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The outdated guild/city situation/galaxy too full for citiesFollow

#1 Jul 21 2006 at 10:58 PM Rating: Decent
First of all, Hi everybody! I'm Dogqueeesha J. Brown of the galaxy bloodfin. Alot of you may know me I'm the little bothan running around all the time advertising out in front of the Mos Eisley Starport. Anyhow I am a 23 year old female and my boyfriend and I have been playing about 3 years now since pre-nge. But the point of my post is the fact that I started a guild but b/c of the fact that the galaxy is so full I am unable to make a city anywhere. It really is a shame to me that SOE hasn't done anything about this to get the server cleaned up. There are so many abandonned guilds/cities and it's taking up space. We could make good guilds in the place of one where no one has even played in over a year. I am currently starting a guild have 15 members already and cannot make it a city I Feel this is very unfair to us paying players who actually sign on everday. We are missing out on one of the greatest things about this game the ability to socialize and meeting people from all over the globe. We need to do something about this so we can rebuild the galaxies and get the active players cities up in running and get rid of the cities that aren't I'm tired of passing burning harvesters and whatnot. Come on CLEAN IT UP! :)[][/][b][/b]
#2 Jul 22 2006 at 12:32 AM Rating: Good
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3,079 posts
You'll find that most of those cities and houses maybe have wo or three people occupying them!
#3 Jul 22 2006 at 11:20 AM Rating: Decent
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1,856 posts
the housing situation, and the abandoned cities etc, is an ongoing problem, there have been many solutions put forward, the one that appeals to me most however is the house packup to datapads, as nobody loses anything, except of course those with houses for char's that no longer exist - an exploit btw, that people abused imo, in order to gain more storage etc.
The main downside from SOE's standpoint is that it would be an admission of failure, with so many cities disappearing from so many planets, on each server, though tbh, a cleanup is long past due, it would also make it harder for new cities to come into being, even in the past, cities relied on the 'inactives' to maintain city sizes, its unlikely that any new ones would be able to progress beyond village size. this imo would also be because there is little reason for people to actually create a city any more.


the problem isnt that the galaxy is too full, but instead, that its too empty, what i would like to see is house automatic pack up, when the maintenance of a house reaches 0, this would only work though, if the only person who could put maintenance in a house, is the owner of the house, and not just anybody on the housing administrator list. which really, has become an exploit so that people can have more housing than they otherwise could.
#4 Jul 22 2006 at 2:50 PM Rating: Decent
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5,644 posts
the problem with packing the houses, is that im pretty sure there still there technicly, unitl there placed again.

so it wouldnt help much, aside from not ahving to see them
#5 Jul 23 2006 at 7:47 AM Rating: Decent
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1,856 posts
once a house has been packed up, another house can be placed on its prior location. i've done so with a harvestor at least.

packing up of houses would probably put less strain on the game too, though perhaps not on the database :D
#6 Jul 24 2006 at 8:08 PM Rating: Decent
there seems to be that problem on lowca too. when doing legacy you can usually find random houses with nothing in them.
#7 Jul 25 2006 at 6:17 AM Rating: Decent
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601 posts
I have given this in previous threads but believe I should say it again as I think it is the fairest way.

The house pack-up is the best option. I am a mayor of a city on Dant that qualifies for a bigger status but cannot grow because there is too many cities already.

The best option is for houses to be packed up and placed into datapads for accounts that have not logged on for 6 months. They would have to make changes to allow factories to be packed up as well. Now the owner of the structures will still stay a citizen of the city (I have citizens in my city who do not have a current building down). This will allow current players to place their buildings within a city, allow cities to expand, and cities relying on inactive players to make up the numbers needed for their level will not lose out either as the people are still citizens.

After they run this, if there is still an 'over crowding' problem then they can run it again but set it for 3 months instead of 6. This would clean things up to a great extent. I think that places like cantina's and med centres should be exempt from the clean up though.

I also believe that it should go back to the very old system whereby a building that runs out of maintenance then has its condition eroded. When the condition reaches 0, the structure is destroyed. This would get rid of all the flaming harvesters and a lot of the unused inter-server lot-trade buildings as well.

Agrilok
#8 Jul 25 2006 at 7:04 AM Rating: Decent
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418 posts
Well I'm also on bloodfin and do know of a couple spots that could fit 15 houses for a city as I have quite a few harvestors and usually place them all in the same area when possible. However I don't think there's much room for more than say 15 large houses in several of the area's. Unless there is something else required other than space when building a city you can find a few areas yet that will support 15 - 20 houses but they are very few and far between.

Plus their talking about revamping trader and TH mentioned in a post that they were thinking of removing harvestors from the game which would free up alot of area's that have had massive amounts of harvestors sitting on them for the past couple years.
#9 Jul 25 2006 at 9:51 AM Rating: Decent
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1,856 posts
... their thinking of removing harvestors, good grief, well one of the possibilities was the total removal of traders too, maybe thats the trader revamp. no traders so no harvestors.. makes sense i guess.
#10 Jul 25 2006 at 10:47 AM Rating: Decent
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5,644 posts
cloudancer wrote:
... their thinking of removing harvestors, good grief, well one of the possibilities was the total removal of traders too, maybe thats the trader revamp. no traders so no harvestors.. makes sense i guess.

i belive there removing them because they were talking about making the number of resources needed smaller or something.

like instead of needing 10000, you would need 100.

who knows, all i know is smuggler and trader are set to get there crap before spy, so we all know spy will never get theres
#11 Jul 25 2006 at 12:58 PM Rating: Decent
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1,856 posts
MasterOfWar wrote:
cloudancer wrote:
... their thinking of removing harvestors, good grief, well one of the possibilities was the total removal of traders too, maybe thats the trader revamp. no traders so no harvestors.. makes sense i guess.

i belive there removing them because they were talking about making the number of resources needed smaller or something.

like instead of needing 10000, you would need 100.

who knows, all i know is smuggler and trader are set to get there crap before spy, so we all know spy will never get theres


they keep moving the goalposts anyway, so who knows what will happen, based on previous work produced by this dev team though, im guessing its going to be fairly rubbish.
#12 Jul 27 2006 at 12:54 PM Rating: Decent
getting ride of all the player cities that have not been used for some time would be a good idea but what if you have a mission to go somewere and the closest place is a player shuttle port? you'd have to use your speeder alot more
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