Development Cycle Archive
Thread: FINAL RESOLUTION ON DECAY: 1% Decay will be gone with the Imperial Crackdown
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.
TH
My guns decay due to my overuse - All but my carbine since it kills me more than the mobs
...I still do not need any more items than before:
1. Crafting kits - 3k each - ouch - Just train novice artisan and make up a few dozen - its cheaper
2. Clothes - Even at zero I can still wear them - So I dont buy more
3. Armor - Just tried armor for the first time - I still get one shot killed way too much - so why wear it.
4. Guns - I have lots of guns
- I have worn out a few - But they dont decay
If items would be damaged due to events like combat I could see the decay...
The thing is you NEED to make people want or need something....
I dont want new wearable - I like the way I look in game
I dont need new wearables - They dont go poof upon total decay
So why would I buy more? I wont...Less flip the coin
My Items go poof and I am now naked - I can stop wearing items - well all have seen naked players.
THe real question is why would I want a new wearable:
1. It wore out - You can use a time based or combat based wear - Think of armor and its decay due to stoping damage - But to be insured and decay - does not make sence - Other than to fit your needs as a DEV to fix something the easy way.
2. I need a new look - Unless you want to do this there is no need.
So if decay at 1percent makes me buy more wearables I dont see it....Does it do the following:
1. Make people not want to PVP - Yes
2. Make people not help in the PVP GCW - Yes
The same can be said about -one shot kills - Armor holes - God Templates - So guess we will see.
I hate to sound like a broken record, but is there any news about clothing decay? I know it probably won't be affected at all by the new changes since most people wear armor to PvP battles, but is the lack of clothing decay ever going to be fixed? We either need real decay or more than just three new schematics per year. The fact that I spent a total of about 6 hours in front of Coronet starport over the past few days and I have sold a total of 3 outfits is not a good sign for the tailor economy. I know it comes and goes in spurts, but lately is is mostly been really slow.
Thunderheart wrote:
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:
Armor and weapons will still decay through PvE Usage and hopefully that will be enough.
Not to be angsty, but there's some blatant misinformation going on here.
Weapons have never decayed on death. They only decay through usage. Even with this change, they will continue to decay if used for PvP, because this change ONLY affects death decay, not usage decay, unless there's been some gross miscommunication.
Armor decays through usage as well as on death. I'm fairly certain, then, that armor will continue to decay through usage during PvP fights, since again, that's a separate sort of decay from decay on death.
I'm really sick of people acting like 1% decay on insured items is the only way that crafters will ever be able to sell anything. I do just fine as a weaponsmith replacing items that degrade from USAGE decay. I would NOT be in favor of death decay on weapons, even if it ostensibly would help my business, because it's just shafting my customers, and I'd ratherget money from satisfied customers than shafted customers. I suspect armorsmiths will do just fine after this patch, since they can never seem to stay in stock as things are. If anything, I believe they'll do better, because people will actually start using armor and allowing it to decay through use, whereas before lots of people (like myself) were giving up on armor entirely because the death decay thing was so dumb.
If we could just have usage decay on clothing, there'd be no reason for decay on death at all (though I still think 5% decay on uninsured items is a good idea, since the insurance money sink provides that needed "death sting"). Not that it's much of a reason as things stand, since you can still wear clothing that's decayed down to 0.
This is probably all news to many red names, but it's true. Like those clear-domed R2 units. ![]()
Any word on notification of slice state?
If you still can't tell if a wep/armor segment is sliced, then I suggest STRONGLY that no one purchaseany wep/armorfrom the Imp controlled city's bazzar terminals.
Why? Because rebel smugglers will be slicing & loading the terminals with sliced goods just to cause hate/discontent among the Imp masses....
"Wadda ya mean, SLICED???? I just bought it!"..... A FINE?!!! I have to pay you WHAT?!!!!
Forgive me but that wasn't made too clear. But it's nice to know that my st armor wont decay due to dying.
Angetenar wrote:
MysticTrunks wrote:
While that is good news i have to wonder.
Why is it that any time we ask for something and a responce is given 90% of the time the phrase "It's difficult" is in there. No one asks if it is hard or easy just that if it can be done. Saying it's "difficult" or "harder than we anticipated" makes the team sound lazy or like they don't know how to code the very game they created from scratch.
Just an observation...
Simple, because some things are not a easy to modify as, say, swapping out spark plugs for better gas mileage. Instead, it could be like taking out your unleaded engine and replacing it with a diesel engine, then modifying the rest of the vehicle to work with the different engine. Sure, it can be done, but yeah, it's going to be difficult and, will there really be enough benefit to make it worth the effort?
True, but it can be done. And if we pay monthly and it needs to be done... do it. As customers we don't need and usually don't want to hear how hard it is... we just want to be assured it is getting done... even if it takes time that is fine, but hearing your mechanic that you are paying money to do something complain because it's hard tends to make you want your money back and go to a less complacent mechanic.
Not to sound stupid here, but what is the difference here between a PvP death and a Factional death? Or are they the same?
Thanks
ArkonPhoenix wrote:
Not to sound stupid here, but what is the difference here between a PvP death and a Factional death? Or are they the same?
Thanks
In game terms, a PvP death that isn't factional might be a duel. A factional death that isn't PvP would be a reb killing npc stormtroopers.
What about people incapping you three times. Posts in the GCW forum indicate you will still get decay in this case.
I would consider this griefing. People will do than instead of DB'ing you just to get you to decay.
Is this in fact true.
Early reports say you DO experience decay after a 3-incap death in factional PvP ... meaning we have a huge griefing loophole in this new rule that I am absolutely DUMBFOUNDED could not be anticipated by the GCW designers.
Patch grade so far: Incomplete
Usually I don't cut the devs a whole lot of slack, but they crammed this change in at the last minute because it is what the players wanted. Would you rather have decay free PvP that needs tweaking, or 1% insured decay in PvP? So quit your bitching, ingrate.
KzinKiller wrote:
Early reports say you DO experience decay after a 3-incap death in factional PvP ... meaning we have a huge griefing loophole in this new rule that I am absolutely DUMBFOUNDED could not be anticipated by the GCW designers.
Patch grade so far: Incomplete
KzinKiller wrote:Early reports say you DO experience decay after a 3-incap death in factional PvP ... meaning we have a huge griefing loophole in this new rule that I am absolutely DUMBFOUNDED could not be anticipated by the GCW designers.
Patch grade so far: Incomplete
I think the devs were responding as quickly as they could to the outcry of the players to them reneging on removing PvP decay. They found a way to remove it, put it in asap to have it included with publish 6, and by doing this, skipped the testing phase. Personally I figured it would be buggy as hell. I also appreciated the gesture of trying to get this in game asap after the disaster they had created.