Development Cycle Archive

Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.

AvaLance
Tue Feb 03, 2004 5:26 pm
#144






Nimhnoid wrote:





AvaLance wrote:
Err, my bad. Double post. I still want a delete/edit post function.






whenyou become a community veteran you get an edit button 2k posts to be a vet.





Wow, isn't this a happy little forum system?

Krayvex
Tue Feb 03, 2004 5:28 pm
#145

how many


"postcount++ "


posts are we going to have to put up with now. no wonder people on my server's forum are spamming today.





Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



DustusNavar
Tue Feb 03, 2004 5:28 pm
#146

I've never lost faction when an imperial NPC db's me, but I do when a player imperial db's me, so somewhere somehow there's some mechanic that's keeping track of who/what is doing the db'ing. Regardless of this, the removal of 1% decay on death was the BEST news I'd heard since this game launched.


I want to compare insurance to the recent "contraband" posts. The devs stated over and over again that they won't take items from players as that's "not fun". Well what do you think decay is? Decay = taking items from players. Skill tapes that are dropped onto clothing and armor are a one way ticket. What am I supposed to do if that clothing decays to nothing? Most of my deaths aren't my fault; they're lag or (LD) related anyways. I hate seeing my hard-earned possestions wither away to nothing.


In summary, remove decay on insured items. It'd also be nice if I was able to remove skill enhancers I've added to clothing and armor.



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Killing In The Name Of


just-wondering
Tue Feb 03, 2004 5:29 pm
#147

Its a start...But like you said we should not have 1% decay at all if insured.



Onix Coldstone/Eclipse
The-Crow /Ahazi
Imperio59
Tue Feb 03, 2004 5:29 pm
#148

A laser bolt is a laser bolt and a slash is a slash...


Suuure, but (I HOPE YOU CODED THIS IN!) the slash has an owner, or the bolt has an owner... and HOPEFULLY that owner is a pointer to the class holding the info on the player who actually slashes or shot...


And hopefully you guys know how to fetch the info on the owner and wether "mob_is_a_player" is true or not!


Sigh... poor planning, poor planning...




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Animi
Tue Feb 03, 2004 5:29 pm
#149







Thunderheart wrote:


The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death".I will continue to try and get the development team to remove the 1% decay with insurance. (Any good ideas from you folks for an alternative might help).






So, you can tell the difference between PvE and PvP deaths insofar as insurance is concerned, but not insofar as decay is concerned?


I call BS.





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ArchFirehaven
Tue Feb 03, 2004 5:31 pm
#150

Ok a couple of things


First off the players in general are not going to like this...but Tailor gains nothing from Decay...I have a ton of clothes at 1 or 0 or whatever and they still work just fine...


And armour does decay from combat just maybe not fast enough for the armoursmiths (not ripping them that is a very valid issue).


So as an interim solution that I think everyone will be happy with it is actually (conceptually) very easy.


FOR THE INTERIM if you lose faction (which can be checked, you do not lose faction from a Krayt Dragon, you do from a Storm Trooper) and you have insurance (already checked) then you dont decay.


All of those parameters ARE checked. Sure against NPCs and in PVP there is no decay but it will be hard for a lot of players to focus just on those as you cannot get hide/bone/meat from them. And those are needed for a lot of things even core PVPers use...like doctor enhancements. It is not perfect but it is comprimise until you can get the exact (PVP only) system in.






8Firehaven7
Chilastra Born . Day One


Arnwald
Tue Feb 03, 2004 5:31 pm
#151

There is still 1% decay on insured items, so there is nothing to prevent decay on the items wich took us so much time to get, man I'm really pissed!


I was about to buy a nice armor... 350k now I won't ever put one cred till this thing is in.

And don't even ask me to PvP.


Why by the hell don't you simply remove 1% decay?


Armors allready decays from usage, armorsmiths don't need more "love" and I know quite a bunch wich don't even know what to do with all their creds.


Tailors won't have less customers if clothes don't decay, the real tailors cutomers are RPers and they all have a bunch of clothes and are always looking for more. You really want to give *love* to the tailors? Easy : make new clothes, extend the coloring of all basic clothes at master level and make new items like google...


Is it me or aren't you talking about money stink about decay? It seems you realised your money stink only helped Armorsmiths get richer, didn't helped tailors much and done nothing for the architects, BE, docs.... I mean all other crafting professions.


In fact your money sinkgriefed the casual player not the power gamers.


I'm sorry for the tone I'm using here but I'm really disapointed. I was really enjoying the fact you anounced the removal of decay on BOTH PvP and PvE


And one last word you can *&^ your holocron christmas gift, ty so much for nerfing an other thing.


D.


==> Just a player usually trying to be constructive.... read my others posts <==

Saepiroth
Tue Feb 03, 2004 5:32 pm
#152

Wow, so PvP WILL STILL BE DEAD. Good call.

Why not just take it out? Insurance is an obsolete idea, you're blatantly just trying to manhandle it in since you can't implement corpse runs which would've actually made it worthwhile and you already have the terminals in place.


If you don't have to reinsure... what's the point? Why not just make people decay for 1% if they die, insuredor not?



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LLJK_Griz
Tue Feb 03, 2004 5:32 pm
#153

If this is "just a typo" then I guess all those posts over the past SEVERAL WEEKS that said the exact same thing were all typos too.



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cwhooks
Tue Feb 03, 2004 5:33 pm
#154






Thunderheart wrote:







The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death".I will continue to try and get the development team to remove the 1% decay with insurance. (Any good ideas from you folks for an alternative might help).


I sincerely apologize.


Message Edited by Thunderheart on 02-03-2004 07:27 PM




I think it would solve quite a few problems if you remove item decay on death regardless of situation and implement a higher 'wounding'. If uncloned death gave 50% wounds and a cloned death gave a 25% wound, it would provide a stiff penalty to death, forcing you to see a medic and entertainer. It would also remove some of the p-o-k-e-m-o-n aspect in PvP combat in which you jsut bounce back into the fight over and over again... As for clone griefing... Well after 4 or 5 killings in the clone center... There really isn't much left you can do to the character if items no longer decay... Though in a war it gives cloen camping a tad bit more tactical importance as a way to remove combatants from the fight. However, at the same time it will make medics and enterainers more valuable in a war as a way to get those that were heavily wounded back into the fight... Though master's ofthe medic/enterainer craft are the only one likely to be able to heal fast enough to be useful and then possibly several of them at that!


Of course that leaves teh problem of decay for items that are not weapons or armor... So fare I've jsut noticed tools, clothing, camps and factory crates decaying... I'm not sure we really need factory crates and camps decaying... *shrug* It would be nice if clothing decayed like armor... Though, in the case of a dancer or musician that never gets into combat or dies, their clothing will never decay... So possibly having decay over time in general, or certian non combat special actions cause decay... I don't see a need for tools to decay, but a good way to have decay implemented would be to have them decay with each use, much like guns when they shoot...







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Trystan1969
Tue Feb 03, 2004 5:35 pm
#155






Thunderheart wrote:







The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death".I will continue to try and get the development team to remove the 1% decay with insurance. (Any good ideas from you folks for an alternative might help).


I sincerely apologize.



He rephrased it and it sounds better like this...


Ok so this is what you mean...


There will still be a 1% decay penalty in pvp death but you will not have to re-insure after that death.


This is correct and clearer I hope.



Message Edited by Thunderheart on 02-03-2004 07:27 PM





If there is no way to tell a PvE Death from a PvP Death, how can you seperate the need to reinsure? Sounds more like a way to prevent people from exploiting by killing their buddies before the mob does.


As for an alternative for any death penalty, extended cloning sickness. The only thing you can do for 5-10 minutes (based on insurance) is move and talk. No pets can be pulled out, no combat action taken (can still be attacked though) , no crafting, no anything. Just like the 60 second timer on reviving. This would be great for PvP, no more clone zerging. Same people as PvP and PvE, so no exploiting with dueling.
bennybanglong
Tue Feb 03, 2004 5:35 pm
#156

TH,


Weapons can't be insured. Clothing can still be worn at 0/1000 condition.


Weaponsmith and Tailor gain NOTHING from item decay from death.


Just when I thought I would PVP again. I even spent over 1 million on 3 80% composite waiting for this patch to PVP. Oh well, I guess I'll just camp Skilltape POI instead of PVPing.
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