Commando Archive
Thread: Thoughts on TC 20% item decay when incap/death
I was just about to come on here and post about that, however there is still something wrong with that:
0% on incap -this is GOOD news
5% on death if uninsured -this is GOOD news
1% on death EVEN if your uninsured?? this is BAD
by having a 1% on ALL deaths, is totally undermining the need for insuring. If your items are going to get damaged nevertheless, whats the purpose of insuring still? Sure, 4% less but on every death for a 1k item..that is STILL 10 condition points! The Decay rate at 5% is ok, but ONLY for uninsured folks...
This is all well and retarded. SOE is a load of bull**edit** with a **edit**ing semi-truck jammed up its ass. Theres A LOT to consider when you think about death. Not just dieing from mobs you planned on fighting. I die on missions all the time, not because the rebels were to powerful for me to take but because of some god damned teddy bears that parked their ass right in my way! Also SOE has YET to fix the stupid armor holes bug. Even in full suit of composite armor I get hit for max damage from ENERGY WEAPONS sometimes. I reported EXACTLY what causes these full damage shots. So theres that I consider when I end up in combat. The fact that my missions magically spawn in the middle of teddy bear aggro (damned Dralls) the fact that most everyone faces far more challenges then their own missions.
Armor doesn't work right, we get jumped, we get incapped and killed by teddy bears without completeing any of our missions first. Swoopers are everywhere and so are monumental theives or whatever they are. All that aggro and this "fix" is to stop people from trying to take down HARDER stuff? Seriously since when does someone suicideing for a quick trip home rather then WALK 8k back totownhurt anyone? What if I don't WANT to log in the middle of no where but I don't have the TIME to walk home? I get to choose between possibly respawning and dieing from aggro without being able to defend myself or dieing from aggro cloneing REbuying insurence and wasteing a crap load of money ANYWAY. Either way you LOSE money. Even if you lost a % of your cash from dieing or being incapped, avoiding this means buying insurence which means SPENDING MONEY! WTH does money have to do with DIEING anyway?
What they SHOULD do is REMOVE the CLONEING crap and the insurence crap and give EVERYONE wounds upon respawning, and let them CHOOSE which cloneing facility on the planet they want to respawn at. At least then all you spend is 100 credits to tip a dancer and 100 to tip a doc. At least then Docs and Entertainers would have SOMETHING to do. And people don't waste money.
In all honesty I think the combat classes won't be the most seriously effected class in this game. I think it will be the crafters, yup the crafters. Aparently SOE doesn't think they are tortured enough, forceing them to run around every planet for materials and harv runs. The harv maintenence the cash used to fly to those planets the power maintenence the power PLANT maintenence their own HOUSE maintenence. Then most of them have tons of materials on them during harv runs. The cost our own PA's crafter stated for insurence? 500k. Yeah thats right, with all her materials and everything it costs 500k. I'd rather see everyone get wounded anyway. This would fix the "clone wars" in the GCW because few people would be able to continue fighting after 2 or 3 deaths. This would fix suicide attacks from dabblers who only take up flamethrower for this specific task. They would eventually not be able to use their specials on the first attack because they wouldn't have the health for it. What stops them from doing this? No more spending 1k for cloneing on every single planet to avoid some wounds if you die. Better spent money on chicks and drugs anyway.
And when are they going to get their ass in gear and reduce the **edit** wounds for our DOT tics? The damage itself needs fixing because it ignores armor (don't bitch about burning armor not being able to resist fire, I care more about class balance then some stupid theoretical hypothesis) Also fire specials stacking, everything.
SOE has issues. I doubt they give a rats ass about us. The whole JEDI crap is just something to keep as many people as SOE can get to continue playing this game as long as possible. Frankly I never intend to be jedi, I like my commando and being told what proffession to take up by some magical talking cube doesn't thrill me.
hey i cant belive it but iv actuly made alot of mony bing a musician if this stuped decay thing gose live in the end evry oen will suffer becous the haerd working fighting men will quit so evrye one just stands around naked until they get fed up and leav the game u know they really picked a bad time to try and throw some thing in like this with ffXI comeing out
ppl just hear of this new thing and quit to go to ff
And get a spellchecker ![]()
But seriously, this will deter alot of PvP - even though currently the decay is only for death
And a good thing, ive been noticing I, as a master commando, get more incapped than dieing..so at least thats good - however, we should not be penalized 1% (for 1000 condition, around for most items..thats 10 pts EACH death!) while insured, the penality for unisured i do support, if there *has* to be a new decay system
but who knows, if the current system gets pushed to live (which i hope it doesnt, or at least just the decay while uninsured [which isnt that bad, ive calculated that on average I would only have to pay around 2k])...commandos and BHs will be avoided greatly in faction battle...
did the devs post that today? cuz from the chat its 1% insured, 5% uninsured for death only
if its now only uninsured death, then the last thing i have conflict with (and i say alot of commandos) are the insurance rates for some stuff...some pieces of clothing (like my swoop helm) cost more than my fwg5 to insure...things need to be scalled proplerly, plus hvy weapons need to be brought down in costs (atm its around 500 per)
I would still rather they remove cloneing and insurence and just use the wounds as the death penalty. This would give entertainers and docters far more buisness EASILY and if you think about it, this would also reduce pvp clone wars alot. I think it would fix both the GCW and the no risk to death things.
But oh well, our items will magically break because someone kills us and SOE has **edit** for brains and alot of people are going to quit just because SOE has **edit** for brains. I deffinately will quit if they keep this crap up much longer, WoW is comeing out soon and blizzard kicks soe's ass any day of any week of any year includeing leap years.
well, the devs want a bit of a sting with death but this isnt a sting
Its a hornets' nest. ![]()
nightwolf180 wrote:
I would still rather they remove cloneing and insurence and just use the wounds as the death penalty. This would give entertainers and docters far more buisness EASILY and if you think about it, this would also reduce pvp clone wars alot. I think it would fix both the GCW and the no risk to death things.
I agree. I'd rather see this solution than continuous damage to my items, which brings me to my second point. LOSE the 1% damage on insured items. This is going to be a real annoyance for players sice there is nothing they can do to avoid it. DEVs, here's a simple equation:
annoyance = less fun = less customers = less money for SOE = less jobs for DEVs = unemployment
There is simply no reason for setting up a system in which player equipment is damaged with no way of avoiding it.