CIEBrandon wrote:
TH- how about just making them not able to travel in or enter into the city period once they have been banned.
Thats actually how it used to work and what happened is players would build their city next to some piece of content in the game (like the Krayt Graveyard or one of the static Imperial Bases) and prevent every player they could from even getting there.
Or.. since players can "grief" each other too easilly how about npc's that patroll the city and can attack players that have been banned. They would have to be lvl 80's atleast though. Maybe make the npc patrolls cost money from the city treasury but atleast it something.
That is definitely a fun idea, but more difficult to implement than might appear on the surface.
Honestly I dont see how keeping unwanted players out of PLAYER MADE cities can be considered keeping them from content.
It depends on where the city is....
watchfulone wrote:
What about implementing /citywarn but only if your city hall is in an appropriate zone. In other words, any city halls within 1k of significant content would not be able to enable /citywarn as a feature.
Players would just build bigger cities and work to encircle the area. Aside from that, that is also quite a bit of work on the back end.
wildcard1973 wrote: The issue was never about having ample time to leave the city limits...it was always about certain player cities being located near and among POI and static content, and allowing members of that city to effectively prevent access of the playerbase to that content.
Yes - that's correct.
Personally, I like the idea of a militia. It is a double edged sword though. For instance, players that want to be "the criminal element", this is exactly what they are interested in. Then what would most likely happen is they would go around trying to get banned. While in itself, that isn't a bad idea, it does create a situation where some players are rewarded for bad in-game behavior.
Kurt "Thunderheart" Stangl Community Relations Manager
|