Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
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...
No Insurance = 5% decay
Insurance = 0% decay
AyahtollahofRockNRolla
wrote
0 fps I think my 15 bucks a month should cover it.
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?
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
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.
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.
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.