Development Cycle Archive

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

Morthon
Tue Feb 03, 2004 5:56 pm
#183

Removing the 1% decay would be the best thing for armorsmiths. Take this out and you would have a lot more people willing to go out and buy good armor and charge those at-st's, turrets, krayts and other things that will put a major dent in your armor. They would no longer say, "hmm better sit this out because Im gonna die a lot."


Your thinking is 180 degrees wrong on this issue. As far as clothing you already blew that system by making clothes useable at 1/1, this change would not effect them at all.





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Seomon
Tue Feb 03, 2004 5:57 pm
#184



Dewdus wrote:
I think a compromise is in order. How about you remove decay from armor? Your argument on exempting weapons was that they decay on use. Well so does armor. It should be exempted as well. Remove the ability to wear clothes at 0, and the tailors will be covered. Make those two changes and you can just leave Insurance as it is, as far as I am concerned.




Hotfix this please. Armor decays fine as it is, and if I die a lot (like in PvP) I could lose a whole set in 2 hours. A set that costs 2 mil to make, because Armorsmiths know that you need to buy armor ever few days, so since the demand is high, the price goes up with it.



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Daker-Naritus
Tue Feb 03, 2004 5:57 pm
#185






Thunderheart wrote:







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





This means nothing! So when I die I save 1000 in insurance costs, but my 350k Suit of Composite (that it took me a month and 500k in junk armor pieces (effectiveness slices instead of encumberance slices) to be able to wear), still decays? My armor still decays on death even though that doubles the rate of decay (from mobs beating on it AND death? Ahhh....thanks...I guess?


Everyone has been saying "charge us more insurance, just make armor decay go away." We got "charge no insurance, armor still decays." Why would they even concede insurance costs...it is so worthless it is not even a concession.



As for solutions, why not do the thing everyone has been asking for for months:


(1) Keep clothing decay on death (1%/5%)


(2) Get rid of armor decay upon death if insured (0%/5%)


(3) Double insurance costs.


(4) Make every player suffer a LARGE (as in 1/3 their ham bars) in wounds upon every death.



I think this is a GREAT compromise...


(1) It takes the frustration associated with armor decay and replaces it with a productive alternative...demand for medics' and doctors' services


(2) People will STILL have to pay above and beyond insurance for death though (a) clothing decay, and (b) cost of having someone heal you / buying or making stimpacks and spending skill points for the ability to heal.


(3) Tailors still have clothing decay.


(4) Armor smiths still have armor decay...it decays naturally through wear and tear.


(5) It prevents clone wars, and all the endless deaths that armor decay is supposed to deter...after you die 2-3 times, you have to spend some major time with a doctor and entertainer before you are fit to reenter battle.




Also I will lend one observation...armor decay does not help armorsmiths AT ALL. Why? Armor now decays too fast and people have stopped wearing it. By trying to help armorsmiths, you have hurt them.



PLEASE!!!! ANYTHING BUT ARMOR DECAY!!!!




MysticalGreedo
Tue Feb 03, 2004 5:58 pm
#186






Thunderheart wrote:


*hangs head*


Nope. It really was wishful thinking...


They removed the need to insure after each death. The 1% decay is tougher to do technically, though I wont give up.


The biggest obstacle to that is if nothing decays then Tailors and Weaponsmiths don't get repeat business...and we need to love them too.








Weapons never decay from death. They decay from use. SURPRISE! So does armor!


At least remove the decay on death from Armor. We would all be a LOT happier.






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RETIRED
JimmyGreendox
Tue Feb 03, 2004 6:00 pm
#187

This is a stupid move and will not increase activity in the GCW.



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Ackis
Tue Feb 03, 2004 6:00 pm
#188






Thunderheart wrote:


*hangs head*


Nope. It really was wishful thinking...


They removed the need to insure after each death. The 1% decay is tougher to do technically, though I wont give up.


The biggest obstacle to that is if nothing decays then Tailors and Weaponsmiths don't get repeat business...and we need to love them too.






Do you really think Tailors, AS, and WS need more loving?




Imperial Captain Ackis Losackego - Über f335h

Aakhperkare
Tue Feb 03, 2004 6:01 pm
#189

So. No responses now, huh? You're not making the situation better with your silence...
ssublime42
Tue Feb 03, 2004 6:01 pm
#190

Well if a PVP death doesnt remove the insurance, it means you can tell if its a PVP death. You confuse me TH. Since your sayingthe systemcant tell what kind of death it is. What your saying sounds likethe systemCAN tell.



- Colonel MastaShake 'S'yn of Interplanetary Traffic Safety Squad and Patrol
d0qtrX
Tue Feb 03, 2004 6:03 pm
#191

"The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death"."

So how can yiu guarantee we will not have to re-insure for a PvP death if you just said there is no way to distinguish?

Even in PvsP I have a very strong feeling that death caused by 3 incapacitations will not be seen as a PvsP death, complete with all the penalties.
Gaenjin
Tue Feb 03, 2004 6:04 pm
#192







Thunderheart wrote:






Gravez wrote:
So how do you lose Rebel or Imp faction inPVP when you die if the game can't tell the difference between PVE and PVP death?




Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)


Dont think of the system process death, the challenge is in measuring what kills you - - a laser blast is a laser blast and a slash from a blade is a slash from a blade.







Ok, so use the faction loss as the determination for decay. How are you determining the difference for not needing to re-insure? I just don't get it,the system isable to tell the difference for re-insuring purposes, but not for decay?!?


There were a couple posts that said that decay was having the oppposite effect on PVP that was desired, so the decay was being removed. Now you're saying that this was a typo? A lot of people were counting on that 1% decay removal to boost PVP again. Now a few days before publish, this suddenly comes out as an error?


Sorry, but I just don't buy that thiswasamistake in presenting the information. The entire community has been under the impression for months, due to several posts not just a Friday Feature, that PVP decay was going bye bye.

rLHitman
Tue Feb 03, 2004 6:04 pm
#193

I agree with MysticalGreedo here. Take your suit of armor out for a good night of pvp, and you will more than likely get quite a bit of decay just from being hit. So why should armor and clothes that we spend out the wazoo for, decay in no time flat? It doesn't make since at all. I think the Tailors and Armorsmiths make enough money as it is. I don't have enough money to spend on a new suit of armor every few weeks, just because I like to pvp alot. Don't punish the combat professions for doing the only thing that they can do in this game. Alot of people break their piggy bank buying a new suit of armor because of this ridiculous pvp decay. So are you saying if I insure my car and was to get in a wreck, they would say, "Oh well you pay 100 bucks a month for insurance, so we will fix your car but will smash your window, then give it back to you". It doesn't make sense.



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Wolfmann31
Tue Feb 03, 2004 6:05 pm
#194






Thunderheart wrote:


*hangs head*


Nope. It really was wishful thinking...


They removed the need to insure after each death. The 1% decay is tougher to do technically, though I wont give up.


The biggest obstacle to that is if nothing decays then Tailors and Weaponsmiths don't get repeat business...and we need to love them too.









Tailors dont get repeat business? Thats why we have decay?


They dont get repeat bussiness. 0% condition clothes works, and can be used.


Weaponsmiths need repeat business? Odd..weapons decay naturally, not by death..and weaponsmiths are among the richest in this game...Allready from natural decay.



And if you meant armorsmiths....Armors allready had decay. But now it has natural decay and death decay. So now, a good armor only lasts 100 deaths, no matter if the armorsmith experimented the condition to 40k or 10k.


Armorsmiths HAD repeat business before death decay, due to the natural on hit decay. People could wear out a set or 2 of armor on a weeks hard play, just by being hit.



TH, sometimes I wonder, what the heck the other devs knows about their game..And sometimes I'm afraid I wonder if you know much too...Sorry.





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Arnwald
Tue Feb 03, 2004 6:05 pm
#195

TH where are you...?


We aren't armorsmiths not tailors, we are simply humans and we'd like to have some love too


So could we get an answer?


Something like : we are sorry this is a complete missunderstanding and we are proud to announce you decay is completely removed for insured items on BOTH PvP and PvE... but the insurances fees got some boost...


==> WOOT!!!5 stars TH we love you too!!!
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