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