Development Cycle Archive

Thread: Faction Insurance Day Pass: How much?

MrValentine
Thu Feb 05, 2004 8:46 am
#274

IT SHOULDN'T COST ANYTHING!!!!!!!!!!!!!!



READ YOUR OWN **edit** PATCH NOTES FROM NOW ON!!!!!!!!!!!!!!!!!
ArythBandar
Thu Feb 05, 2004 8:49 am
#275

**edit**? How many more mindless sinks do we need? Just take off the irritating 1% decay on items that have been insured. Simple. Quick. And DONE. It can't be that hard to take out the line that says, "If item is insured and PC dies, then decay 1%." Insurance should be a away to get back items just incase you die. So, no decay just like before the patch that implement it. So, how much should faction insurance be? We'll I believe the recruiter should give us faction pts...I think they have too many and they need a sink
Tavie_Bautat
Thu Feb 05, 2004 8:50 am
#276

If it's insured, it gets fixed...plain and simple.


If my stuff is going to decay after I fork over cash to ensure that it doesn't, then I will no longer PvP. I mean really, what's the point? It's like I'm paying for my stuff to wither away. Now you want me to pay cash AND FP? It's really very simple...Insured=no decay....Uninsured=decay. Period.



Colonel Tavie Bautat
Galactic Security Agency
Captain: GSS-24 Victorious
Captain: GSM-8 Moenia
nnn
nnn
nnn
Ghost25
Thu Feb 05, 2004 8:51 am
#277

One more thing to add...


It's sad that the GCW has slowed down because of insurance. More content is great and I know they want more player interaction, but as long as there's a decay penalty, PVP/PVE is generally (not in all cases)going to be few and far between...





Derek Brightblade

Commander of the 7th Alliance Tactical Division ATAC
Master Jedi Sentinel of the New Jedi Order NJO

Wallopin
Thu Feb 05, 2004 8:52 am
#278

/agree 110% CyberFett


No Insurance = 5% decay


Insurance = 0% decay

just-wondering
Thu Feb 05, 2004 8:53 am
#279

AyahtollahofRockNRolla
wrote


0 fps I think my 15 bucks a month should cover it.


Right on the money!



Onix Coldstone/Eclipse
The-Crow /Ahazi
ArythBandar
Thu Feb 05, 2004 8:56 am
#280

they editted w, t,f? c'mon...if ur old enough to know what it stands for ur old enough to hear it. It's ok, we've all heard the F word before...I think we can handle a simple little word....


Sorry..I know this isn't really SWG related, but censoring words irritates me. It's like, for everyone out there who don't want little Johnny or little Suzie seeing bad words, then it's time to lock them in the basement, sound proof it and leave them there for the rest of their lives! Putting a taboo on words does nothing excpet give them power. Take that power away and ppl won't be offended by them. When has a word killed or maimed?


just-wondering
Thu Feb 05, 2004 9:00 am
#281

Now let me see if I understand this. Humm the Dev's are having problems writing the code to have 0% decay if insured but no problem adding it as a Faction Insurance for 0%..A lot more code here. The old system had 0% decay...Humm.I just dont get it.



code= decay for insured=off decay for noninsured=on






Onix Coldstone/Eclipse
The-Crow /Ahazi
Krayvex
Thu Feb 05, 2004 9:06 am
#282


I think the problem here is a lack of communication. Hmmm, imagine that. The players (99% of them anyway) want decay removed. Some designer has a hard-on for decay. The faction point cost is a compromise by the devs and while some players don't mind the faction insurance idea, about half of them still think that their $15 a month should cover insurance. Are the players wrong?


Convince us.


Even after multiple posts, with dozens of pages each, of players saying "take it out" now and even before it was moved from test to live, I still havn't read a well thought out reason for why it's in the game. I don't want to hear "death needs to sting" or "weaponsmiths and tailors need love". Some real numbers would be great.


The designers need to get some report-monkey working on a couple queries. And of course all these need to be proportional to the number of characters on the server that have spent 50+ skill points at the time the data is taken from.


1. Amount of pvp before the decay patch and the amount after. Bases destroyed is not a good stat here because of the lack of defenders at bases since the decay patch. The hardest part about destroying a base since decay was put into the game is getting the required professions together in the same place. This needs to be based on deaths only.


2. Amount of armor sold to pvp'ers before the decay patch and after.


3. Amount of clothes sold to pvp'ers before the decay patch and after.


I'm sure that IF these numbers show that pvp is still as much of the game after decay as it was before, and that armorsmiths and tailors are making more money off of pvp'ers now, that we'd all shut up about this. The communication here blows and i'm not talking about TH being send to drop the news on us. There's no info here except, "we want it that way". I thought SOE was going to try harder.




Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



wyx1
Thu Feb 05, 2004 9:17 am
#283

What cyberfett said!

Or make Armour behave like weps when you die i.e. they still decay in combat but not from cloning. Whats the problem all Master Armoursmiths are millionares!

If the faction perk thingy goes ahead tho, I say 50FP max.



Zubenel Genubi

ATK Master Musician, Master Entertainer, Master Carbicide..
Joslo
Thu Feb 05, 2004 9:17 am
#284

Uninsured = 5% decay
Insured = 0% decay



Joslo Kesunn - Famous Smuggler Board Troll
Master Rifleman, Master Fencer, TKA 4/0/0/4
http://intrepid.galaxyforums.com/
Sharwen
Thu Feb 05, 2004 9:21 am
#285


Do not even suggest that it be tied to Overt status. What happens when you shuttle? You get set to Covert. Poof, your insurance will be gone, the way this game operates. And a pass for a day? What happens when you log out during that 24 hr period you bought insurance for and come back an hour or two later? Poof, I'm sure not only would you NOT be insured, but the Recruiter would think you are and not let you buy any more (like the current buff bug). Do we really want to add another intricate mechanism for something with a very simple solution?


No decay in PvP. If you can tell when factional insurance would work, you can tell when it's a PvP death.


ExuroAether
Thu Feb 05, 2004 9:22 am
#286

TH, if you can apply a "day pass" to toons, then why not apply a permanent "day pass" to all toons. I.e. No Decay on Insured Items in PvP when Insured (which is what everyone wants). I can't imagine the code involved being that much different. Or if for some reason that is not possible, simply give Overt players a "free-pass". Basically you're saying this acts as insurance, well isn't this double insurance? Pay once at insurance terminal, pay again at recruiter? Any "fee" or cost associated to the second round of insurance is a tax on a tax if you ask me.


What you're essentially saying here, is that if you're insured, you're NOT REALLY insured, until you double insure. If the Devs grab 5 people, sit around a table and go through this logically perhaps they'll see the light on this?


Question: Are we in fact stuck with this "double insure" option because of poor coding? The fix that everyone wants seems too easy to implement, and it seems that all variables should be there. I.e. if you can issue a day pass, why not just issue one to everyone upon logging in?


And TH, i'm not bashing you in any way..... I'll never shoot the messenger. This "solution" seems like a work-around for a work-around. Spaghetti code from an outside viewpoint.


-Ex



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Exuro Aether
Retired General
Freedom Alliance (FA)
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