Commando Archive
Thread: Thoughts on TC 20% item decay when incap/death
From what I've heard on TC forums (havent yet fullychecked on TC however) theres a new 20% item decay that suppousedly effects all items in your inventory when you simply get incapped or death (not sure here, from what ive seen everyone is saying it involves incap...so it could apply to both i guess) if its on incap as well, this would be very detrimental to commandos...
-'Suicidal' due to 2.5X melee modifier
-We lug around a ton of specialized weaponry so each time we get incapped/killed due to our suicide attacks, we loose condition on ALL of those..
-Yet another thing to worry about in a game thats suppoused to be enjoyable (which it is, but its starting to get stressful in having to keep up income for weapons/maintaince and now this...comeon its turning into real life where we have to work!!!)
One thing I must say however: If this stays (i highly doubt it will be tweaked, just like how I dought the 2.5X mod will be tweaked [however, with the 2.5X mod, you can live with it..but with this new system thats going to be tough]) it will most likely be implented AFTER I finish all my leveling in my combat skills
Of course, as Vass said on TC forums...to combat this, you have to buy insurance..so hopefully insurance has been greatly reduced as well.
And lastly, if they do tweak it, I hope they make it where the decay will only effect equiped items (like clothes..which seems to be the catalyst for the devs implenting this RATHER than implenting important fixes to various proffessions)
Thoughts? Comments?
it may not matter on some things such as HPBCs
but on others, like RLs which are used only sparingly it will have a big effect on
btw update on item decay:
3% for incap, 20% for death (which i feel is still too high) dont know if insurance is the same, but no corpses are produced...so the item decay is most likely a new system to replace corpse system...which also shows that the devs could not totally isolate the problem which caused corpses to get bugged, and are really sweeping that under the rug..plus only effects player craftedable items
StarNick wrote:it may not matter on some things such as HPBCs
but on others, like RLs which are used only sparingly it will have a big effect on
btw update on item decay:
3% for incap, 20% for death (which i feel is still too high) dont know if insurance is the same, but no corpses are produced...so the item decay is most likely a new system to replace corpse system...which also shows that the devs could not totally isolate the problem which caused corpses to get bugged, and are really sweeping that under the rug..plus only effects player craftedable items
kudos to the dev's I swear they must have a group of overcaffinated chimpanzes working on this game.
Head dev: "So how is that corpse bug coming along guys?"
Lacky dev: "We got no clue since we spend 90% of our time watching creature mount movies and nerfing profs we've improved, the other 10% we spend playing with balls of string"
Head dev: "Well lets implement a item decay upon death system like they have in shadowbane even though all our items are player generated and require resources"
Lacky dev: "Sounds good, btw do you have any string?"
that means commandos that waer armor get the worst deal the armois going to go bye bye
blasted all i think i had enough iv played a coupel other games and this game suuuuuuuuuuucks campard to most so i think im gone just give it 5 more days and im gone
Your correspondent and I are actively pursuing them on this issue.
We do not intend to allow another buggy system into this game, especially when those of us who are Commandos and Bounty Hunters are the most effected by it.
There is nothing good about this idea, and it will be stopped, or mounts or no, there will be a rather large exodus out of the game. I feel very strongly about this as well. Feel free to support your local Bounty Hunter ![]()
Yeah that would be crazy.. cause um... how does it work if i insure something then get incapped but not DB... do i still lose the 3%?
I mean its a great idea and stuff, except that for most of the other classes all they really need to insure is their primary gun, not too much of a cost, but since they keep nerfing the money, it would be a little hard to keep up the insurance costs if say I wanted to go hunt Dathomir, then turned around and went to Yavin afterward.
And Wepps, thanks for the support ![]()
Gairon Absolam
Master Commando
StarNick wrote:
btw update on item decay:
3% for incap, 20% for death (which i feel is still too high) dont know if insurance is the same, but no corpses are produced...so the item decay is most likely a new system to replace corpse system...which also shows that the devs could not totally isolate the problem which caused corpses to get bugged, and are really sweeping that under the rug..plus only effects player craftedable items
Thanks for the update, Stern. As far as I can tell, this is fairly accurate. Why do I say "as far as I can tell"? Because I haven't seen an official post detailing all the specifics of this yet, not even in the Correspondent Forum. What's new, eh?
I read some posts over in the Test Center forum and it sounds like this is pretty bugged right now. For one thing, decay DOES seem to be affecting some items not crafted by players, such as the Special Edition glasses. It does not seem to be affecting resources in your inventory, which is probably as intended.
I gotta be honest, folks. I hate this idea. It's going to hurt some professions FAR more than others. Professions like Bounty Hunter and Commando, who go toe to toe with our opponents, get incapped and killed a lot more than architects, tailors, chefs, etc. especially with the melee damage multiplier. We also tend to carry far more weapons, all of which are among the most expensive in the game.
No matter how careful you are, you're going to get incapped and/or killed. That will happen more often among combat professions and commandos will suffer some of the largest financial losses. Heavy weapons already seem to degrade faster than other weapons.
From whatI can tell, this is being implemented to take the place of the corpse retrieval system. I believe that it's also in response to complaints from many crafting professions like Tailor. I'm not picking on Tailors but I have seen complaints that their business is a dead end because players buy a set or two of clothes and then never need any more. This is a legitimate complaint and I'm sure some of the other crafting professions have similar problems but I think this is a poor fix. It doesn't apply to everyone equally and it will benefit weaponsmiths the most, yet we already have weapon degradation.
If this is going to be implemented, I think 4 things need to be done:
- Make insurance cheaper so that everyone can afford it, especially those with low amounts of cash (they need it most). Not everyone in the game has millions of credits.
- Make the insurance terminals much easier to use
- Lower the decay percentage caused by incapping and death
- Make the decay only apply when killed, not incapped
This is an important issue for us and I STRONGLY suggest you speak out. If every one of you posts 5 responses against this proposed change, we might get noticed and even listened to. Here are some recommended threads for posting in:
"What Death Incap Will do to SWG. Devs come on"
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=22923
"TC update comments"
http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=23225
"Petition: Remove new Incap and DB Decay or at least reduce it or get rid of incap Decay"
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=719180
"Decay is great for the economy"
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=721498
"20% condition loss on death of all items? No frigging way!!!!"
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=714947
Get posting commandos, before it's too late!
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I agree completely, this is BULL. How is this going to help tailors? Do you really think people who get killed are going to bother wearing clothes in the first place if this gets through? The only people who benefit are the already millionare armorsmith/weaponsmiths. It will KILL the galactic civil war. Who wants to fight if they lose their krayt pistol or flamethrower after every 5 deaths? In a good battle I die at least 10 times. Why? because with the 2.5 damage multiplierI get 1-shot killed every time I fire a special. Friendly duels? Forget about it.
So what does this game have to offer besides PvP? Jedi? We won't go there......
Mere
Just a quick update... One of the DEVs has stated that this is not intended to fix a decay problem, it is to fix a death problem. He says that there is currently zero risk in dying. He says that there is a minor time penalty because you have to run back from the cloning center but that's it. Here's the response I posted:
I can only speak for myself but I don't agree with your zero risk comment. I personally hate dying in the game. It's a real pain in the butt. First of all, I'm often FAR from a cloning center, in the wilds of Yavin, Bantooine or Dathomir, so even when I'm cloned, I face a long, time-consuming and rusky walk back to my mission or hunt site.
In addition, my "clone" seems to be born wounded, even if I've paid to store clone data in the terminal. If I have forgotten to pay, heaven help me. The poor clone starts his life with major wounds. Thus, my clone is forced to seek healing, which can be quite time consuming. If I need to leave one of the harder planets, like Dathomir, and return to one of the main worlds, it can take over an hour to visit the cantina and medical center. Then, I still need to return to my original hunt or mission location.
Understandably, it doesn't always take this long. For newer characters who get killed on Corellia, Naboo or Tatooine, it probably doesn't take quite so long to get healed up and make their way back out into the wilderness. Even then, though, it's a nuisance. It's just a MAJOR nuisance on the advanced planets. Enough of a nuisance that NO ONE wants to get killed. So, I wouldn't call that "zero risk".