Development Cycle Archive

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

Kriel
Tue Feb 03, 2004 6:05 pm
#196



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 dont decay from death, at least i was not aware they did?? also why does armor decay both in death and in use now? armor barely lasts a few days it isnt worth it anymore
eastmaster
Tue Feb 03, 2004 6:06 pm
#197

so do we still decay when we die and clone in pvp? because i could give a womp rats tail about paying the insurance, thats not the problem, the problem is i could easily die 20 times in a night and out goes 20% on my armor which is insanely expensive and difficult to get at the quality i use.


so basically TH, if we still decay on cloning in pvp.....you just nailed the coffin shut......and killed pvp in this game
d0qtrX
Tue Feb 03, 2004 6:07 pm
#198

"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."

Then the only people that don't get repeat business will be architects. Why not make houses rot? They cost less than armor.
Daker-Naritus
Tue Feb 03, 2004 6:08 pm
#199






Thunderheart wrote:





Tanks wrote:



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.


Currently, the weapons do not decay as a result of death. Did you mean Armorsmith?







I did Tanks. Thanks. (The Cedar pollen season is killin me...)






By the way...this is ABSOLUTELY, POSITIVELY, JUST PLAIN WRONG!!!! Armor decays every single time you get hit. In fact, from the inception of the game until the decay on death patch, I owned 4 different sets of armor (because wear and tear decay ate them). For 4-5 months of play, that's not too bad is it?


You CANNOT justify decay on death with giving armorsmiths something to do. Your decay to armor has actually hurt armorsmiths, becuase most player I know have simply stopped wearing armor (1) to avoid the penalty, and (2) because death decay + normal decay make armor decay WAY too fast.


Reztarn
Tue Feb 03, 2004 6:09 pm
#200

"The mechanic used to maintain insurance uses a different mechanic."


But the mechanic is obviously there.


If you can tell not to reset the insurance flag because a death is via PvP compaired to resetting the flag when the death is PvE then you (the devs) have the information to stop decay all together.


really....there are a LOT of geeks out here that understand logic and the logic here IS simple. You do have some info to tell you if a death is PvP or not because its used in the insurance system. You just need to get that data to the decay/cloning system.






__________________________________________________________________________________
In Lady Regana's Service
Col Chowok : Master Creature Handler, Master TKA, Medic (Bria)
Trystan1969
Tue Feb 03, 2004 6:10 pm
#201






N4R4Y4 wrote:

Simple 3-step fix:



  1. Remove all decay penalties upon death. There is no logic in this.

  2. Implement USE DECAY for armor and clothing similar to how weapons decay, but faster. Do it faster because damage goes through armor & clothing, not the weapon.

  3. Remove the entire concept of "insurance" from the game. There is no immersion or necessity for the existance of "insurance".






There is already a use decay on amor. There is also a death decay on armor. Armor's use decay is based on damage absorbed. So higher the resistance of the armor, the faster it decays. Crappy bone armor will hardly decay, while composite decays very fast.
RNG526
Tue Feb 03, 2004 6:10 pm
#202

WEAK
Seomon
Tue Feb 03, 2004 6:12 pm
#203

If it was some typo that you did, TH, why do the patch notes for TC (and probably the patch notes that are going to be out when this goes live) say:

"PvP Death Penalty reduction: PvP death will no longer suffer 1% decay if items are insured after the player's death."



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OnlyOneShot
Tue Feb 03, 2004 6:14 pm
#204

I don't think decay should ever be removed. I'm sick of people making this game too easy. For god's sake, crafters have the most boring job in the game. So how do you make their lives a little less miserable? Give them more of a market. And I'm not just talking about uber elite crafted items. You can't fit into the schedule to get 200k composite? Then buy a suit of Ubese for 100k from a non master armorsmith or whatever. Since when did you always need the best ... anda bonus to that is, if you buy a suit for 100k, it'll last just as long as the 200k suit, and the sting of decay won't hurt as much.


BTW, die!
Communicator
Tue Feb 03, 2004 6:15 pm
#205

Pardon me if this has already been stated:


Tailors and weaponsmiths do not gain from deaths.


Decay currently has ZERO effect ontailored items. After clothing decays to 0 condition it can still be worn and used. Weapons already degrade from normal use. They do not need further decay from death.



**Removal of the 1% decay from PvP is CRITICAL to PvP becoming more mainstream. You are going to have a lot of unhappy players who are forced into PvP by the upcoming crackdown. These players will be even more unhappy when they realize that every death costs them condition of their items. Worse yet, they have no way of telling if items have been sliced.**





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Leiser
Tue Feb 03, 2004 6:17 pm
#206

The problem with decay is it promotes very little GCW action..I mean why would anybody whose not a full combat character want to PvP?? The rifleman/TKA will kill em in2 seconds and your armor will be damaged. WHy would anybody whose not 500% into PvP do it...no reason. there isnt a reward just a penalty.


I remember times where youd see architects and crafters occasionally step into the fray just for some change of pace and fun...you know how many of them i see now with the 1% decay...zero. Im just speachless, being told for a month that this would be taken away and then taking changing your mind just like it was some **edit**ing typo. Bull **edit**Im done.

bennybanglong
Tue Feb 03, 2004 6:18 pm
#207

You know what is a typo? This:



"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.""


Kriel
Tue Feb 03, 2004 6:21 pm
#208



Thunderheart wrote:


Gravez wrote:
So how do you lose Rebel or Imp faction in PVP 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.






what about using TEF as an indicator? if you have a TEF and die then you dont get armor decay. i realize this leaves out duels but at least its a start?
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