HELP! Give us your opinion on the balance of beacon compactness?

Heureka would have same problem as your town, and he is solo player and his beacons are all together. The holes in it and the “outside”
streets screw down the compactness level very much, even it looks quite compacted in its whole. The Whole would be uncompact aswell.

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in german layout ( QWERTZ ) the key “,” and “.”
(can you add this to the top post, cost me some time to find the key on german keyboard)

@james first great work with the webapp, can you let this webapp forever ?

and I have 1 question over it
atm


bevor long time

if i change the date only the current status of the plot is displayed
is this like you planned it ?

can you maybe make the picture in a spoiler pls, otherwise the post is ultra long :wink:

there are images from previous dates, but the beacon-analysis is only available for the latest data. (I dont know if he “planned” it to still be visible when changing dates; but this is why it doesnt update the beacon overlay)

it would be great to see if we change something ingame how it change the compactness

Orange-is-the

NOT ON BOUNDLESS ITS NOT! :stuck_out_tongue:

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And yet at this time, this feels to be exactly what you are doing, as it stands at this point in time. At least for me and my own situation.

Honestly might be considering quitting the game if the changes get pushed to live as they seem to stand right now, at this point in time.

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Now we need a way to transfer beacon to another beacon, from one character to another to fix the compactness issues. Wouldn’t be an issue without the reservation plots but since it’s in the game i don’t wanna lose my plotted area because i need to transfer it.

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The beacon part that is making up the mall will definitely be compact - highlighted in red. But the area on the left and bottom are highly uncompact - highlighted in green. Snipping off the bit on the far left could be enough at the current threshold level. The system should allow expansion.

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I think it would be helpful if beacon transfers came 1st (if they are being considered)

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i do not understand why the maps shows that picture withe uncompactness for this road system while my beacon on grovidias te shows compact when it’s on is own beacon. it does not show compact for 2 beacon i used for expansion(on the same character)

This :point_down: connected to the mall & isn’t mine. It’s over water. If I delete my expansion road that leads to it (fatter road w nodes to the right of the circle - & my road was there 1st, b4 they connected to it), this person won’t be able to run across the water to the mall.

I can remove some of this :point_down:, but that will be cutting off the newer area that people are expanding into, ripping up expensive roads that were costly (material-wise and time-wise) to create. We dug through hills of sand with AOE tools. :pensive: But if some of this peaceful, non-malicious building is going to fall under “abuse”, then it will be removed :woman_shrugging:

mine

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James said in his original post that this would be punishable since its intentionally circumventing the rules

Is that GMall?

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Yes. I already stopped expanding and started removing plots. You checked DKMall?

on test I created a linear beacon until the system stopped me. I then added a side beacon, which allowed me to add another plot to the previously uncompact beacon.

At this point I was over the uncompactness threshold on the original beacon, and all plotting restrictions were removed.

This allowed me to play a “Summon Dev” card and continue on plotting a 1x1 road with no further impediments. I quit after about 4 beacon plotters though :rofl:

I had same thoughts about my roads to get compact streets through my Home Town.
But i don’t think the intension of the Devs was to punish exactly such kind of Beacons.
Otherwise each townplaning would not be possible anymore.
Because the first thing at a new town is, to define streets.
It should not be in any kind an abuse to make such without plotting also the inside.
Would go against any community sense.
I strongly believe, that James will find a possibility to difference between wanted streetsystem and unwanted plotting abuse as he showed us in the orginal thread about it.

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Exactly. Once we started growing, I had to run out and make a few roads further out for people since I can’t be online 24/7. And someone built a huge awesome thing at the south end with a road as close to the mall as they could get…hanging over water. I put a connecting road up to theirs so they would have access, but it looks like that road is also causing compactness issues. Ugh.

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But they have to plot right up next to the road. This is a large part of what I’m seeing as restricting natural development of a city. There will be less twists and turns, plotting around lakes, making a road on the low ground between two mountains, and more empty plots being used to force the ability to run the road diagonally (like across a river).

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Just wondering how much of the outer roads and walkways I’d have to delete to turn the whole thing purple. :thinking: I don’t really have a lot of roads on the perimeter.

This is a call for feedback and what the devs are saying indicates that your beacons would actually been in compliance if the system went live immediately.

Have you removed a ton of plots?

It does seem that the era of ‘build infrastructure then invite others’ may be coming to an end.

I guess you would have to find new builders, get them to plot into your desired zones with no control or visible guidelines, then plot in the roads/paths around them.

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