Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
Thunderheart wrote:Maybe it was wishful thinking on my part, but I made a mistake in the last paragraph of the Friday Feature.It currently reads:
The Little Things: The little things matter as much as the big things. There were many sound upgrades, improvements to the graphic user-interface and even a few minor activities for players to find. Many POI's and places where NPC's interact with each other (or NPC theaters). One of the "biggest little" things with this publish will be the removal of "insured decay" from the death penalty. Instead of having a 1% decay for items, players will have no decay as long as they have insurance.
It is being changed to:
The Little Things: The little things matter as much as the big things. There were many sound upgrades, improvements to the graphic user-interface and even a few minor activities for players to find. Many POI's and places where NPC's interact with each other (or NPC theaters). One of the "biggest little" things with this publish will be the removal of "insurance" from the death penalty in Player versus Player combat. Players will no longer have to insure their items after each death in PVP .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.
Garva is always looking out for you guys and mentioned that it was still a little confusing.
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 the system can't tell the difference between PvE and PvP death, then how can the new insurance system be PvP only?
If you allow me to speculate I'd say that this new system will affect both PvE and PvP insurance but someone tried make it look like a bone was thrown towards the PvP crowd?
Why are you removing a money sink from the game? Fix the decay on tailor and armorsmith items and you can keep the moneysink and love the tailors/armorsmiths.
Daker-Naritus wrote:
(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.
As a master armorsmith, I am asking you to consider removing the 1% decay from armor until you can determine how to seperate PvP and PvE deaths.
The cost of insurance is NOT why people are avoiding PvP. I sell what is probably some of the best armor on my server. A single suit of my best stuff is VERY expensive. It will decay through use, and I will get to sell the customer another one. In fact, if they PvP, their armor will decay faster!
I will be willing to bet that people are avoiding PvP not because of tailor stuff (especially as 0 condition clothing can be still used) but because they don't want their armor to decay. A single suit of my good stuff is over 500,000 credits, they should NOT have to waste it on death decay.
It appears as if you can turn on and off decay for certain item types (weapons don't decay for example), so I would suggest that you leave it in for tailors (if you wish, I am not a tailor, so I can't speak of it correctly) but take it out for armorsmiths. Seriously, we don't need it. We make SERIOUS cash as it is.
I believe that removing the 1% decay from armor will help out the PvP players a LOT more than it will hurt the armorsmiths.
You must keep track of the FACTION that kills someone (for the reduction in faction points).