Politician Archive

Thread: Citywarn is about roleplaying, not griefing

SmedleyLlama
Fri Dec 05, 2003 2:03 pm
#1






Raystonn wrote:

I really don't understand people who are against PvP in the first place. If they made the AI use the same moves as player characters, fighting an NPC would be identical to fighting a player character who is silent. What's the difference?


-Raystonn






For anyone with a combat persona, I would agree with you. But for the Architects, Dancers, and Doctors out there it does make a difference. If everyone could kill everyone on site, you would have a handful of 8-year old commandos organizing hunting parties to wipe out everyone in a cantina, just for kicks.




Raystonn
Fri Dec 05, 2003 2:06 pm
#2

And that is bad because? I realize on the surface that sounds extremely unpleasant. However, if everyone in that cantina had factions that were hated by those commandos, I see nothing wrong with it. In fact, I would love it if they added roaming NPCs and roaming NPC groups (tactical units) that attacked those of the wrong faction on sight. Imagine a roaming group of 20 NPC stormtroopers that entered Anchorhead... That would be a blast.


-Raystonn


SmedleyLlama
Fri Dec 05, 2003 2:10 pm
#3






Raystonn wrote:

And that is bad because? I realize on the surface that sounds extremely unpleasant. However, if everyone in that cantina had factions that were hated by those commandos, I see nothing wrong with it. In fact, I would love it if they added roaming NPCs and roaming NPC groups (tactical units) that attacked those of the wrong faction on sight. Imagine a roaming group of 20 NPC stormtroopers that entered Anchorhead... That would be a blast.


-Raystonn






That's bad because it's short sighted. You are looking at it only from the combat side of the game. But this isn't just some FPS where everyone runs around with a gun blasting each other. While you might enjoy continuous battles in the streets, others might not and, like it or not, SOE has to cater to a rather broad spectrum of customers.




Raystonn
Fri Dec 05, 2003 2:14 pm
#4

The setting of the game is the middle of a Galactic Civil War. Everyone who signed up for the game knew this. There is no place in the game for anyone who wants to remain 100% safe at all times. That is NOT the Star Wars universe. If you want 100% safety while you build up wealth, go play the Sims. Do you think the Empire was going to spare the engineers working on ships in the Rebel Hoth base? Heck no... You don't suspend the immersion simply because Johnny doesn't feel like being killed. No immersion means no fun.


-Raystonn


Machs
Fri Dec 05, 2003 2:24 pm
#5

Roleplay is certainly part of it, but not the whole thing. The thing that makes creating a city interesting is that you have a chance to shape a part of the world to the way that populations thinks. It personalizes the whole experience. My guild has worked pretty hard to put together a place that can be a trading center. As such, it is in direct competition with other cities for market share. It underpins the artisan professions and everything that goes along with them. Folks talk about having "politics" in the game. What's more political than using market forces to draw in a population? So, combatnotwithstanding, the whole issue of /citywarn impacts the very persona of a city. Without such controls, your city isn't anything more than before the player city patch... it's just a collection of buildings with no real flavor, advantage, or purpose. Players have been aching for this aspect of the game environment. Removing this necessary feature amounts to the devs "griefing" our cities!

SmedleyLlama
Fri Dec 05, 2003 2:31 pm
#6






Raystonn wrote:

The setting of the game is the middle of a Galactic Civil War. Everyone who signed up for the game knew this. There is no place in the game for anyone who wants to remain 100% safe at all times. That is NOT the Star Wars universe. If you want 100% safety while you build up wealth, go play the Sims. Do you think the Empire was going to spare the engineers working on ships in the Rebel Hoth base? Heck no... You don't suspend the immersion simply because Johnny doesn't feel like being killed. No immersion means no fun.


-Raystonn





You know... I agree with you. However, only if you make death a permanent thing. You die... You start over from scratch. Now you have to think twice before trying to be a tough guy by beating on a dancer. You'll never know who's waiting in the shadows to stop you.

Calan_LOA
Fri Dec 05, 2003 2:38 pm
#7

We had hoped to promote our city as a Haven - a place where anyone from the galaxy could come and be safe from attack - whether it be factions or members in a guild war, or even Jedi, all would be safe. We had hoped to gain a reputation as such, and maybe become a place where two opposing groups could come and negotiate in peace, knowing that they would be safe.


We planned on relying heavily on "/citywarn" to keep the peace. If you attacked someone within our city limits, you would die. Straight and simple. We had people working on their PvP skills for just such a reason. We even named our city "Haven".


Now the best we can do is "/ignore" them.

Raystonn
Fri Dec 05, 2003 2:42 pm
#8

Actually, I wouldn't mind permadeath. I have always supported that. Perhaps a toned down approach would be more acceptable, however. After death, your stats would all be set to 1% of their normal values. Every 5 minutes this percentage goes up by 1. So in an hour your stats are at 13% of their normal values. After a little more than 8 hours you are back at normal values. In addition to this you are stuck in the cloning center inside one of those tubes for 10 minutes after your death, unable to use spatial chat. You are considered unconcious. The clone is still in the process of being activated. The 10 minute wait without spatial chat, coupled with the percentage penalty, will keep people from rushing straight back to combat.


-Raystonn


Olepi
Fri Dec 05, 2003 2:46 pm
#9

rayyston 100% agreement.



"i am not holding a gun to your head to live here feel free to stay but abide by my rules or suffer the consequences."



jcincarnate
Fri Dec 05, 2003 2:58 pm
#10

without citywarn we go back to being just groups of houses, but with a shuttle port. thats it. And whats the point of having Militia 3 (the 50 point militia defense perk) they can't defend against anything, except a faction raid (which should be on a base, not a town). There are more than just 2 groups in this game, it's not just Rebels and Imperials, there are other groups of players that are smaller, yet are forces to be dealt with. Like in my faction page, I have many friends, and many enemies, I stay clear of enemies or am prepared todefend myself,,,,there are groups like this in the game as well! Most are friendly rivalaries, be it based on pvp, or trade prices, or resouces. Enemies just aren't the opposing faction, there are splinter groups, and not to mention people who just want to grief a city. Theres more than just 2 ways to be come a citizen, and the other ways aren't very honest, but are possible. Cities, not mayors, must be able to control their selves somehow, and that is the militia.


Or it is Christmas time, we could get them a red bucket, and have em ring a bell at the street corners asking for credits.

Raystonn
Fri Dec 05, 2003 2:59 pm
#11

So what are the chances that the developers will hear our cries and enter into discussions with us on this topic? They promised to take anythign important and create a thread in the Development forum for us to discuss with them. Yet, they have not done this with something so important to so many of us...


-Raystonn


Olepi
Fri Dec 05, 2003 2:59 pm
#12

okay for all whiners that are here posting let me say a few things and then ask a few questions..



First off, This is star wars watch the movies every cantina is crawling int he movies with almost every kind of scumbag the galaxie over.


Second slaves are in the storyline, the universe is full of corruption, the empire is the big bully that chases and tries to fetter out the rebellion who uses any tactic neccisary to win, espionage etc...


why oh why are any of you gripping about this when you are playing a game where a WAR is going on.


A planet was just completely obliterated by the empire, and in return the empiure suffered a series of set backs as well.


The rebellion may be able to gain more people to it;s cause from rumors of aldderan etc..


But the fact is in War Everyone suffers Well maybe with exception fo Switzarland.


with regards to the city warn issue, if you ahve a problem with it do not go to that city!


would you as a rebel want to live in an imperial run city? Not with out knowing what it might feel like to have lived in Poland or France during the Nazi occupation.


why in your right mind would you want to? unless you are a spy, whel evenetually you are going to get caught when you do my advice is to move.



Next question. Have you ever been to Lok?


If so it's known as NYM's stronghold. why are you okay with that and not okay with someone else doing something similar. If you get enough negative nym faction you can;t set foot in his city with out getting attacked sounds like /citywarn to me.


If you have no problem with this then you should really just be silent since there is no differnece between that and player cities with the /warn command. if someone is abusing that command try talking to the mayor.


I know if one of my militia was unwarranted in their behavior iw oudl remove them, but they tend to be rather mature people who think carefully before starting a situation.


and we always try diplomacy first. it is only the severe @sshat that gets herself/himself warned.


SmedleyLlama
Fri Dec 05, 2003 3:06 pm
#13






Olepi wrote:

with regards to the city warn issue, if you ahve a problem with it do not go to that city!






And if the city comes to you?






Olepi wrote:


Next question. Have you ever been to Lok?


If so it's known as NYM's stronghold. why are you okay with that and not okay with someone else doing something similar. If you get enough negative nym faction you can;t set foot in his city with out getting attacked sounds like /citywarn to me.






Except that you can control your Nym Faction points and therefore keep from being attacked.


I have no problem with /citywarn provided there are safeguards in place to keep it from being abused.



BTW, not to change the subject, but can City Militia members be attacked by anyone that happens to be walking by? Just curious...





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