Development Cycle Archive

Thread: Faction Insurance Day Pass: How much?

mmaughme
Thu Feb 05, 2004 2:41 pm
#404




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:




For the Devs,


Since decay went live, Tailors haven't made a dime off me. I've been wearing looted clothing or junk clothing bought cheaply from the bazaar. If I have to pay 150 credits per death to insure a pair of pants, versus wearing something I bought for 75 credits off the bazaar, and thus don't need to worry about insuring, guess which option I'm going to use?


Let's look at the insurance costs for the lifetime of a pair of paramilitary camos...


1000/1000 condition at initial purchase. 100 insured deaths until it decays to zero. 150 credits per insure. That's 15,000 credits to insure a pair of pants which only cost me 560 creditsto buy in the first place! Huh? Insurance costs 27 times the purchase price of the item? That being the case, I'd be paying $621,000 over ten years to insure my Subaru!


I fail to see how this was supposed to help Tailors. If you want to help Tailors, have clothing decay naturally.


Further, I'll tell you who this hurts -- Bio-Engineers. Who's going to spend 22K for a pair of camos with +18/+18 Mask Scent/Camouflage and +25/+25 Injury/Wound Treatment when it's going to be gone after 100 deaths (and an additional 15K in insurance)?


And while we're at it, why on earth would dying cause my tents and crafting tools to decay? There's a disconnect between your body being cloned and your clothing/tools/camps decaying that I just don't understand.


And while I don't use armor, I sympathize with the folks who are getting taxed twice for armor decay.




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Ackis
Thu Feb 05, 2004 2:41 pm
#405

Will there be a timer for this day pass?


Can we buy week passes at the same time?


Month passes?





Imperial Captain Ackis Losackego - Über f335h

Belial
Thu Feb 05, 2004 2:43 pm
#406






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?




----------------------------------------------------------------------------------------------------------------


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....





Seekalaei
Thu Feb 05, 2004 2:47 pm
#407






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.





Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


ArteL
Thu Feb 05, 2004 2:51 pm
#408

why can't anyone just answer the simple question of WHY armor decays twice???

why can't anyone just answer the simple question of WHY you can still wear clothes at 0 condition?


THIS IS THE WHOLE REASON FOR DECAY??? BUT YET NONE OF THE DEVS CAN ANSWER THESE QUESTION!!


so instead we get a half ass fp pass concept thrown at us, after the most bungled communication mishap of the century by the devs...


just sad
Squidwalker
Thu Feb 05, 2004 2:53 pm
#409

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





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Arnwald
Thu Feb 05, 2004 2:54 pm
#410

TH,


ty for stepping in.


actuals issues with you new proposal :



  • 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


Squidwalker
Thu Feb 05, 2004 2:54 pm
#411

Let me clarify, that OR. When we got a recruitor, we are asked how wish to pay, either with credits or with FP.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
CavemanGamer
Thu Feb 05, 2004 2:54 pm
#412

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.



Shidevie
Thu Feb 05, 2004 2:54 pm
#413

Another question I have is how exactly does the faction work into the PvP 1% decay?
How the heck does a faction prevent decay? It makes no sense what so ever if you think about it. How can faction points and faction recruiters suddenly have the ability to manipulate the cloning centers? They hackers or something? I swear this game gets farther and farther from what Star Wars should be every day. I hope the dev's don't get paid extra for creative conception.


Want this to make sense? Add an option to the insurance terminal to have all your equipment insured against any cloning decay for a substantially increased fee. This factional insurance makes no sense unless there will suddenly be factional cloning centers added.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
RaiCella
Thu Feb 05, 2004 2:55 pm
#414

BIZARRE!
Just when I thought the DEVs had used all the wierd ideas...





Rai Cella
The Master Smuggler of Tusken's Bane

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Lorell
Thu Feb 05, 2004 2:57 pm
#415

TH I wish that instead of trying to sell us on how great and lucky we are to get a 24 hour pass, that you would go back and argue or case for the devs to eliminate decay from pvp totally. This is just another money/time sink that you are trying to weasel in. If you really want players to get involved in pvp then remove decay totally or come up with something close to that. Not a 24 pass either. I'm not wasting faction on that. That's all cost with no reward. I'll just stay out of pvp until it becomes worthwhile.



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Azton-Cobalt
Thu Feb 05, 2004 2:57 pm
#416

I've got it!


There should be a flat faction cost to insure normal items, but a bribery fee must be paid by Imps to insure contraband equipment. So a normal player with no contraband might pay 100 FP for a days worth of insured items, but another might have to kick in 500 credits, or whatever, per contraband item to get it insured.


Credits paidwould be like a bribe to the recruiter/insurance NPC.Imperials who happen to also be smugglers would get a discount on the fee based upon ther smuggler level, as if they had disguised their contraband well enough to pass inspection.


This would give a contraband penalty to the imperials that the smuggler crowd is looking for as well as a reason to pick up the smuggler profession for imperial players.






Azton Cobalt - Master Doc / Novice Idea Guy - Kettemoor



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