Politician Archive

Thread: Politician Round Table Discussion, Week of 8.5.2005 Citizenship Inactivity

Khristen
Mon Aug 08, 2005 11:14 am
#1






What do you feel should be done, if anything, about inactive citizens? What do you consider is a reasonable amount of time for a citizen to be classified as inactive?







We all know that inactive, cancelled, and deleted citizens are an issue for Politicians. Some Politicians see no problems with cross-server citizen trades and such, while it is the bane of many with active cities that cannot advance.


Quite awhile ago, the dev team attempted to impliment a three-week inactivity timer. The basic idea was that it would remove citizens from the Citizenship List if they had not logged in for at least three weeks, ideally to combat the increase in cross-server citizen swaps. It didn't work as intended, so it was removed and sent into the oblivion of failed systems.


The Character Purge, when it comes, will address the issue of housing left behind from cancelled or deleted characters. As far as I know, though, it will not address characters that are merely inactive.







Sorry (again) for the delayed posting of this. I usually do all of my city reports and this on Fridays, but the past few weeks have seriously disrupted my normal schedule. *Hopefully* things are back to normal now.


Things are pretty quiet on the information front. Tiggs has been on vacation, and there haven't been any publishes for Test Center other than the hotfix that finally made it to live after a failed attempt. We should be seeing something new here soon, though, at least as far as Test Center goes. The focus will be on bug-fixing, at the overwhelming request of the community in various threads.


I'll be updating our Issues List and our Bug List at some point this week, so if you have things to add to either of those please post to those respective threads.



This week's featured links:


  • Politician and Player Cities Issues/Wish List -- The main post of this thread is updated in order of our top issues/wishes. You can add issues to this list or vote for your top issues there.

  • Politician and Player Cities Bug List -- This list should have all current bugs for the Politician profession and Player Cities in general. If you know of something not on that list, please post the bug with repro steps if at all possible. The ability to reproduce the bug is necessary before itcan be fixed, so the more information we can submit the better.

  • Current Event Calendar -- A list of currently scheduled player events for all galaxies. To submit your own event, post in the relevant thread in your galaxy forum.

  • Homeshow Challenge #2 -- Garva has posted the next Homeshow Challenge in the Cities and Housing forum. Can you create a painting without using an actual painting?

  • Making NPC Cities Come Alive -- This is an older thread in the In Development forum, but it's a good place for sharing ideas and submitting suggestions.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Aroogala
Mon Aug 08, 2005 11:49 am
#2

I think a 6 week inactivity timer would be good, if it could be implemented.



Natalya Ba-an
12-point Armorsmith::-Retired-::R.I.S. Certified 12/19/04
On 04-23-2004 08:28 PM GarVa Wrote" "ban you faster than you can say shizzle"
-NAE- Dantooine (-371, 2107)::Natalya's Armor Emporium::Click here for Current Stock
I have returned to you Intrepid.
-CoN-
GTomlinson
Mon Aug 08, 2005 3:48 pm
#3

If a player has a residential structure in town, that character should be a citizen. Once the structure is no longer there, citizenship should be revoked with it.


Apart from that, Mayors should have a method to remove/collapse structures from inactive players out of the city limits. As far as a time-frame for that, I'd say 90-days is a decent timeout. If I know a citizen is going away on military duty, or something like that, of course I won't condemn his house...hell I might even pay the upkeep out of the city treasury. So he/she has in total the amount of time it takes for me to want the structure gone, plus the 90-days in which they can say, "Hey, I'm still here." and the structure stays.


I really don't think you can talk about citizenship revocation without touching on structure cleanup.





_______________________________________________________
"What you have just said is the most insanely idiotic thing I have ever heard. At no point in your rambling incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. We award you no points and may God have mercy on your soul."
bluejanus
Mon Aug 08, 2005 4:52 pm
#4

I dunno if a citizen is on extended leave, the mayor can cityban when their citizenship lapses. Sounds like a headache.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
StrykurKain
Mon Aug 08, 2005 7:33 pm
#5

well, wont the server wipe they are discussing take care of inactivity?



Strykur Kain
Master Architect and Merchant
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Warren' Peace
Smuggler and Pistoleer
EXILED FORCES
Khristen
Mon Aug 08, 2005 7:37 pm
#6

They're not wiping servers, just planning to purge out accounts that have been cancelled for over 6 months and any deleted character's items. As far as I know, it will *only* apply to accounts that have been cancelled or deleted. Things leftover from characters that play on other servers, cross-server trades, and things of that nature will not be affected (at least as I understand it to be, which may or may not be what actually happens).






| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Fidgiter
Wed Aug 10, 2005 5:51 am
#7

When I refer to “Structure” I am referring to Houses, Harvesters and Factories. This certainly should not be restricted to only houses. This shouldn’t be a one time run; it should be executed every month or as part of every maintenance.


A player structure should be systematically removed if:

The avatar is deleted


  • The account has been cancelled for six months

  • The structure has been paying maintenance out of the owner’s bank for one month

  • The structure has been condemned for one month



Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
Red-FistCouncil
Wed Aug 10, 2005 12:39 pm
#8


ok i dont know if it went live in the last pub or not but couldnt we incorperate the deeding houses with the stuff in them with this issue??? make the houses and extractors of the people that have been shall we say MIA for 3 months or more redeed back into their inventory? that way no one can complain about looseing any items that they have collected and the deeds can be put into either personal inventory or their bank. i remember hearing the devs sayign that they couldnt do anything about it because of too many people complaining about looseing stuff but this way everyone keeps their belongings and it frre's up much valuable planitary space.
tehj
Thu Aug 11, 2005 6:50 am
#9



This is a touchy subject.. To say the least...


Many cities NEED the cross-server housing because, quite frankly, who wants to deal with the all-to-many jerks that come around this game.


I've been playing this game since launch, and I've been involved with many cities/guilds over that time, and the far-too-few friends that remain have become a tight group. We, as players have enough to make an outpost, but that does us little good when you're in the hind-end of Lok.


If cross-server is your bane, then perhaps suggesting a new city-system that will work for everyone, because, well, it's limitless.


NEW CITY SYSTEM:



No more clutter! (housing clutter that is)



  • Houses can only be placed in cities.

  • Harvesters can still be placed anywhere on any planet (as it is at present).

30Cities per planet but cities are seperate instances on each populated world.



  • 10 unique citizens required for starting city.

  • Every city gets a City Hall

  • Every city gets a Shuttleport

  • Cities will not block entry to POI's or other player content.

  • 450mSQUARE rather then raduis will apply but is available when city is established not based on population (planetary zoning authority grants you exactly 450m - This will allow cities to have City hall anywhere they wish, rather then dead-center of the city - which, is never the case in real life).


    • When City hall is dropped, the politician is asked where the hall is to be placed and is given a list in a radial or graphic that shows the location as city-center, north-east corner, north, north-west corner, west, south-west corner, etc. etc.

    • All cities are given the choice of "flat land", "Canyon" or "hillside" as a location

  • The city is still "located" on the map but as a sign. You may enter by clicking "Enter City" from a radial menu.

  • When citizens leave the 450mzonethey "load" into the actual planet map.

  • City planning will work because you can have your layout complete without the chronic moving of houses after you reach the "next level". Once housing is able to be put into a control device this will be a moot point, but still...

Politician level grants real rewards!



  • Cityban will work! Period.

  • Current city levels apply for decorations and civic buildings, if population falls below the level for a civic building, the city can pay extra for it's upkeep rather then have the building/item just be removed.

  • Lakes, rivers or other "natural" decorations can be added based on level of politician

Metropolis Starport!



  • Master Politician can drop a City-Starport (accessable to citizens) in a Metropolis City only, but will take up a large chunk of your 450m and the cost should make it so only real thriving cities with real active players can afford it (or a city with a rich armor/weaponsmith or a loot farmer).

These are ideas only - but if this game is to evolve, it need to understand that forcing people to play nice will not work... I've tried over the years, and every city, every guild that has ever "failed" has done so because one or more people could not get "what they wanted, when they wanted it" or felt they were not given "power".


If you like this stuff or not.. you'll have to admit... it's a good start (plus, getting Cityban to WORK would be worth it!)

Message Edited by tehj on 08-11-2005 06:55 AM

tehj
Thu Aug 11, 2005 6:51 am
#10



Double Post - Sorry.. I thought I was logged out..

Message Edited by tehj on 08-11-2005 06:52 AM

PsychoticChipmunk
Thu Aug 11, 2005 8:25 am
#11






tehj wrote:



This is a touchy subject.. To say the least...


Many cities NEED the cross-server housing because, quite frankly, who wants to deal with the all-to-many jerks that come around this game.


I've been playing this game since launch, and I've been involved with many cities/guilds over that time, and the far-too-few friends that remain have become a tight group. We, as players have enough to make an outpost, but that does us little good when you're in the hind-end of Lok.


If cross-server is your bane, then perhaps suggesting a new city-system that will work for everyone, because, well, it's limitless.


So because you can't be bothered to politik, as a politician, or interact with other people in this massively multiplayer game noone should? Rather than join a city and have your own district because, by any fair means, you are too small to have your ownrank 4but want all the bells, whistles, and joys that come with one you deserve to sit there with your 10 man metropolis and nuts to the people who actually put forth a modicum of effort.



These are ideas only - but if this game is to evolve, it need to understand that forcing people to play nice will not work... I've tried over the years, and every city, every guild that has ever "failed" has done so because one or more people could not get "what they wanted, when they wanted it" or felt they were not given "power".


And that is why the devs aren't acting like we're permanent additions to the game. If that was the case wouldn't we have terraforming, bazaars, and starports approved? Here's a newsflash we aren't meant to be permanent. We are part of the flux in the game and the cities that stay as metropoli for years have a reason for that and it isn't thanks to a few people bickering over power struggles and destroying it all from within.




My only concern for having citizens removed for their inactivity would be tied in to land use. We have limited space (thanks to locations some more than others) and potentially unlimited need for homes. If I keep getting quitters in my town with, now, impossible to blow up homes after awhile I won't have any room to replace 'em. With the house wrap up feature coming out in a few publishes or so I feel tieing that with citizen inactivity would be for the best.



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0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
Khristen
Thu Aug 11, 2005 11:28 am
#12






BalmoraJung wrote:
I do have questions about being in the Politician Profession , is there any other way to make XP except for the every 3 week elections , i mean there is nothing no where else that i have read that explanes this , like scout has camping , retrieving resourses , trapping and such
What do u or should i ask what can i do to gain XP for Politician






From the FAQ up in the "Please Read Before Posting" thread....



Q: How does a Politician get experience?


A: Simply: by getting citizens to vote for them. For every vote, a Politician receives 300xp that is granted at the end of a city's three-week voting cycle (for example, if your election cycle ends in the first week of the month your next election will not end until the 4th week of the month). In addition, incumbent mayors recieve 750xp weekly. You can check the standings of the election at any time by using the voting terminal located in the main room of city hall.






| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Khristen
Thu Aug 11, 2005 11:45 am
#13

While it would have been a great idea when the game started, it's much too late to limit housing only to Player Cities. As far as making Player Cities instanced zones, it's much more difficult than it sounds. It would require completely rewritting the basic planetary code as well as force all the Player Cities to start over (because they can't just be "scooped" out of the ground intact).


I don't believe *any* city needs cross-server housing. I've never understood the argument of "my friends list is always empty because everyone I know has left the game". I can agree that many of the players that used to show up on my list no longer play, but I'm always adding new people to it. There are some jerks in SWG as there are in any game, but there are far more nice people that I'd like to associate with. It *does* require meeting new people, though, which some just flat-out refuse to do.



I can see where keeping inactive citizens off the Citizenship List but still having a building in the city could be a problem for some. Tying it in to house pack-up is basically asking for character inactivity to be tied to the Character Purge (which is 6 months time). If a character is simply inactive but still paying, I don't know if they'd go that route because the TOS/EULA type stuff only refers to player's loosing things (which would include land) if the account is not being paid for. That's not to say that it couldn't be put in for Player Cities as a separate system, though. It's all in how big of an issue it is for us.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
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