Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
10 FP for overts
20 FP for coverts
I would say 99% of all faction players have never promoted a rank and only have as much FP as they've earned from the monthly story arcs. Making it cost more than a nominal amount will probably cause most Rebels to just resign from the faction until the crackdown is over.
Either way, I know I will probably resign and keep my 1500 rebel FP for when the crack down is over, in order to avoid getting tef'd and having my stuff decay. I can live with deaths from MOBs when I'm hunting. That's a risk I knowingly take. But getting TEF'd while travelling through Bestine to check my harvesters is not a risk I am willing to take. I'd rather just go neutral for the crackdown and pay the fines.
My father taught me an important lesson in life. Never do anything half assed, which when looked at from the players perspective is how this PvP decay fix looks.
1) This will not pull players into the factional PvP aspect of the CGW. Anything that has the appearance of a pay to play service is a major turn off for people. People are already getting hit for insurance costs that doesn't even protect their stuff 100%. Now, on top of that the dev's have suggested an additional fee just to be able to have a non PvP decay pass for a day.
2) Everyday when someone logs on they need to hunt down their faction recruiter to 'pay' their second insurance just to be able to play for the day. This brings up another problem which I will cover.
3) Set up an ingame poll when people log in just like EQ and ask people for their opinion. Ask them a) No decay for PvP, b) 1 FP, c) 50 FP, d) 1000 FP or whatever the higest reasonable suggestion is.
4) This also brings up a problem. Whenever someone want's to buy their second insurance (can you say double jeporady?) they have to visit their recruiter. For overt people this will lead to greifing. Opposing faction people only need to sit by recruiters and wait for overt members of the opposing faction to show up to insure their gear for the day and kill them.
5) I can't find anywhere where the players have asked for this. I can however remember the 100+ page petition to remove the 1% insured decay totally.
6) It took ~3 years and almost a complete turnover of the EQ team before they started listening to what the players wanted. I'm hoping that this isn't going to be the trend here with SWG? As it is right now almost all the corrispondants are not listened to, changes are made despite the majority of the community NOT wanting the changes.
If you want a feel as to what the majority of the SWG community wants in regards to stuff like this change, head on over to the EQ team and borrow their code for polling people when they log on. I know it helped the EQ team decide what kind of expansions they should put out and if the community would be favorable for some significant upcoming changes. Right now I look at SWG as almost a beta test for concepts SoE wants to put into EQ2. Item decay, and skill trees are two that come to mind.
There's no reason why you can't put in a pop up that asks people to chose how they feel about a upcoming possible change. But, remember to allways leave a spot open for d) No, don't make this change.
I don't think you should waste time implementing this. Nobody will really appreciate this. Insurance in almost negligable when you consider the amount of credits people have - especiallya player that is developed enough to PvP all day long.
Insurance costs don't affect most people so this will not benefit the people that actually participate in PvP.
If you want to please people, remove armor from the decay list or remove decay altogether. Decay hurts Armorsmiths more than it helps.
It probably sounds like a fun thing to implement but it would do nothing at all for game enjoyment.
Good points. I heard some Armorsmiths say that their armor sales have decreased since decay went in. Looks like fewer people are buying armor because they don't want to waste money on something that will last a day or two.
MysticalGreedo wrote:
Why not do what a vast majority of the players want?
Completely remove decay upon death for armor (because armor decays through USE, just like weapons, yet armor is DOUBLE taxed in it's decay), and make it so clothes aren't wearable when at 0 condition.
If you're going to institute this plan where in PvP death, you DON'T have to re-insure, then it looks like the system can ALREADY tell the difference between a PvE and a PvP.
I'm telling you guys (along with many other people), that all you need to do is REMOVE any and ALL decay through death on Armor. Armorsmiths get LOTS of repeat business, because armor decay naturally through use. Double taxing armor only makes Armorsmiths RICHER than they already are, because Armor decays faster, the demand goes up, prices go up, and then supply goes low. You are familiar with BASIC economics, right?
Oh, and it might be nice also if all the 99.999.....% Effectiveness Armor Repair kits I own would actually ever REPAIR my armor instead of destroying every piece. I have yet to repair a single piece of armor in the last 7 months. Everything I have tried to repair, has been utterly destroyed in the attempt.
If we have a true 'day' of pvp, let us pay say 200 that would last until server reset....
Honestly, if you added a week for 1k, most of the true pvp crowd would prefer that I suspect. That way you don't have to worry about griefing after a server reset, etc. Plus they could pay it a good bit ahead of time, and not worry about how much faction they're loosing most of the time.