square inch of Mos Onarok to verify the "buildable terrain" numbers. As for the turn over rate, that is based on a 4 month average of the number of "Lost Citizen" mails. You'll have to take my word on that one. One inconsistiency I DID notice was the 114 buildable lots vs the 141 citizens... it should read 141 buildable lots. Sorry for that error.


It all boils down to learn how to entice people into staying in your town and you won't have a problem. If you can't, someone who can will take your spot (I'm using the word 'you' in the generic sense not directed at anyone in particular).


getting people to stay in our town is not an issue. If they continue to play, they stay in our town. The few people that do pull up their houses and leave the city for various reasons are quickly replaced. It is getting people to contiue paying SOE that is the trouble. Turnover is a fact of life in MMPORPGs. No matter how good the game is. It is the houses of people who quit the game, or go off to war (can't blame either group)that will eventually choke out all cities, even yours. Many player sink weeks, months, and even years of maint into their houses, just so they don't have to worry about it poofing. At present, those houses will remain as long as there is maint. Even if the player cancels their account. What is more fair? Giving the mayors the power to deleted/move the house and items of a canceld account? Or letting the houses of canceled players choke the cities of current, paying customers?



Message Edited by jemelby on 03-20-2004 07:37 AM




J'Vee
Mos Onarok, Tatooine - Flurry


jemelby
Sat Mar 20, 2004 9:28 am
#6






Karquile wrote:


I've been thinking about this problem since Pub 6 first went to Test Center, and more since the first timeouts started appearing.


The answer is a Non-Citizens Tax Rate.


We cannot give Mayors the right to take away other players' houses - that's too much power. But we could and should allow Mayors to tax the structures of noncitizens at a different (presumably higher) rate than what enrolled Citizens pay.


This is perfectly logical from a 'realism' standpoint since noncitizens use city services without paying income tax. It's like Out of State fees at college.


With a Non-Citizens Tax Rate, the Mayor could 'fight cancer' by setting very high taxes on noncitizens' structures. So an inactive player's house would swiftly chew through the maintenance pool and begin to decay. I don't know whether tax rate affects decay rate (maybe it should), but at the outside you'd have the inactive house around for a month. Starting in four weeks you'd free up 6-7 house lots per week.


This is the simplest and most logical change I can think of that (a) has a fighting chance at actually being implemented and (b) could really address the problem.






A very elegant recommendation... Bajeezus? Note that please?


I would add that a mayor should also have the ability to monitor the status and dispositionof any structure inside the city limits. Not actually have admin, mind you, but to have the ability to see who DOES have admin. Someone may continue to pay maint and use the house for storage even after the ex-citizen has quit or moved on. Another approach to this may be the ability to set the non-citizen tax at 500% or higher, thus making the house 'to expensive to bother with' to most everyone.





J'Vee
Mos Onarok, Tatooine - Flurry


Karquile
Sat Mar 20, 2004 9:44 am
#7






jemelby wrote:


I would add that a mayor should also have the ability to monitor the status and dispositionof any structure inside the city limits. Not actually have admin, mind you, but to have the ability to see who DOES have admin. Someone may continue to pay maint and use the house for storage even after the ex-citizen has quit or moved on. Another approach to this may be the ability to set the non-citizen tax at 500% or higher, thus making the house 'to expensive to bother with' to most everyone.





I have often suggested a Mayor-only/civicstatus command that shows a subset of /structurestatus - owner, maint pool and damage only.


For houses, this command wouldbe used (command line or radial menu)on the sign - that way you don't need access to the house interior. For harvs and factories, it would appear on the normal radial menu.
arsheba
Sat Mar 20, 2004 10:58 am
#8

Let us not forget the other major problem, that being the dual citizenship bug. I am now realizing the full scope of that problem. Untold numbers of people on my citizen report, some even with militia flags, have actually moved out of the city long ago without a word, and if SOE was to fix that bug without adequate warning, there is no telling how many citizens we might lose overnight.


As it stands, the best cities in the galaxy actually have no way to know what their situation actually is... until it's too late.


If my city dies through no fault of our own, due to Dantooine lag and broken mayor tools, I will have no more reason to play this game.


Active subscribers have been suffering for the sake of the inactive zombies for far too long. We need to place the onus squarely on the inactives and not those struggling to continue playing.


Structure owners need an /evict command to issue 2 weeks notice to rotting empty vendors left behind by thoughtless bastards, and mayors need a /condemn command to combat derelict non-citizen housing clogging extremely limited city build radius. Period.


Arsheba Silmaril

Mayor of Sedoo

Dantooine, Flurry
JodoKai
Sat Mar 20, 2004 1:25 pm
#9

So becasue someone started playing a politian later than you, they don't deserve the same chance to have a city? People are padding thier numbers with people from other servers. Get 50 people from another server to put up houses in your town and give you admin so you can add maintenace to it and you have a city you didn't really earn or deserve to have.


You are using a lot of numbers, where are you getting them from, I'd like to check them.


It all boils down to learn how to entice people into staying in your town and you won't have a problem. If you can't, someone who can will take your spot (I'm using the word 'you' in the generic sense not directed at anyone in particular).
Karquile
Sat Mar 20, 2004 4:18 pm
#10







arsheba wrote:

Structure owners need an /evict command to issue 2 weeks notice to rotting empty vendors left behind by thoughtless bastards, and mayors need a /condemn command to combat derelict non-citizen housing clogging extremely limited city build radius. Period.







The only way you could ever do the second one of these is if you had an "escrow area" where the inactive player's house deed and house contents would be deposited after removal.


SOE will never countenance erasing the possessions of a player whose account is paid in good standing. Period.

arsheba
Sat Mar 20, 2004 5:18 pm
#11


SOE will never countenance erasing the possessions of a player whose account is paid in good standing. Period.


They won't? They do it all the time. If you let your maintenance expire on a structure, it poofs. Cause and Effect. Action or Inaction = Consequences. How is this different from accepting certain responsibility in exchange for enjoying the benefits of living in a larger community, such as a Player City?


If I want to join a player city and benefit from commercial traffic or close proximity to trainers, mission terminals, shopping, etc etc... I must make a conscious decision to accept those benefits in exchange for a certain level of responsibility not to damage that community. I see nothing unreasonable about this.


What IS unreasonable is asking structure owners and elected officials to be held hostage by inactive players.


When it comes to YOUR HOUSE, YOU should be the one who controls that property. Where is SOE's concern for the property and possessions of ACTIVE players? Making them suffer for the action or inaction of INACTIVE players makes no sense, and only ends up making more players quit out of frustration and impotence.

arsheba
Sat Mar 20, 2004 5:29 pm
#12

Also your 'escrow area' suggestion is not so far-fetched. EVERQUESThas announced plans to create an area similar to that called the Graveyard, where lost corpses end up, rather than just poofing, so that they can be cleared from the playfield in a timely manner, but not just poof with all your items if you are unable to recover your corpse within the time limit.


I think there is a great deal of merit in that idea, and there seems to be precendence to support a systemic compromise like that.


However it is done, something clearly needs to be done.


If you disagree, all I can suggest is that you try running a major vendor mall or a commercial player city.


Empty vendors and empty tents can damage your city or mall's commercial credibility in very real ways. This is true, above and beyond the nasty side-effect of the 6-week rule turning citizens into non-citizens and leaving their legacy of rot to poison the hopes and efforts of the larger community.


GIVE STRUCTURE OWNERS AND ELECTED OFFICIALS FAIR RECOURSE AGAINST SQUATTERS AND EXPIRED CITIZENS.
TroThorns
Sat Mar 20, 2004 7:27 pm
#13

I find all the dead house littering the landscape of my city and other cities that are no longer in existance to be pretty symbolic of what is happening to this game....


Immediately after the election this week I was notified that we lost 12 citizens becuase of this. I was really shocked at some of the names. Then I started to tour my city and realized just how many people had left SWG.... Neighboring cities that were in triple digits of people are gone etc.


This election made me wonder why I am still here. This game seems to be dying. I find it odd that SOE would institute this 6 week thing as the subscription numbers are plummetting and on the eve of a huge migration of players to L2 and soon WoW. It is really shocking some of the big names that have cancelled or are cancelling from this game - people I don't know - but who have been here from day 1.


SOE should remove this 6 week thing, they should also lower city population requirements or there are only going to be a scattering of cities left.


It is really pretty depressing to see what happened to this game....



Tro Thorns - Master Architect (semi-retired)
In The Town of Lake Destiny
East of Keren, Naboo, Ahazi
Visit Lake Destiny Bazaar
For All Your Vehicles, Weapons, Architecture, and Smuggler Needs
Waypoint 3156, 2779

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