Development Cycle Archive

Thread: FINAL RESOLUTION ON DECAY: 1% Decay will be gone with the Imperial Crackdown

zonkrd
Wed Feb 11, 2004 2:54 pm
#261






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.





Scrogg Emerondon
Gun Runner & Drug Dealer Extraordinaire
Proud Resident of Motor City and Leader of the Majic Bus

Aakhperkare
Wed Feb 11, 2004 3:00 pm
#262






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...

JTGAlpha
Wed Feb 11, 2004 3:07 pm
#263

So TH what the devs are saying is that if the Smugglers want a comment on the issues bothering them they shouldn't bother with a lot of constructive and level headed posts, nor going through their Correspondent but should instead yell, scream, and call the dev's names? Because that's what happened on this issue and you guys have been alllll over it. We debated for 17 pages last night alone and you only felt the need to comment on the dungeon and the patch notes, with NO indication that you heard or cared about the smuggler's concerns with this patch. I realize you'll probably just ignore this post too, but after going to the mats for the developers for more than a year now when people criticize you, after being in beta 1 and onward, after doing everything possible on this issue to be constructive and still getting ignored, I'm past frustrated and into insulted. All it would have taken to shut us smugglers up was a post from you guys saying, "We promise these upcoming changes won't adversely affect your future abillity to smuggle." That's it. That's all it would've taken. We got...the brush off. Thanks.



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

jPsSpaceMonkey
Wed Feb 11, 2004 3:08 pm
#264

good bye decay ..!.,



SpaceMonkey/Blyxx
Master Bounty Hunter/Master Holo Pimp
Professional Agitator/Bad Guy
"Remember, flys spread disease. So keep yours closed."

Mapai
Wed Feb 11, 2004 3:26 pm
#265

I got such a good laugh about the comment on the " what about the poor armorsmiths and tailiors" as a excuse to have the 1 percent decay. Amorsmiths are the richest people on our server and would stay that way even without that 1 percent. Armorsmiths regular bid 30 million + on auctions on the forums and by far are the richest in the game. As for the tailors, people buy clothes, to wear something different, even if clothes didn't decay. Those people will still buy clothes, as they want something different. So what is the real reason for the 1 percent decay?



Intrepid- Mapai FS Bounty Hunter
Intrepid- Catio Swordsman/Doctor
Eclipse- Mapai Master Smuggler/Pistoleer/TKA
Eclipse- Eihou Master Swordsman/Fencer/Brawler
Intrepid- Ataut Dark Jedi Knight
Loot Vendor 453, -4812 Tal Valor, Naboo
SYNISTER YET NOBLE
Vashner
Wed Feb 11, 2004 3:31 pm
#266

I am a happy camper today.. Dusted off the Composite, went to Bestine. Shot me a imp player.. yee haw!







--------------------------------------------------------
SioBabble
Wed Feb 11, 2004 5:06 pm
#267






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.





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Maeril
Wed Feb 11, 2004 6:28 pm
#268






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'm not about to go reading through this whole thread so forgive me if this has already been brought up. I don't understand why it would be so much of an issue for the crafters for PvP to not suffer the decay penalty, What percentage of people playing participate in PvP? According to polls, wasn't it only like 10%? Considering before decay was implemented, crafters were still getting obscenely rich, even moreso now with decay, I can't see the 10% people not getting the penalty from their PvPing will hurt crafters in any way.


Chalk one up for the PvP'rs. Even though this will most likely not effect me in any way as I don't PvP (because I'm MCH and CH are hosed for PvP moreso now than ever, not too mention the 90% of PvPr's being annoying 'L337 d00dz') I just thought I'd chime in.







Just another disgusted MCH
Squidd
Thu Feb 12, 2004 1:01 am
#269






Thunderheart wrote:


Armor and weapons will still decay through PvE Usage and hopefull that will be enough.






Once again I'm confused by your reference to decay on armor and weapons... Armor and weapons decay through all usage, PvE or PvP. The only thing that's changed is that armor, clothing, and tools don't decay if you're insured when you die as a result of Faction combat, correct? You often use the two together as an example, even though they don't decay in the same manner.


There's never been a problem with armor and weapons not decaying, even before decay on cloning was instituted. Both items wore out with use and had to be replaced. As I understand it, decay on death was implemented to cause items such as clothes and tools, which never decayed naturally, to wear out and require replacement. This was a boon to those who crafters and gave the threat of dying some teeth. (and then there's the strange decision that armor should decay in this way also, making it the only item that decays through both use and death... I still think the armorsmiths bribed the devs).


So this change has no effect on weapons, clothing and tools decay perhaps a little slower since they won't decay in Imp vs. Reb factional combat (though as little PvP as has been happening recently, this shouldn't result in much of a change), and armor will continue to decay twice as fast, if not more, than anything else due to use and cloning with the same slight reduction as clothes and tools.


Sounds like it should boost factional PvP with ony a slight impact on the decay crafters have come to appreciate and expect. But as TH says, time will tell for sure.
Yizzlaar
Thu Feb 12, 2004 1:08 am
#270

+5 fun factor.. Mmmmm.



-Nultal


Georb79
Thu Feb 12, 2004 1:37 am
#271





TH said:


"*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."





Did I miss a thread counter acting this statement?


If this is true Decay still exists. I dont know a GOOD AS that is dirt poor, or relys on Decay to keep them in businesssame for tailor if people complain because they cant maintain there billions well then its time for reality check for them.


Like I said was there a post rebutting this statement I posted.


TH if your reading, we dont need a english major just simple english will work


A. 1% Factional Decay is GONE


B. 1% Factional Decay is still in.


In either case no explinations on how its going to work. Chefs didnt get a blueprint of the revamp we had to figure everything out on our own.


Soo if you could just answer A or B with out any grey in between, no explanation needed just A or B. Cant get simpler.



Thanks from all the stupid people that cant read in between the lines and dont wana guess at what your explanations mean this includes myself.



Thanks

Georb




Georb
Master Chef
Tarquinas
The Tradersguild -2171 -6220 Tatooine
www.Tradersguild.net
DeQuosaek
Thu Feb 12, 2004 1:57 am
#272






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.






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

SteinerFox
Thu Feb 12, 2004 6:21 am
#273

GREAT First step, TH, but the devs really should remove the 1% decay on ALL insured items. This step, however will make things MUCH more palatable, even if we still see people taking out lairs in their skivvies.
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