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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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meeuki
Jedi
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meeuki
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wait, how much larger is the problem than being assumed?

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12-08-2003 04:19 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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DJJazzyJedi
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DJJazzyJedi
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FSCSexplorer wrote:

Every player who walks into any player city has consented to the possibility of pvp, period.






The problem is that this is NOT how the devs want the Player Cities to function, but rather just how you and some others would like them to function. The result is noone gets a /citywarn function.
12-08-2003 04:23 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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Thunderheart
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Thunderheart

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meeuki wrote:
wait, how much larger is the problem than being assumed?


Its very significant.  As you might assume its different on different servers, but all around this is a really big problem...

Enough of a problem for us to pull it.  We liked it (/citywarn) too but its a problem and the problem needed a solution.  The best solutions take development time so its been pulled until it can be re-tooled or something better can be put back in.

Kurt "Thunderheart" Stangl
Community Relations Manager
12-08-2003 04:25 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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Madrox
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Madrox

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Imagine a line or ring of cities placed around the Kryat Graveyard, or around a spot known to drop a lot of Holocrons.

A small group of players could control those cities and just /citywarn players who they didn't want to have access to their Holocron drops.
Now Im not saying this is happening now to this degree, but it is happening in smaller cases and most certainly WILL become like this in the future.
12-08-2003 04:26 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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vortexala
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TH

 

The problem is you all screwed up royally and don't want to take the time and effort to fix your mistake. So instead you just say 'to hell with those of you who actually used this tool properly, we're too busy to fix our screw-up. deal with it'.

~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
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Play at your own risk, but don't blame us...
12-08-2003 04:26 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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Kade_Deveron
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I agree that /citywarn needs some development time. I have to say though that I really hate the way this was presented (ok, the way it wasnt presented).  A brief, yet formal, here is what we are doing; here is why we are doing it; here is what we hope to do with it would have been really helpful.

-----------------------------
Khade Deveron
12-08-2003 04:31 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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Kade_Deveron
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Kade_Deveron
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Ack, hit the button too soon. Might I recommend a development topic to give players a concise place to provide ideas?

-----------------------------
Khade Deveron
12-08-2003 04:33 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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Thornstar
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this removal of citywarn really sucks. dont they get like 30 seconds to get out the city? when they are warned dont they get a system message stating that they will be attackable in 30 seconds unless they escape the city boundaries? the length of time untill you are attackable should be related to the size o te city. if its big and has large boundaries then they have more time to get out as technically they would be harder to find.

If a mayor /ignores someone then they are protecting themselves from the spam rather than the city. what about the other 100+ people that might be walking around that city at that time?

Say someone is shouting racist remarks on the streets of london. the police hear them and instead of having the authority to remove them, they are issues with police ear plugs to simply put them in their ears so they can no longer har the racist remarks. and there will be a box next to the abuser with ear plugs for all citizens to pick up and put in their ears so they cant hear the remarks either. but this person gets to stay there and shout the abuse still.

People dont just want player cities. they are also used as player bases, faction cities and country specialised cities. If people want to have the ablility to warn someone then they should have that ability.

right now if people dont want to go PvP then they stay neutral. in the future if people dont want to PvP then they should stay neutral and keep out of hostile cities. anyway if there is a mayor or militia that uses this as a greifing tool then they wont be mayor or part of the militia for much longer. I certainly wouldnt vote for a mayor that did that.

12-08-2003 04:35 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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dashida
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Registered: 07-07-2003



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Enough of a problem for us to pull it.  We liked it (/citywarn) too but its a problem and the problem needed a solution.  The best solutions take development time so its been pulled until it can be re-tooled or something better can be put back in.





How about:

1) Place a no build zone around POI
2) Fix the cloning system

I hope the removal was temporary until these are fixed.



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Kashir Moor · Master Ranger · Teräs Käsi
12-08-2003 04:36 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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Thunderheart
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Thunderheart

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Madrox wrote:
Imagine a line or ring of cities placed around the Kryat Graveyard, or around a spot known to drop a lot of Holocrons.

A small group of players could control those cities and just /citywarn players who they didn't want to have access to their Holocron drops.
Now Im not saying this is happening now to this degree, but it is happening in smaller cases and most certainly WILL become like this in the future.


Actually, these are very good examples.  You might say this is exactly whats happening in many cases.  We had to pull this feature because of grief, not because we want to take something away from people who use the game mechanic fairly.  This is just another great example of when something has any available grief, its used to grief.

 

Kurt "Thunderheart" Stangl
Community Relations Manager
12-08-2003 04:37 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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FSCSexplorer
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Registered: 09-16-2003



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DJJazzyJedi wrote:

FSCSexplorer wrote:

Every player who walks into any player city has consented to the possibility of pvp, period.






The problem is that this is NOT how the devs want the Player Cities to function, but rather just how you and some others would like them to function. The result is noone gets a /citywarn function.


No, I'm just a mmorpg veteran and realize that if I am going into unfamiliar territory that I may just wind up dead !

The removal of this is like coverts Rebels whining that they want to kill npc Imperials (mostly for Holocrons) but that they should have the TEF removed from Imperial players since they don't want to pvp they just want to get holocrons !

Oh, wait let's start a thread about that !! 

 

Free the pvp Jedi, stop forced pve
May the force be with you
May 10th 2005
"Removed Jedi PvE experience penalty on death"
I told you they'd make it easier for you !
Coming Pub 20- Group members no longer add to a Jedi's visibility
And so it continues !

Nov 2 2005 You'll get what you've been asking for........Order 66

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12-08-2003 04:37 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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treetsatlet
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TH, thank you very much for the response, as this is a major issue for players I have posted another alternative in another thread, but I also agree with the alternatives suggested by the original posters.

I also want to say that I understand that its complicated and the reason that you pulled /citywarn. It would be great if you can get player feedback by putting up a focus thread, or I will do that if you like, and then have this retooled for the next publish.

/citywarn is an integral part of player created content, and with the Player City system in the game, it would be a huge shame not to have it. I would however be willing to wait no more than a month for a solution to this issue, as this would make alot of people upset, more people than those that were griefed as a result of this.

 

Thanks in advance for reading this post

12-08-2003 04:38 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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meeuki
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meeuki
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oh well. in the end everyone will live the change. at least they had the stones to come on here and say it would take too much time to fix.

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12-08-2003 04:39 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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turelsunstrider
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turelsunstrider
PA: The Imperial Guard
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Thunderheart wrote:


meeuki wrote:
wait, how much larger is the problem than being assumed?


Its very significant.  As you might assume its different on different servers, but all around this is a really big problem...

Enough of a problem for us to pull it.  We liked it (/citywarn) too but its a problem and the problem needed a solution.  The best solutions take development time so its been pulled until it can be re-tooled or something better can be put back in.




Yes its understandable that it was taken away, and maybe even that it was done so urgently, but now we would like to start see what exactly are the plans for it.

Are you merely going to change a few things on it? Restructure the entire function? Simple take it away and allow for new ways to control cities? Or leave it as it is, cities will just have to deal with it?

I completely agree, it came as a big shock to me when it was removed but the reasons were good, and you didn't have time to go into all that, but now as it moves along we would like some idea as to what will be happening.

Turel Sunstrider
12-08-2003 04:41 PM  

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Re: An Old Timer's Response to Thunderheart on the removal of /citywarn
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FSCSexplorer
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Madrox wrote:
Imagine a line or ring of cities placed around the Kryat Graveyard, or around a spot known to drop a lot of Holocrons.

A small group of players could control those cities and just /citywarn players who they didn't want to have access to their Holocron drops.
Now Im not saying this is happening now to this degree, but it is happening in smaller cases and most certainly WILL become like this in the future.


You'd think some of the Ex UO devs would have learned from house placement in that game.  

I shocked the heck out of me when I encountered player placed houses with no spacing inbetween to blcok out player travel. (This before cities) 

  My first thought was ummm didn't they learn anything from UO when players interlocked houses to block of entire sections of the world.  Players placed on roadways and blocked dungeon entrances.

**scratches head**

Free the pvp Jedi, stop forced pve
May the force be with you
May 10th 2005
"Removed Jedi PvE experience penalty on death"
I told you they'd make it easier for you !
Coming Pub 20- Group members no longer add to a Jedi's visibility
And so it continues !

Nov 2 2005 You'll get what you've been asking for........Order 66

Fear the RotE
12-08-2003 04:42 PM  

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