Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
TH, you posted on 1-09-04:
I also want the 1% decay to be removed for PVP.
Done. We've removed decay for PvP death. It's just the first pass though. In the future as the developers sink their teeth into the GCW changes, we'll keep the "no decay on death" in PvP, but it will most likely take the form of "Faction Insurance" or some other in-game mechanic, rather than be automatic. For now, it will just be automatic.
Isnt this a contradiction? Or am I really really so stupid that I dont get it?
Thunderheart wrote:
It is being changed to:
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".
on player death or Faction Gain/loss,
If faction = negative (lessthan 0) then
If faction = -45 then
If Faction = Imperial or Rebel then
(some sort of Code checking the name of the thing that killed you for a string that would be involved in PvE death, ie "Joe Imp (some imp/reb tag here)" or a name with a number in it (stormtrooper))
Then if the above code didnt find anything with an imp/rebel tag in it, it would make you imune to Decay for 1 minute or so as long as you were insured
End if
End if
End if
Blam less that a .1 seconds to execute since you probly have the tags for imperial/rebel Npc's in a file somewhere and loged properly (I hope). Doesnt seem that hard to me...
It's true. It's true! The DEVS HATE US!
Why do they torture us like this. "No decay on PVP on the next publish" and now this!
I hope I get into WoW! WOW. Save us WoW.
11 pages already? Do you realize how many people you have upset?
guess its time to update the TC patch notes:
TH, if the Devs are gonna force me to go Overt via Shakedowns and Crackdowns then i want this 1% decay gone please. It never made any sense in the first place. If i insure my items they shouldn't decay at all.
Like others have already mentioned. Armor already decays at a good pace just from combat...and clothing is still wearable at zero condition, so it doesn't benefit Tailors at all.
I find your reasoning disturbing...![]()
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." -Thunderheart
So what your saying is.. At the moment of DB, the system checks what killed you and applies a the faction point loss. Then when you click the "respawn with insurance" option the system again checks what just killed you, and clears, or doesn't clear your insurance.. But after respawn, when Decay is applied, all that information is no longer available to be checked..
So really, what needs to happen is, the Decay has to be applied after you click the respawn button, but pre-zoning to the cloning facility while your still able to verify what did the killing.. instead of post-zoning to the cloning facility.. Which yeah, I can see would probably be a royal pain to recode.. or the alternate option, to write a new system that saves the "Who/what killed you" value, until after you've been loaded into the cloning facility to be checked before Decay.. and change the Decay after respawn system to actually check for that new value..
Either that or I have no idea what I'm talking about.. which is entirely possible ![]()
~Met
I'm just gonna add to the page count to make this longer, as thats going to be a clear indication about the acceptance of this. I want it gone.
I'm a dev myself, but I am not going to pretend that TH is wrong in it can't be determined.
Decay could be separate code to insurance, although objects can communicate, and it should be able to be worked out in some fashion.
And if SWG isn't object orientated I'm going to have a fit ![]()