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Thread: Player Cities Revamp - Part 1

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  1. #21 Re: Player Cities Revamp - Part 1 
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    @SevereArtisan What if there was a 1-lot house for every housing type instead of just the small naboo style 2?
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  2. #22 Re: Player Cities Revamp - Part 1 
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    I am glad a few people will be getting city slots. However, this is going to have minimal impact. The sad reality is there is no real housing solution which is permanent or makes everyone happy.

    However, I must express my concerns. I expect the cities to go back to being as capped as they are in just a couple months if not the first week. Planets like Naboo will experience ZERO change; I already ran through Naboo and all these cities are doing just fine long before this update. In a game with a declining population and economy, I think this will also serve as a driving dagger for a few communities to leave the game. It’s already very difficult to get 30 people to join a city with no shuttle and with the population issues. The game will have less shuttles and very briefly open some city slots but at the cost of a credit sink which encourages players to hoarde credits and shuttle convenience on more remote planets like dantooine.
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  3. #23 Re: Player Cities Revamp - Part 1 
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    I am glad they are finally doing something with the city system, my only thought of criticism is that there is such a price difference between the two most used specializations (Research and DNA) With DNA costing less than a quarter of the Research even though both specializations result in a economic gain for the players utilizing them. The other specializations which are fairly rarely used should be more in line with the current costs of DNA city.

    Otherwise i fully support this update as a co-founder of 3 cities existing on the server today, former mayor of 2, and current mayor of 1.

    One of the current issues on the server that i believe this can help prevent is: planets that are not capped on their number of allowed shuttles due only to the fact that the planet is capped with level 1 cities owned by single player accounts who have no interest in advancing their city and hold onto the rank 1 position like its a trophy gathering dust on their shelf.. Maybe they like the extra units of storage that a city hall offers without possibility of anyone voting against them.

    Quote Originally Posted by Nubius View Post
    @SevereArtisan What if there was a 1-lot house for every housing type instead of just the small naboo style 2?
    While this wasn't directed at me i actually NEED that change. When i mentioned having gone through so many cities the deciding factor on leaving the last two cities and starting the 3rd was 100% due to the small naboo style 2 home. As a crafter with many crafter friends it was pure insanity to use 2 lot homes on all characters so i needed a new city with a new planet supportive of full harvester setups. I had previously leveled all my characters as crafter to drop tents and switch prof after (saves 3m+ on chronicles tents) but not everyone wants to put that much effort into having 1 lot housing..
    Last edited by ScrubyMcBubble; 11-15-2018 at 04:09 PM.
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  4. #24 Re: Player Cities Revamp - Part 1 
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    Well, I see this as good & bad and to be honest, there really isn't an easy fix for this topic. For those that are billionaires or just plain good at making money with minimum effort, this won't be a problem but for those of us that do not AFK grind and actually play the game ATK...or just suck at making money, it's going to be a struggle. A lot of 'mom & pop' towns are gonna dry up for sure with these rates after a couple months. This could be good for larger cities as they could possibly get even larger as people migrate to the various cities across the galaxy but I think we'll most likely end up with thousands more individual houses scattered all over the place!
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  5. #25 Re: Player Cities Revamp - Part 1 
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    Quote Originally Posted by Calarian View Post
    This is and was a much needed change. This is a good opportunity to make cities feel more alive. As of now cities are not gathering spots for guilds or people. The more active players needed for a city the better in my opinion. Cities are something players should have to work towards and maintain, if they want to keep them. As of right not that is not the case. This will give new and old players the opportunity to build up there cities and clear out old and inactive ones.

    My problem is people have become lazy and don't want to work for anything anymore.
    I can understand this reasoning and I can see people gathering in cities in an effort to build them up, but what about after, when a city has been established? There's no real reason for people to gather in cities possibly because there's no real benefit or incentives to doing so other than to admire the architecture. Not when everyone is in Eisley and such anyways and there's bazaar terminals there to boot in major static cities.

    Again, I can also understand having to work towards things/a goal, but at the same time, it's ultimately a game and the overall goal is to be able to have fun.

    Quote Originally Posted by Nubius View Post
    @SevereArtisan What if there was a 1-lot house for every housing type instead of just the small naboo style 2?
    I'm afraid I genuinely don't understand the question here. Could you elaborate please?
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  6. #26 Re: Player Cities Revamp - Part 1 
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    Quote Originally Posted by SevereArtisan View Post
    True, esp. since the difference between Rank 1 then and now is pretty small (5 vs. 7). But what about if someone or a smaller guild wanted to establish a Rank 5? Legends' population isn't that big to begin with and a lot of people are already in large guilds (Changes would probably least impact them). I can't imagine how long it would take to get 40 citizens into a city, let alone 60, barring multiple accounts/people literally using all their character slots just for that.
    Recruit outside of the game or ally with another guild
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  7. #27 Re: Player Cities Revamp - Part 1 
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    Its a good idea as a concept but i can see people possibly switching server and starting over. I personally avoided this time starting up a city because of the headache it was maintaining population because people wanted other things from there cities.

    The shanty towns we see around major cities like Esiley etc might be a better target for housing change encourage people moving into an established city by using the carrot not the stick. After all who will stay in a city if the mayor puts up costs to cover what he needs too. Not me....

    Idea for you how about using structures like the sand crawler and Sail barge as portable structures (like a pob ship) that you place but will automatically return to data pad after say an hour and have it that they can be placed near cities that have specialisations and still get the buff. This will help crafters crafting just long enough to make an item and return to where ever their shop may be. You could have it that after an hour they need to pay the city a super tax of say 50,000 for the use of the specialisation. This will get rid of the need to have multi houses in different cities for different things like BM, Crafting etc
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  8. #28 Re: Player Cities Revamp - Part 1 
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    Quote Originally Posted by Synod View Post
    Recruit outside of the game or ally with another guild
    The first would probably be even more difficult though since not everyone checks the forums or Discord on a regular or even semi-regular basis. Allying with another guild might be a possibility, but I don't know the mechanics of this/how it works.
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  9. #29 Re: Player Cities Revamp - Part 1 
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    ya..gl..this exact change DARK tried to add and 80% of the playerbase dipped a year ago on VoH. nice change but most wont like it. just you didnt add the actual credit sink by adding a 0 to all house maintances .
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  10. #30 Re: Player Cities Revamp - Part 1 
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    Quote Originally Posted by Nubius View Post
    @SevereArtisan What if there was a 1-lot house for every housing type instead of just the small naboo style 2?
    I had the same idea with my no longer up EMU powered server. For easy development, when the change hits give out the Yoda house as a deed update reward, make it place-able on every planet that allows building, and ev1 gets a 1 lot house. We had it craftable but I have no idea what or how much development would have to take place in java instead of lua.
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