Politician Archive

Thread: I OWE MANY OF YOU AN APOLOGY!!! My experiences of being a mayor the second time around...

MDEUK
Sun Feb 20, 2005 8:29 am
#1




The History
I was one of those fortunate few that was able to start a Player City on the first day that they went live in 2003 and enjoyed the rush as it grew to a Metropolis in a few weeks and became a thriving hub for the galaxy's community with over 100 citizens and the support of a powerful guild.


I listened in amusement as many other potential mayors complained about how hard it was to start a city, often accusing them of whining and telling them that they were just too late to start a city.


I now know that I was wrong, and I owe those people an apology, and this post explains why!


Today's Reality
After a little break to focus on becoming a Jedi, I decided it would be fun to start a player city again and set about finding a good spot (not easy!), recruiting some potential citizens and getting together enough houses.


Using the old gift of the gab I quickly recruited an excellent co-founder and 20 citizens, but the challenges were considerably different to those I faced before, and there are significant ones on the horizon.


These are:


* Competition - much harder to get citizens now.
* Community - people are less inclined to group and hang out now.
* Inertia - too many dead cities taking up the city caps thanks to citizen-swapping and the new housing maintenance rules.


Competition


In the old days: People were clamouring to join a player city and, even though we had no speeders or mounts, people happily ran 5000m across Tatooine to join up despite the being attacked by Tuskens and Alkharans without the benefits of uber-buffs and 80% composite.


Today: There are lots of established player cities around and people cannot even survive without a speeder, let alone a shuttleport... Getting people to trek out to a remote location requires a lot more persuasion!


Community


In the old days: People had to group to tackle lairs, caves and quests. People actively sought out groups and Player Cities were a good focus for this. People were happy to sit for hours in their City Hall and chew the fat and even (heaven forbid!) role play.


Today: People seem to need or even like groups a lot less - uber buffs, armour and combat skills makes people much less interdependent - the focus is on XP and getting skills - no time to chat!


Inertia


In the old days: Player Cities were new and everyone had an equal chance. We knew what the caps were, but we had an equal chance of getting there.


Today: The caps on most planets have been reached, even though lots of those cities are dead, blocking new cities from developing, denying new players access to the joys of being part of a city.


For example, I have checked out several large cities on my galaxy that are in 'prime' locations near POIs. Without exception, they are normally deserted.


One in particular has not had a citizen in it for over a week - neither the mayor or any members of the militia have logged on in THREE WEEKS, nor have they logged on to the Boards. Potential new citizens writing to the entire citizen list asking how to move in get no response. Does this city have a right to exist, when new players who want to be in one are prohibited from playing and cannot even take this city over?


If it was possible to register for the election in a city without becoming a citizen it would be good, but that is not possible!


Their city will probably rot happily for several months to come, denying a new city the chance to grow and taking up server space.


This is probably the single most important issue - the Devs must find a way to prevent this type of land-locking by bumping down dead cities.


Perhaps this could be linked to citizens voting activity? If two settlements are at citizen level, then the one that has the most citizens voting in an election period should get promoted, for example.


In the short-term, I think that the city level caps should be raised until a proper solution can be found - if not, I think that Player Cities will really suffer.


Summary
In summary, creating a new Player City is no less exciting second time round, but much more challenging for reasons that are really beyond people's control - often due to the game mechanics.


These issues are locking some new players out of great content (they cannot join existing cities because no one is around and they cannot build new ones because of the city caps).


I know that this post touches upon many issues that people have raised before in the past, but I hope that the fact an 'old school' mayor who once called you a whiner now sees your point of view gives you some comfort.

I certainly plan on working with Pappi and Politician profession to help overcome these issues in any way that I can!


Yours,

Message Edited by MDEUK on 02-20-2005 12:48 PM

Kyorlana
Sun Feb 20, 2005 9:56 am
#2

Just wanted to say that was an excellent post summarising the changes between setting up a player city at launch of player cities compared to anyone who tried to do so after the caps were reached.

My main issue right now is the maintenance change meaning we cannot reclaim prime spots in our city due to a player leaving. Luckily we aren't affected as badly as some cities as we encouraged live roleplayers to join rather than server citizen swaps. Even so, we need a way to reclaim land as it IS as a premium within the city radius we are given.

As you right say, the dead cities out there make it unfair for others to have a chance to progress.

-JungleKing-
Sun Feb 20, 2005 10:44 am
#3

Very good post. That is exactly the same thing that is happening to me now; oh and you forget to add that abandoned Harvestors are grouped in a giant massive mining, and waste too many terrain space.



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MDEUK
Mon Feb 21, 2005 1:38 am
#4






Kyorlana wrote:
Just wanted to say that was an excellent post summarising the changes between setting up a player city at launch of player cities compared to anyone who tried to do so after the caps were reached.

My main issue right now is the maintenance change meaning we cannot reclaim prime spots in our city due to a player leaving. Luckily we aren't affected as badly as some cities as we encouraged live roleplayers to join rather than server citizen swaps. Even so, we need a way to reclaim land as it IS as a premium within the city radius we are given.

As you right say, the dead cities out there make it unfair for others to have a chance to progress.




Thanks for your comments.


Yes, the maintenance change is an intriguing one that Ithink the Devs will have to rethink soon - it can't be to anyone's benefit to have houses stuck in cities that no one can use.


My only comfort is that SOE have made so many positive changes recently that I feel confident that they will bring some love to Player Cities too soon

MDEUK
Mon Feb 21, 2005 1:42 am
#5






-JungleKing- wrote:
Very good post. That is exactly the same thing that is happening to me now; oh and you forget to add that abandoned Harvestors are grouped in a giant massive mining, and waste too many terrain space.




Oh yes! Don't get me started on the harvesters... I want to the spot where I started my first beautiful city on Naritus a while back and discovered that here on Bria itwas now just huge field of harvesters, most of them burning.


Tell me, what would be more beneficial to the community - a thriving player city or a field of burning harvesters?

MDEUK
Mon Feb 21, 2005 5:39 am
#6

Hey! I just noticed thatsome planets have 11 player cities with shuttleports instead of 10, but only 10 show-up on the map.


Is thisa bug?
MDEUK
Tue Feb 22, 2005 8:20 am
#7

Interesting update... I had an email from someone in the militia the city that I talked about in my post!


They said that they had all (their entire guild) left the game, but would be leaving their city in place... Their city is in a prime spot in Tatooine - and there is plenty of money in the treasury
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