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.
Time will tell, but what I think people are missing is the trickle down affect and also the opportunity this gives the devs to introduce new content. The heavy PvP'ers on Chilastra are mostly guild based and have player cities, the armor and clothes they wear are a lot of times crafted by guild members anyway who give them no charge or at least at a discount. With the loss of decay comes an increase in combat though and the expenses that go with it.
Docs will have even more requests for buffs and in turn will need the resources to make them. Food will be in high demand. Speeders are gonna get blown up, weapons are going to be used up at a faster rate. To help the Armorsmiths, the devs need to introduce some items that, while beneficial, deteriorate quickly. The PSG's come to mind as such an item, but they need to be redesigned and also expanded to include different types of protection. Right now they are difficult to make and wear out too quickly, Make them about as difficult to make as your avg. carbine and have different ones defend against different types of damage, with the ability to equip only one at a time. Make them last about 3 or 4 days worth of fighting to ensure a continued demand on them and I bet Armorsmiths everywhere would rejoice.
A good war means jobs for the crafters if you do it right, and theact of taking out the big penalty for participating in the war means people will now be much more eager to get in there and fight. This is the players opportunity to create some of their own content and the Devs opportunity to give the crafters some new toys.
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.
I fail to see how this will cause a problem for crafters. Simply put. If there is decay in PvP...PvP is dead. Period. That's a fact that we have all witnessed. So the crafters are going to have to suck it up and loose (possibly) a tiny little bit of business. Weapons and Armor still decay and are still expensive as hell. Just because a crafter may be making 100k less a week is no justification for destroying PvP once again.
I am glad you guys (devs) have finally fixed the PvP decay issue. Don't go into reverse and destroy it all again because crafters have to take a small hit to the wallet...
I am a happy camper today.. Dusted off the Composite, went to Bestine. Shot me a imp player.. yee haw!
p4Samwise wrote:
So what is the real reason for the 1 percent decay?
That's the thousand dollar question. No amount of posting and questioning, level-headed or otherwise, has cajoled any dev into answering it. The best answer you'll get is "you sure do like to troll..."
This is a very good question, p4Samwise.
WHAT IS THE REAL REASON FOR 1% DECAY?
Supposedly, death has to sting.
Then there was the entire issue of the clone express; people dying to avoid spending an hour running back to Nym's Stronghold, for example.
The problem here is that apparently there is no way to make death properly sting in this game for those who care to ignore it.
That is, for the Quake PvP crowd. It doesn't affect them.
I don't. Every time I get DBd, be it from PvP (very rarely, because I loathe the zergfest and the 12 year olds who revel in it), or three incaps, or some NPC or creature issuing the coup de grace, I get ticked at myself for getting into a situation where I get DBd. The decay just griefs me. The corpse runs were a massive PITA that I avoided as much as I could by insuring my posessions each and every time, before the corpse run system was abandoned, apparenly because bugs cropped up in production that never happened in beta.
If we can't have corpse runs back, for whatever reason, for GCW battles to have any meaning at all, and they don't, and as a former soldier this drives me bonkers and devalues the GCW, we need to have something to avoid the endless zerging.
Five minutes of groginess is a good start. If need be, prolong it to 15. In general, I loathe time sinks, but this one is needed to make death take people out of battles, and make avoiding getting killed a tactical necessity. Otherwise, GCW battles in SWG will continue to be a joke; a pale imitation of what they could be.
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:
Armor and weapons will still decay through PvE Usage and hopefull that will be enough.
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."
Georb79 wrote:
Did I miss a thread counter acting this statement?
Yes, you did. You seem to have missed the very thread you are posting in, which started off with a message that clearly states that 1% Decay will be gone with the Imperial Crackdown just as the titel of the thread says.
If you use the Dev Tracker, try reading the threads too and not just the Dev post and the ones after it.