ZOMG! GU 8 is gonna Roxxorz your Boxxorz! *UPDATED*

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ZOMG! GU 8 is gonna Roxxorz your Boxxorz! *UPDATED*

Post by Arev » Tue Feb 24, 2009 11:57 pm

TC GU 8 Updates

Some parts that stand out:
[url=http://forums.station.sony.com/swg/posts/list.m?topic_id=863240]From Loche
[/url]
Hey Folks,

Just wanted to chime in on your concerns about the new rule going into effect on May 1st. This rule states that if the character has not logged in for at least 90 days, and is a citizen of a city, the character will get removed from the citizen list, without the character's structure(s) being impacted.

We have been thinking on this for a long time, and with your responses to the above stated rule and after much discussion here, we have decided to extend this to flag the character's structure(s) in the city, for the character who has not logged in, to be eligible for packing up. To be absolutely clear, we are talking about when this particular character/citizen last logged in.

This packing will not be like the current house pack-up mechanic, you will not get points for packing the structure. It will not be marked as abandoned, it will be flagged in some other way.

For players who for any reason that cannot log in the character at least once during the 90 days, we will enact a feature to allow the mayor of the city to flag that citizen’s structures as "safe", meaning it will not get flagged for packing and the citizen will not get removed from the citizen list. There will be a limitation set on the number of citizens you can "protect" as this is a feature for those cases which would normally not occur very often.

What does this mean? It means that if you have structures in your city, whose character owners have not logged in in at least 90 days, the characters/citizens will be removed from the citizen list and the characters' structures will be eligible for packing by other players. If, as a mayor, you don’t want those citizen’s structures packed and those citizens not to get removed, you can set them as protected.

Any structures outside of the cities will be unaffected.

If the city shrinks, those structures that are flagged, but haven't been packed up yet, that are now outside the city limits, will no longer be eligible for pack up, since those structures are now no longer inside the city limits. If the resident structure of a "protected" citizen falls outside of the city limits because of city shrinking, the "protected" citizen will be removed as citizen since he no longer has a resident structure inside the city limits.

If the city expands and picks up additional structures, the additional structures, because they are now inside the city limits, will be eligible to be marked for pack up using the rules stated above.


* Mayors can now withdraw a maximum 150,000 credits/day from the City Treasury.


* Mayors can no longer destroy City Halls during an 'Election Week'.


* Mayors now have the option to place a 'Recycling Station'(Junk Dealer) in their City.


* 69 Month Vet reward (Gamorrean Greeter) added


Player Associations

* Mail can be sent to all guild members of a particular guild rank. You must be the guild leader or a guild member with mail permission in order to do this. For convenience, the To: field on the mail compose window now contains a drop down that contains the existing predefined recipients citizens, group, and guild, as well as the new predefined recipients for the various guild ranks.
* Guild war kills tracking is available for all to see for active guild wars and the 100 most recently ended guild wars. Everyone can access this information from the remote guild management terminal in the datapad. It can take up to 1 minute after a kill for the guild war kills tracking information to get updated.
* Guild war kills tracking has been added for guilds that you are mutually at war with. You can see this information in the Guild Enemies window. It can take up to 1 minute after a kill for the guild war kills tracking information to get updated in the Guild Enemies window. If the guild war is ended and then restarted, the information will be reset to 0.
* A list of guilds on the server and their member count is now viewable on the PA datapad device (if the player is in a guild or not).
* Added guild war exclusive and exemption lists to allow selectively choosing which guild members will be PvP enabled for guild war. Only guild members with the War permission can update the guild war exclusive and exemption lists. The Guild Enemies window will display how many members are guild war PvP enabled for your own guild, for guilds you are currently at war with, and for guilds who have declared war on you, but *NOT* for guilds that you have declared war on.
* If 2 guilds are at war, the following rules are used to determine if members from the 2 guilds can PvP each other under the guild war rule. If they can already PvP each other because of other rules (like dual, factional, bounty hunting, etc), then they will be able to PvP each other because of those other rules, even if they can't PvP each other under the guild war rule.
* If the guild war exclusive list is not empty, only those guild members will be flagged for guild war PvP. If the guild war exclusive list is empty, all guild members will be flagged for guild war PvP except those on the guild war exemption list.
* If a guild member is currently guild war PvP enabled and the status is changed to guild war PvP disabled, it will take between 1 and 2 minutes for the disabling to take effect, during which time the guild member will still be flagged as guild war PvP enabled. Switching from guild war PvP disabled to guild war PvP enabled occurs immediately.
* An existing guild member will get his profession and level initially updated in the guild roster when he logs in for the first time after the update is up and running.
* The membership roster has been updated to have six columns instead of one (Name, Title, Profession, Level, Rank, and Status). It allows browsing and sorting of each column. The maximum amount of members that can be displayed in the interface is 500 (the largest size a player association can be).
* A "Member of Same Guild" search condition has been added to the Search Community tab to allow searching for members of your guild. A search that includes the "Member of Same Guild" search condition will return all matches, and will ignore the other characters' anonymous and hide location settings. For example, if you just search by the "Member of Same Guild" search condition, the search results will display all online guild members and their locations.
* War exemption and exclusive added to the guild interface on a per member basis.
* Guild Master elections have been added. Elections can be started by nominating yourself for election on the Player Association Device.
* Guild Ranks have been added. Guild Ranks can be assigned by a Guild Master or a guild member that has the permission to assign ranks.
Last edited by Arev on Thu Feb 26, 2009 4:48 am, edited 4 times in total.
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Post by Bovive » Wed Feb 25, 2009 2:29 am

Awesome
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Lexx Yovel
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Post by Lexx Yovel » Wed Feb 25, 2009 8:47 am

Very sweet! Guild wars are finally improved. We can now go to war without having to drag along traders and low levels.

The city changes are pretty nice as well :D

The only problem is what happens if a spot in a city used by an inactive house owner, can't be refilled by an active citizen?

The house should be repacked as well.

Moche

Post by Moche » Wed Feb 25, 2009 9:38 am

Yeah the city thing will kill some cities! That will be good for people actively working on a city!

Also guild wars that sounds fun! Sign me up!

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Post by Lexx Yovel » Wed Feb 25, 2009 1:15 pm

Yep, gotta get some wars planned :twisted:

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Post by Bovive » Wed Feb 25, 2009 1:50 pm

LexxYovel wrote:Yep, gotta get some wars planned :twisted:


MEK asked me if we wanted to, I told them to talk to you Lexx.
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Post by Kurke_Aumea » Wed Feb 25, 2009 9:08 pm

Very cool, but it does nothing to take care of vacant housing... I mean, if someone doesn't log in for 120 days, pack the house. After 90 days you revoke citizenship, after 120 days get rid of the house... I don't understand why they are so bloody scared to pack up houses on an automatic and regular basis. Seriously, instead of trying to cover up how many people have left the game, why don't you cater to those that still do play and care...

Yeah, I kinda have it out for SOE.
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Post by Lexx Yovel » Wed Feb 25, 2009 9:21 pm

They aren't entirely scared to remove houses. They reason they don't on an on-going basis is because they like to lure inactive players back to the game during these "annual housing purges."

The e-mails they sent out say things like, "hurry, log on before treacherous forces destroy your home."

So if they allow on-going house pack-ups, they lose that little carrot to dangle in front of players every now and then.

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Post by Kurke_Aumea » Wed Feb 25, 2009 9:42 pm

LexxYovel wrote:They aren't entirely scared to remove houses. They reason they don't on an on-going basis is because they like to lure inactive players back to the game during these "annual housing purges."

The e-mails they sent out say things like, "hurry, log on before treacherous forces destroy your home."

So if they allow on-going house pack-ups, they lose that little carrot to dangle in front of players every now and then.


And instead of getting people to buy up subscriptions, they only hurt legitimate players in the long run. People come back for their five day free trial or whatever, log back into their house and play up the game for a few days, and then leave... again... So their house sits there, vacant and empty, never to be used until another excuse to try to entice old players to come to the game back pops up (I meant housing purge...).

I admit, housing decay back in the day was pure evil. "You forgot to pay your maintenance, so we're gonna delete your house and everything inside of it, regardless of how pimp your loot is and how hard you worked for it." Yes, pure evil. But as soon as they created the ability to pack houses, this became a moot point. I'm sorry, but if you cancel your account, your hosue should get packed up within a specified amount of time. And that's it, it would get packed up. Not deleted. The damn thing ends up in your datapad and if you ever come back to the game, you can just plop the bloody thing down again. Frankly, the only people that an auto-pack system would screw with are those who have their house in some pimp/popular location. But hey, you aren't around so you lose.

Of course, SOE caters to players who don't play anymore. Fuck the people who pay SOE's bill, fuck the actual customers. That mindset alone is what makes it hard for me to ever contemplate coming back to SWG. SOE is so worried about the players they already lost that they consistently piss off and screw over their existing player base. I mean, quit worrying about what you already lost and focus on what you currently have. Of course, this has been a problem for SOE since just about Day 1.
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Post by Lexx Yovel » Wed Feb 25, 2009 9:48 pm

I stand corrected. They just made an announcement that if mayors so desire it, non-citizen structures within *cities* can be packed up (on-going).

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Post by Apium » Thu Feb 26, 2009 12:06 am

Can guild leader elections still be disabled or are they like mayoral elections now? I don't foresee anything happening in RID, but there will certainly be drama in other guilds if the elections can no longer be disabled.
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Post by SkyeLine » Thu Feb 26, 2009 2:17 am

Apium wrote:Can guild leader elections still be disabled or are they like mayoral elections now? I don't foresee anything happening in RID, but there will certainly be drama in other guilds if the elections can no longer be disabled.


The price of democracy. Guildleaders better have loyal members :P

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Post by Lexx Yovel » Thu Feb 26, 2009 6:28 am

As far as we know, guild elections can be initiated at any times. Though, the leader can still remove whoever he likes (including members of the opposing party). That's our democracy :P

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Post by SkyeLine » Thu Feb 26, 2009 11:05 am

Guild removal seems so tame...why not go for a much more prominent and iconic method, like force choke?

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Post by Lexx Yovel » Thu Feb 26, 2009 12:48 pm

I think I like that idea! But we'll need to make everyone else watch.

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