Politician Archive

Thread: Player Cities and Solo Group Nerfing

Uritel
Fri Nov 12, 2004 8:31 pm
#1

The solo group nerf is coming soon.. and most of us realize it's due to the over-inflated economy that we have. In regards to the market, as the inflation decreases with people not spending as much money, so will the costs of buffs, the cost of buffpacks that doctors pay.. etc.

Now, my question is now based on something that isn't player affected. What's going to happen to city maintenance each week? Will the devs decrease city maintenance, housing maintenance, per week to reflect the market? Or will Politicians go further into the hole with their city costs than before?

I'm curious to see if this has even been pondered over with the Devs, and if so, have they factored anything in to compensate city costs? Politicians already don't make any money off having a city.. the costs of cities will always outweigh the profits.. just wondering if they're going to balance everything out, or just "fix" one thing and then further screw things that weren't thought about.



Uritel defiqe
"Overlord" of kV
Seeker of a better looking signature =P
Locke94
Sat Nov 13, 2004 12:36 am
#2

I was thinking the exact same thing on this, if people aren't able to bring in alot of money, people with alot of maint stuff, especially poli's when city maint hits 400ka week, the maint costs are going to kill their cash and them some, from the looks of it you will have to grind daily to keep things, which will get real repetitive and real boring real fast.
Neekocha
Sat Nov 13, 2004 5:19 am
#3






Fluxxen wrote:

House maintenance was as it is looong before solo groups was "discovered" by the players, it was fine then and will be fine now. Our player city (Mos Mosel) has stood since 15 minutes after the player city publish hit live servers, and as roleplayers have never used solo groups to get us money, I see no problem with it being removed.






I couldnt agree more. I've always considered solo-grouping as abusing the way missions work. Maintenance costshave always beenthe same as now, and people have not been exploiting mission terminalsforever.

Moreover, the end of the solo group exploit will bring back some interest for people to group when running missions, bringing a little bit of social necessity in the game. The necessity of being social is something that can only benefit player cities.

SciFiDiva
Sat Nov 13, 2004 9:22 am
#4

What would bring back some social interest is making all animals in the game 5 times more difficult to kill.... Yes 5 times. How boring is it for a TKM to go solo rancors or nightsisters. I mean come on, why get in a group just for more money so it can take you 1/10th the time to kill a lair with that many people. Now THAT's boring. You'll spend most of your time traveling, not fighting monsters with a 'community spirit'.



EvilAlt OfScifiDiva
Mayor, Drifter's Basin, Tatooine, Corbantis
Fluxxen
Sat Nov 13, 2004 1:09 pm
#5

House maintenance was as it is looong before solo groups was "discovered" by the players, it was fine then and will be fine now. Our player city (Mos Mosel) has stood since 15 minutes after the player city publish hit live servers, and as roleplayers have never used solo groups to get us money, I see no problem with it being removed.








Jirigan "Jinx" Nix
Smuggler and Captain of the Distant Star
Mos Mosel (2764, -3060 on Tatooine) - Roleplaying community
- I support Star Wars Galaxies!
bdwsrkob
Sat Nov 13, 2004 3:19 pm
#6

City maintenance is a "control" the devs have on the economy. So are travel fees, repair fees, and i'm sure other fees that I am forgeting. If we didn't have these fees, every credit earned from missions would add to the server total, and prices would continue to increase to unimaginable levels. They won't drop our costs because these costs were set before the solo group thing started. Now a group of 10 people can still go pull Janta and Mokk missions and still go kill them. Everyone go, collect the full payout, then go back and deposit in treasury. It will take a bit longer now, but you can still make good money on missions. I imagine a group could bring in nearly 2 million on a set of buffs, thats a pretty good contribution to the treasury for only 2 1/2-3 hours of work.


Mayor JoseCuervo - Kashyyykur, Rori - Corbantis
-AoWL - Army of Wookie Liberation
kaspars_tenowog
Sun Nov 14, 2004 10:27 am
#7

What would bring back some social interest is making all animals in the game 5 times more difficult to kill.... Yes 5 times. How boring is it for a TKM to go solo rancors or nightsisters. I mean come on, why get in a group just for more money so it can take you 1/10th the time to kill a lair with that many people. Now THAT's boring. You'll spend most of your time traveling, not fighting monsters with a 'community spirit'.



With the combat balance coming I think that is exactly what we will be getting whether they do it by bumping up the critter levels or by nerfing armor and buffs or both.
TheSidhe
Sun Nov 14, 2004 5:16 pm
#8






SciFiDiva wrote:

What would bring back some social interest is making all animals in the game 5 times more difficult to kill.... Yes 5 times. How boring is it for a TKM to go solo rancors or nightsisters. I mean come on, why get in a group just for more money so it can take you 1/10th the time to kill a lair with that many people. Now THAT's boring. You'll spend most of your time traveling, not fighting monsters with a 'community spirit'.





Agreed. SOE needs to start thinking about content and less about nerfing everything in sight.


Anyway, most people solo for loot and xp not the credits.. Forcing people to group and fight for loot/xp is only going to force people to find new waysof soloing.

Scoooter
Mon Nov 15, 2004 11:54 am
#9






Uritel wrote:
The solo group nerf is coming soon.. and most of us realize it's due to the over-inflated economy that we have. In regards to the market, as the inflation decreases with people not spending as much money, so will the costs of buffs, the cost of buffpacks that doctors pay.. etc.

Now, my question is now based on something that isn't player affected. What's going to happen to city maintenance each week? Will the devs decrease city maintenance, housing maintenance, per week to reflect the market? Or will Politicians go further into the hole with their city costs than before?

I'm curious to see if this has even been pondered over with the Devs, and if so, have they factored anything in to compensate city costs? Politicians already don't make any money off having a city.. the costs of cities will always outweigh the profits.. just wondering if they're going to balance everything out, or just "fix" one thing and then further screw things that weren't thought about.






Structure maintenence costs are the same since launch and have never been adjusted


The big impact will be slaes tax reveue..but sales tax has been bugged since publish 9 anyway





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
KibbsSydi
Mon Nov 15, 2004 4:14 pm
#10







SciFiDiva wrote:

What would bring back some social interest is making all animals in the game 5 times more difficult to kill.... Yes 5 times. How boring is it for a TKM to go solo rancors or nightsisters. I mean come on, why get in a group just for more money so it can take you 1/10th the time to kill a lair with that many people. Now THAT's boring. You'll spend most of your time traveling, not fighting monsters with a 'community spirit'.







Kill the buffs and the animals would be over 5 times as hard... and grouping would be previlent again.



And then if they incorporate this Idea in it... Politicians could get money nicely and some even pay for their CIties without help.


http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=42525


Message Edited by KibbsSydi on 11-15-2004 03:16 PM

VTmoon
Mon Nov 15, 2004 6:15 pm
#11

we have a city but most of the players are really just poor ( not many millionares) because they are casual players. Today we started losing structures because the money is starting to hit a low, I'm really worried once the nerf hits, we are screwed...




Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
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revisoHT
Mon Nov 15, 2004 7:22 pm
#12

Although i think the end goal of removing solo groups is a good one, the timing is bad. It's hard for a lot of crafting professions to turn a credit now with JTL. That's only temporary, and folks will come back down from space soon enough. Someone mentioned 'my city never used solo groups to pay for ...' well, true but not true. Your merchants use them. Loot hunters use them. Not directly, but the people buying from your vendor and bidding on your loot do so because of how easy they can replace the money spent. Prices will come down to reflect the lower income levels of the players. Sure, you'll lose some sales tax along the way, but I don't know of any city that can balance it's budget every week on sales tax. This will hurt player cities to a degree, but it'll be very hard to tell just how much until it happens. It's very hard to 'guess' at what adjustment, if any, will be needed for city costs, so it's best not to mess with them until there's a clear idea of what needs tweaking.



Rev-iso, Rebel Medic
"I just wanted to touch it. I was so dizzy from the beer. I don't remember much."

Uritel
Tue Nov 16, 2004 4:00 pm
#13

I guess the disappointment I have in regards to the responses I've seen has been the "It's been the same since launch". Is this really a good reason? That's like saying "Don't fix Pistoleer, it's always been broken".. or in regards to RL stuff "Don't change the price of cars.. when they first came out, they only costed $500!".

Things CHANGE. And I think in conjunction to the lastest changes with monetary gain, the cost of some city facilities should decrease, too. Not asking a substantial amount.. but something off. Especially since Cities don't actually have any reasonable income anyways.



Uritel defiqe
"Overlord" of kV
Seeker of a better looking signature =P
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