Commando Archive
Thread: Maddog...did you see this about insurance Decay?
TechnoHic wrote:
The problem is they want to keep the crafters in business so they do this but yet, a crafter such as the armorsmith, likes to charge an ungodly amount.
So, instead of looking at the reasons prices are so high in the SWG economy, They assume people are not buying enough which would mean no demand but thats wrong because there is plenty of demand for armor or else prices wouldnt be that high.
The reason prices are so high is because theres nothing to keep crafters from making them so high. One guys sets his prices at x amount, another guy sees that hes getting that ammount so he in turn sets his prices at x ammount and then everyone follows suite. That coupled with the fact that combat classes rely on crafters for weapons, armor, and such but the crafters really dont have to rely on combat classes for much of anything in return. So the flow of credits is a one way street. Some combat classes have found ways to make good money. Most have gone the way of harvesting rescources for an income. This is rediculous IMO. Why should a combat class have to rely on an artisan skill to make money to support being a combat class?
Well I have two character one is an armorsmith and tailor and I can tell you I am still not in favor of death decay. It doesnt make any difference for tailors since you can still wear clothing at 0 condition. As for armor it decays with use anyways and most armorsmiths charge enough for their armor to make a good profit. As a crafter based character I say death decay sucks.
My other character is a commando/pistoleer and I have found a way to get around the decay loop for PvP vs PvE. Usually I will dedicate my game time to one or the other so the trick is to buy two droids with storage modules. Have two set of armor. One that you use for PvE with high kinetic resists and one for PvP with stun resists since most people that see composite armor usually whip out the stun weapons. If you are planning on going to do a lot of PvE then put on your PvE armor and put your PvP suit in your droid. Any items in a droid are not affected by death decay and are not factored in to the insure all function. do the same with your PvE armor when you plan on going raiding. A droid can hold 10 items which is perfect for a full suit of armor.
By this I mean the TIME lost having to get BACK to where you died. Sort of like corpse runs (which are a drag because game bugs do make you lose stuff..it still does in EQ, and that been around forever).
Make CLONING centers be only in MAJOR cities. Aka coronet, theed, mos eisley. If you die in Dathomir, you clone back in coronet. You die in Moenia, you clone in Theed.
its as easy as that.
It regulates combat times.. as people wont be able to just clone and be back to defend or attack a base within seconds.
It works WONDERS in dark age of camelot.. the 'bind' places are inside each side's territories, and the 'conquearable' pvp areas are far, far, far away from those bind areas. It takes about 10 minutes to get there. So in essence, a pvp fight IS determined by the skill of the individual fighters, their equipment, their group skills and the composition of their group.
I like this, and think if you could capture different cities for a particluar faction. My god, it would be like a war or something.
tacwraith wrote:
instead of decay or corpse runs or xp loss, I think the best 'penalty' of death is the good old TIME penalty.
By this I mean the TIME lost having to get BACK to where you died. Sort of like corpse runs (which are a drag because game bugs do make you lose stuff..it still does in EQ, and that been around forever).
Make CLONING centers be only in MAJOR cities. Aka coronet, theed, mos eisley. If you die in Dathomir, you clone back in coronet. You die in Moenia, you clone in Theed.
its as easy as that.
It regulates combat times.. as people wont be able to just clone and be back to defend or attack a base within seconds.
It works WONDERS in dark age of camelot.. the 'bind' places are inside each side's territories, and the 'conquearable' pvp areas are far, far, far away from those bind areas. It takes about 10 minutes to get there. So in essence, a pvp fight IS determined by the skill of the individual fighters, their equipment, their group skills and the composition of their group.
Anyways..im now all angry and whatnot..and ill end my post here..
tacwraith wrote:
instead of decay or corpse runs or xp loss, I think the best 'penalty' of death is the good old TIME penalty.
By this I mean the TIME lost having to get BACK to where you died. Sort of like corpse runs (which are a drag because game bugs do make you lose stuff..it still does in EQ, and that been around forever).
Make CLONING centers be only in MAJOR cities. Aka coronet, theed, mos eisley. If you die in Dathomir, you clone back in coronet. You die in Moenia, you clone in Theed.
its as easy as that.
It regulates combat times.. as people wont be able to just clone and be back to defend or attack a base within seconds.
It works WONDERS in dark age of camelot.. the 'bind' places are inside each side's territories, and the 'conquearable' pvp areas are far, far, far away from those bind areas. It takes about 10 minutes to get there. So in essence, a pvp fight IS determined by the skill of the individual fighters, their equipment, their group skills and the composition of their group.
I like this Tac. This would also stop the infinite battles that 2 medics can have when cloned in the same place. Get tired of fighting someone, killing em, then having them clone, vanquish wounds, and come back. This typically goes on for a while till someone decides to be the one to get away. Or if you die, some one comes to the clone tank to try to pick you off again so going to a safe area would be nice.