Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
Fredman wrote:
Umm 10 to 25 FP.
Make it so ya can get multiday versions as well. Maybe a 7 day one would be good also.
Although I do agree that the idea we need one in the first place is just wrong.
/agree
Hi TH,
Firstly, I personally think this sound like a good idea, it seems to avoid the technical problems you have with regards determining wether or not to decay
In terms of how much it should cost, personally if you faction is going to give you a guarantee on insuring your items, then I would expect them to want me to do something for them - so yes there should be some cost. However I don't believe it should be more than 40fp (thecurrent cost for getting killed by an opposing faction). This could easily be earned by only doing a few faction missions.
Secondly, and I know this isn't strictly speaking on topic, but thought I would mention it anyway ![]()
For this to work, there must be some kind of timer whereby the game records the fact that so-and-so bought the day pass at some point and then when the decay kicks in it checks this to know what to do. Therefore I assume there must be a process that lets you specify what value the timer has?
As a resultof that, could you not instead say that when you declare, you automatically get this timer enabled (or even just turn it into a flag), and then when you die (and you are reset to covert status) the timer/flag gets cleared again? If you could, wouldn't this then be exactly what the community is after?
I guess I must be over-simplifying the mechanism you are planning on using to implement this change, as I'm sure you must have already thought of this ![]()
100 fp (That's about 4 Mos Veans, should be easy enough)
-Lymp -Xalandra
None. Period. This is horrible for the casual player.....I have a pass for 24 hours....but I only play for 2 hours. Do I get to keep the 23 hours on the passuntil I log back on?
TH, simply remove decay. It's easy and CAN be done with reletive ease. Just take it out until a way is found to let overt death be decayless and covert deaths decayed.
I repeat....remove decay until the problem is solved. It didnt hurt gameplay before when there was no decay, and it won't hurt it now. We already have to deal with broken professions, We're sick of dealing with bad gameplay designs as well.
a day pass for decay..
well the idea sounds good except pvp is broken anyway.. i promise you if pvp was a worthwhile experience people would do it with or without decay...
I want to get into the galactic civil war but honestly its not worth it
When fighting people run into battlefields and are unattackable..
When i am fully buffed it still "costs me" to do specials through my mind and i am a pistoleer
When i get flamed i get battlefatigue which is logical but not functional. there is no way im going to pvp die go to the cantina get healed up rebuffed and then run back out. it would take me longer to get setup to pvp than to actually pvp...
I love the HAM system idea but our ham is entirely too small for pvp to be fun. In a pvp battle with someone of equal ability it usually takes about 1 minute for someone to die... 15 seconds between waits for a doctor buff. 8 minutes for a mind buff. so 9 and a half minutes to get ready to fight .. 1 minute to die.....and that 9 and a half minutes is usually way more because you have to find a musician and dancer who are both not afk grinding those stupid holocrons..
oh and then the doctor has a couple of enhance packs disappear from his inventory so he has to relog.
or the game freezes(which never happened until mounts came out.. why not get rid of them and hopefully the problem)
oh yeah and if it cost 100 faction pointsthat would be 35000 credits less than it costs to replace my speeder every time i pvp... so there ya go