Development Cycle Archive
Thread: FINAL RESOLUTION ON DECAY: 1% Decay will be gone with the Imperial Crackdown
Still waiting on an answer on the 3 incap death decay issue.
Given the fact that you guys never fixed the disease and flame DOT's so that they would not longer kill/incap, despite saying this was going to be done for ALL DOTs, this 3 incap death still occurs constnatly in PvP.
If you can track DOT damage for XP though, you guys should be able to track DOT damage which kills for faction allignment I'd imagine.
If three incaps still causes decay on death, the problem is not fixed, although you guys have taken a step in the right direction.
MatrimHavelando wrote:
This sounds like a nice change. Im sure alot of combat people are happy. Im sure you guys have taken this into consideration TH, but Id like to hear your thoughts on how this will effect Crafters. As people complete professions, there will be less reason for them to do mission for xp, except to get money, cause that seems to be the only way to get started in this game and if you play a combat only character money missions are your only way of income. I still that crafters are taking a hit by this, and Im sure its too late now. What will the dev team do down the road if they see that this is happening and say "oops"?
Pls dont flame me. Im currious as to how this pans out. Congrats to all you PvPers on a nice new change.
This is a key issue and why it was so difficult to change. This is one of those issues we will have to keep an eye on. There are strong arguments for both sides, and we hope this is a fair middle-ground.
Armor and weapons will still decay through PvE Usage and hopefull that will be enough.
TH, does this take into account the 3 incap death?
If not, then 3 incaps will be the way to greif people in PvP, rather than just deathblowing them.
Thunderheart wrote:
MatrimHavelando wrote:
This sounds like a nice change. Im sure alot of combat people are happy. Im sure you guys have taken this into consideration TH, but Id like to hear your thoughts on how this will effect Crafters. As people complete professions, there will be less reason for them to do mission for xp, except to get money, cause that seems to be the only way to get started in this game and if you play a combat only character money missions are your only way of income. I still that crafters are taking a hit by this, and Im sure its too late now. What will the dev team do down the road if they see that this is happening and say "oops"?
Pls dont flame me. Im currious as to how this pans out. Congrats to all you PvPers on a nice new change.
This is a key issue and why it was so difficult to change. This is one of those issues we will have to keep an eye on. There are strong arguments for both sides, and we hope this is a fair middle-ground.
Armor and weapons will still decay through PvE Usage and hopefull that will be enough.
Good grief!!! There is always someone out there that cant see the forest for the tree's and always steps over a dollar to pickup a nickle. The above postsareperfect examples of that..
Fact: I havent bought armor for my alt (human that can actually wear it) because to get armor that is reasonable to equip and use without buffs, spices, huge stat migrations, etc... you MUST pay 1+ million credits for it. I for one, refuse to pay those rediculous prices for armor that will DOUBLE, did you get that DOUBLE decay with every death as well as be used up though regular use.
Fact: I would buy armor that was reasonable to wear and use (lower average HAM costs) and that decayed with use if it were more reasonably priced.
The problem here is that the armor MUST be UBER to be of use to ANYONE... Repeat that 10 times to yourself. That simply means that it willcostwaaayyyyyyyy tooooo mucchhhhhhhh!!!!!!
As for the armorsmiths crying.. think about this; Would you rather sell 1 suit to one guy for a milion credits that he uses ONLY in PvP two or three times a week or would you rather have armor usable by the majority with less penalty and USED more often than not in PvP and PvE and sell hundreds of sets every week for 30-50k? DO THE MATH....
Just my two credits.....
Thunderheart wrote:
MatrimHavelando wrote:
This sounds like a nice change. Im sure alot of combat people are happy. Im sure you guys have taken this into consideration TH, but Id like to hear your thoughts on how this will effect Crafters. As people complete professions, there will be less reason for them to do mission for xp, except to get money, cause that seems to be the only way to get started in this game and if you play a combat only character money missions are your only way of income. I still that crafters are taking a hit by this, and Im sure its too late now. What will the dev team do down the road if they see that this is happening and say "oops"?
Pls dont flame me. Im currious as to how this pans out. Congrats to all you PvPers on a nice new change.
This is a key issue and why it was so difficult to change. This is one of those issues we will have to keep an eye on. There are strong arguments for both sides, and we hope this is a fair middle-ground.
Armor and weapons will still decay through PvE Usage and hopefull that will be enough.
Thunderheart wrote:
MatrimHavelando wrote:
This sounds like a nice change. Im sure alot of combat people are happy. Im sure you guys have taken this into consideration TH, but Id like to hear your thoughts on how this will effect Crafters. As people complete professions, there will be less reason for them to do mission for xp, except to get money, cause that seems to be the only way to get started in this game and if you play a combat only character money missions are your only way of income. I still that crafters are taking a hit by this, and Im sure its too late now. What will the dev team do down the road if they see that this is happening and say "oops"?
Pls dont flame me. Im currious as to how this pans out. Congrats to all you PvPers on a nice new change.
This is a key issue and why it was so difficult to change. This is one of those issues we will have to keep an eye on. There are strong arguments for both sides, and we hope this is a fair middle-ground.
Armor and weapons will still decay through PvE Usage and hopefull that will be enough.
It WILL be enough...I sell resources... A LOT of resources to master weaponsmith and armorsmiths...
Weapons have NEVER had the 1% decay and I know PURE weaponsmiths that are now over 200 million credits...Weaponsmith is their only income!
I know armorsmiths that are now over the 200 million credit mark....
I know of one armor/weaponsmith that is now closing in on 300 million credits!!!
so...to say they might take a hit income wise...well...I don't think it will hurt them that much!
yes...finding out if the three incap death causes decay is planned or a bug would be nice to know...I can see groups of non DB'ing people now doing this rather than DB...
The trick to selling more for AS's and Tailors is to up skill mod drops via static missions...I tend to buy more clothes when I get better mods (and I am out of sockets) or I want to replace a +1 with a +4 I need to get a new belt/shirt/pants etc...same for armor...if I get better mods, I'll need new replacement armor to use those new mods in...I say static missions so that everyone has equal chances at them instead of one central area that is easily camped...
If the drop rate was up'd...then this would be a huge selling point for clothing and armor crafters...How many people who are mod collectors have extra outfits/armor lying around just because of the skill mods they use in them...
Just a suggestion...the more mods flowing, the more people will need places to put them...that would put any selling concerns to rest...