Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
Dolem1te wrote:
Decay was said to be for the purpose of return business for armorsmiths and tailors. i cant think of anything else that is affected by decay right now, so please add in if i miss something here. it has been stated in this thread and others that:
Will there be a timer for this day pass?
Can we buy week passes at the same time?
Month passes?
You check in with your faction recruiter, purchase a day pass for faction combat (PvP and PvE), and for 24 hours, you will have no decay on your insured items.
How much do you think this should cost?
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I find this whole thing a load of crap, they can implement a day pass for no decay at a fee, yet a cpl days back they said they said it was not possible to change it to nodecay on PVP deaths...
How can they implement this yet not take it out completely...
Why should you have to pay to PVP? Thats basically what this is saying....
Shidevie wrote:
No kidding, when WoW comes out the exodus from SWG is going to be astronomical unless they stop looking at us as disposable income.
WoW? To hell with WoW.
I'd rather play nothing than stand for this nonsense anymore.
I am so disgusted right now. I rarely ever get angry at the stupidity of the sheep in this game, but this one takes the cake.
Thunderheart, it's really easy for you to ignore the rants and hone in on the players who are agreeing with you here, but given that ratio is 2 out of 300 so far, how do think this will help the game?
Are you simply going to ignore the negative criticism?
I thought the discussion was to see how many players were interested in this.. Because if you guys are going to implement this whether we want it or not, please let me know. I can save myself some typing and some money. I have 2 guys I pay for. 5 people play this game because the other plays it too. You can save yourself some forum space by letting me know from now, so I can go home and cancel both my accounts from now.
Umm TH. I have a big question here. I have not bothered to read any of the replies here, so maybe it was asked. But for this system, if the game can tell the difference between factional death, of PvE or PvP, how come it can't tell the difference between PvP and PvE death? They seem like they would be the same system. Again as I said, I think you guys are trying to pull a fast one.
But to answer your question, I say 1000cr, or 1000 FP
- Neutrals cannot afford the pass
- Jedi cannot get a pass
- Casual gamers would have difficulties to buy a pass each day, will oblige them to do factional missions...
- We cannot buy a pass if we logged far from a recruiter
- Money sink on insurance is no more
- Clothes are still wearble at 0 condition
- Armors keeps decaying on usage and death
- Doesn't help architects either as their production doesnt decay..
Plz Th we really don't want 1% decay on insured items on both PvP and PvE ![]()
People got spoiledafter we had "free" deaths for so longwhenthe devsgot rid ofcorpseinsurance.
I do understand that clothing decay is needed to keep tailors in business.
And I'd understand this plan moreif we were talking about a credit sink in order to get money out of the economy.
But I'm curious what the point of this is... what are we accomplishing?
we're not removing money from the economy, right?
we're notproviding people withincentives toPvP, are we?
So, it seems that point is: "We need decay to keep Tailors in business, but it's not fair to make the decay apply in PvP, so we are gonna exempt players from decay during PvP only by charging faction points which you can get by doing faction missions"
ok, that seems fair.
not terribly simple or elegant, but fair nonetheless.
BIZARRE!
Just when I thought the DEVs had used all the wierd ideas...